this is aaaaall im hoping for.
please do not dilute the visual appeal and generic-ize my spells after 1.20 SE.
good point, im not saying Nukers need to focus on being competative for top DPS, im saying general high DPS is the entire point of being a nuker, and since nukers exist they should have position in parties and not be stagnated as anything else.
adding other spells to lower magic defense and "staggering" them for their own damage benefit sounds great to me.
however, it still only helps my point, a nuker is the magic equivalent of a LNC (so to speak). LNCs also have other abilities to aid in their DPS, so yes i agree that Nukers should have similar mechanics.
having different options for your MP pool, enmity and strength of that element should be very important to a mage IMO, not "Fire... bang... back up heal, back up heal, backup rebuff, beack up heal OH my timers back up i can cast thunder now"
"NO, we need your MP for backup heals and buffs. Plus we have a LNC to take care of damage"
/butthurt
ugh, it just sucks because other MMOs dont care about the visual aspect of their magic classes anywhere near as much as the FF franchise, yet nukers in endgame in other MMOs are just as common as melee.
im not trying to be rude but your point is literally moot because its looking like the elemental type will be the tiers just as they were in FFXI.
if you remember correctly Aero and Water spells were only useful until you got Thunder and Blizzard, then the others were practically non existant just as you say for low level spells.
the whole point of a low level spell is to coincide with your weakness as a low level character.
i prefer fire magic, i would like for my fire magic to look more powerful as i become more powerful in levels to coincide with my greater stats vurses when i was level 1
im fine with streamlining spells, but dont make my level 50 Nuker cast the same exact fire spell effect as a beginner.Quote:
also, another clue would be reformed elemental wands that are currently in game. their levels are tiered according to which element.
the wind wand is level 24? the next one up is level 30 something (this is off the top of my head from when i looked at the market wards.) this coincides perfectly with aero generally going to be a weaker spell than all of the others because your going to learn that first.
Yea.. As a healer now I place 4 healing spells which are the tier II and III of Cure and Sacrifice..
I use different version of them according to how urgent a mate is needed so I can manage my mp and enmity easier.
If there's only 1 version and all I can do as a healer is "All-out-heal", it'll be bad news to me.
I support this change completely, I do hope they change the look of the spells as they become more powerful that would be an interesting addition, but they have enough to do for the moment.
I am a healer also and don't think this is a problem, almost never am I using Sacrifice as a CNJ and only use Cure 3 when its really necessary, cure only has a 3 second cool down now and in most cases the wait isn't enough to cause any big issues.Quote:
Yea.. As a healer now I place 4 healing spells which are the tier II and III of Cure and Sacrifice..
I use different version of them according to how urgent a mate is needed so I can manage my mp and enmity easier.
If there's only 1 version and all I can do as a healer is "All-out-heal", it'll be bad news to me
More over this should save us a lot of MP as the spell will scale in both mana use and potency.
Dreadnought don't expect them to keep nuke spells with the same cooldown timers as they currently are, I wouldn't be surprised to see blackmage spam nuke spells like in other MMO's, it shouldn't have a huge effect on mana or hate because .... the damage and mana use will scale with level.
With the new combo to increase emnity by 50%, tanks should have a much easier time keeping hate also.
the general concesus dissagrees with you on the healing options.
i think its good to have different potencies for different split second situations. how is it going to save MP when you all you need to cast is a Cure1 to top of a character instead of a full Cure III?
i could care less how many spells we have, i just dont want to be casting the same damned spell effect (per element type) from level 1 to 50.
Wow. More topics with people jumping to conclusions off incomplete information and previews.
World of Warcraft did this and it became a better game because of it. People abused the hell out of lower tier spells, because they were more efficient. Paladins were casting 'Flash of Light' 9, and 1 (out of 11 ranks); Holy Light, the longer heal, was never used. Blizzard decided to do single rank spells and then give Paladins multiple types of heals that all scaled well and were visually different. Long and powerful heal with high efficiency, medium heal with medium power and low interrupt rate, short heal for emergencies, and an AOE heal. It streamlined the healing gameplay enough that more people picked up on being healer paladins, and healer paladins were no longer using only 2 buttons to do their job.
Yoshi has already started that with Curaga, and you have Sacrifice as well. There is nothing here saying you won't see a full Regen type spell, a temporary shield spell, a short heal, an efficient heal, or any other type of spell/skill that doesn't involve spamming different ranks of the same spell. It's a design choice that allows the devs to have finer control over class balance, and to make game gameplay both more intuitive and more varied.