Thank you for pulling things back to the point of this thread and stating things I have failed to find the words to say.
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Maybe I'm wrong, but doesn't Aero and Stone have side effects that are very beneficial to WHM? Like, I remember one has a dispel effect, while the other has a DoT. They definitely do have a purpose if this is the case. That, and I think that WHM should have some nukes, so that they can DD when they don't need to heal.
Then again, I've never really used WHM (I only got to level BLM/THM to max before the end came. ): ) so maybe I am stupid and should leave.
they should make whm be able to implode like ninja back in ffxi instead of trying to HOLY FTW!
FF1: Quake attempts to instantly kill an enemy by swallowing them into the ground.
It is not an earth elemental spell.
FF3: Quake is a Level 7 Black Magic spell that causes major Earth-elemental damage. Only the Jobs Black Mage, Magus, Sage, and Onion Knight can use this spell. It can be bought in Doga's Village and in the Invincible.
It is not exclusive to BLM, though it is black magic in FF3.
FF4: In this version it is a non-elemental spell that damages all non-flying enemies and ignores Reflect.
Non-elemental
FF6,FF7, FF8--Quake is an earth elemental spell, but is not really attributed to a "class."
FF11: The only game where Black Mage exclusively receives Quake as an earth elemental spell.
FF13: Is not a spell, but a technique (that does deal earth elemental damage) learned by pretty much every character, in different roles of the crystarium.
FF Tactics: Quake is Planar Magic.
Crystal Chronicles RoF: Quake = piling Fire, Thunder, Cure, and Clear. It inflicts stun on the enemy
Crystal Chronicles EoT: A pillar of rock erupts from beneath the enemy, sending it flying into the air and inflicting a stun effect after landing.
See the trend? :)
Googling and reading FF wiki might not be the best way to argue.
If one class had all elements, then either that class would be grossly overpowered (having an advantage against almost any mob) or the bonus from using the "correct" element would have to be so minimal that it barely existed (as you would ALWAYS be using the mob's weakness).
This is an issue in and of itself. There will almost definitely be a DD job that comes out of conjurer at some point. The game isn't even launched yet. The job system is barely developed.
I don't follow. CNJ is a decent attacker and decent healer. WHM is a great healer and decent attacker. In both cases, DDing takes away from ability to cure, and vice-versa--you can't deal decent damage WHILE keeping a party alive in difficult content. THM is a great attacker. Both are unique, and neither is making the other useless.
Divine spells are iconic to WHM, but one could argue the same for earth, air, and water spells
The THM lore that we know from 1.0 is butchered; I wasn't in alpha, but I believe that will change for 2.0. I'll try to find the dev post I'm thinking of.
CNJ lore, however, never was truly butchered. Though I argued that it was at one point, the fact is we retained control of the three elements that really appeared in the Shroud (and if you're at all familiar with the lore, you'll understand why those would be the three that matter).
Out of context, the bulk of this segment could describe ANY job. I think you vastly overestimate how "fun" it would be to have to stalk out the wiki page of EVERY mob you encounter to determine its weakness so you could optimize your damage.
No one else took you up on this offer, but... how much do you charge for a half hour? ;D
But they already have to do that (make element weakness minimal for bosses at least).
I will not (ever) be ok if WHM is the main DD for a stone or aero weak boss (and a WHM main DD holy boss should be a gimick boss imo) - BLM should be able to do more damage then a healer. If WHM can be main DD then BLM should be able to be main healer. Its why I keep supporting the zombie spell and holy spells (which are kind of elemental ambivalent) - something that WHM can turn into a higher dps by using zombie debuffs (that take time meaning overall lower, even though the numbers would look nice). Although you can just go without the zombie debuff and give an elemental ambivalent damage source like holy (even if you fight a monster with holy resistance WHM could still cure).
And I know from smaller monsters that are weak to stone that WHM will usually out damage a BLM (while the WHM wasn't DPS geared the BLM was).
You're correct. BLM is broken. Forgive me if ever I denied that. However, looking back in FF history, what BLM is missing is NOT stone, water, and air elemental spells. BLMs traditionally have dark-based spells and non-elemental damage spells, either of which would more-than-satisfy your needs.
While you may be right, I can't think of any instance where a BLM didn't pull his/her own weight, even if CNJ/WHM could out-damage them.
Hey... Dark spells !
I think you could find some solutions in that, for those bosses strong to BLM elements BLM just turns to his dark abilities.
+1 cause I forgot about dark spells lol
Edit: to the second part WHM should -never- out damage BLM except on say gimick bosses where raise kills them almost instantly (like in classic FF games)
WHM is a great healer and shouldnt also get to be a greater DD - that is very unbalanced.
Very much this. The job that could come from CNJ could be a Geomancer/Elementalist (Though, Elementalist would probably be confusing considering the localization of CNJ in other languages.) that would focus on using terrain magic.
The same could be said for THM. They could make another Job (Necromancer?) that gets all it's old Sacrifice and resurrection spells back.
I remember this faintly. There's an egg the CNJ's have, a Dragon Egg (I think.), that is associated with Wind. Their Patron Goddess, Nophica (I think.), is a goddess of Earth and plenty. So, naturally, it can be seen why those three elements were chosen. Earth for the soil, water to make the soil fertile, and wind to scatter the seeds.
2 things about this:
1. Even if SE did give the current level 50 version of Black Mage ALL the Elemental Spells, you would not be happy because in order to balance the gameplay, Black Mages nukes would have to be very weak, have no enfeebling effects and would probably result in a loss of the 'Ancient Magic' Tier spells for the moment as there would be too many spells for the amount of skills/spells/abilities we can currently have.
2. You said yourself: Black Mage= 'Mage Damage Dealer' So why do they HAVE to have the Elemental Magic? Damage spells are not limited to 'elemental'.
The same logic could be applied to those of us asking you 'Why take these specific from CNJ/WHM to fix this 'boring' job' The reality is: 'Thunder' is just game-code. You are not shooting actual lightning bolts out your wrists killing real-life dragons. The devs could make the spell look like a pink pansy shooting out the black mages butt if they wanted to...so the 'Stone' spell or 'Aero' spell themselves will NOT fix a job you think is broken. That requires reworking the actual job and it's skillset. This can be effectively done WITHOUT stealing skills from other roles. There is no reason why BLM can't have 'Umbral Spike' etc.
..except what you are wanting to do is exactly that overhauling a functional job, to make a boring job more fun and exciting And if that was your goal with your Original Post all along, an effective title would have been something like 'Ideas for Making BLM more exciting' or 'Can Blackmage be more than a one-trick pony in ARR?' or 'New spell options for BLM to encourage more engaged gameplay'. and not 'Hey lets take spells from that pretty mage overthere...that'll make everything better'.
Also, lets just say that SE DID change the Mages spell tree so that BLM did aquire Stone, Stonera, Aero and Aerora. What 4 Spells/abilities should Black Mage/THM give up to gain these spells? ( you'd need to give up 6 if you expect their 'Ancient' counterparts as well) Because every job/class needs to be balanced in how many abilities/spells/skills they have.
Again, we're only MIDGAME level... if you notice, yes, White Mage CAN cast 2 elemental magics...Stone and Aero. But they CANNOT cast the 'Ancient Magic' counterpart. More than likely, Black Mage will get Quake, Flood and Tornado as 'Ancient Magics' and WHM will unlock bigger heals and restorative spells once level caps are raised.
I love the fact that WHM can deal some damage, and not like it's s ton anyway. They do need to amp up holy imo. It's wasn't as strong as I thought it should have been in 1.0. That's besides the point. Having Aero, Stone, Water all make sense to me. I would hope down the road they will get the stronger elemental skills though like tornado, break etc.
Mychael's pretty much described my thoughts on all the subjects in a much better way than I have. I'm sorry that I can't get it clear enough like other people in this topic do, but I try. :(
I looked at those old skill sets, and i thought they were awesome ;D Looking at that, it would have made more sense for CNJ->BLM, but that would be to OP, since CNJ has cure etc. so you'd be a heal/nuker.
It would have been better if Jobs were separate from classes; so you get CNJ->BLM, but BLM can only use the elemental skills, but not healing/protection; which are CNJ specific.
Looking at old CNJ, i can see it becoming BLM, Geomancer, WHM.
THM could become Necromancer instead, some debuff class.
The point of Umbral BLM is interesting too.
So it would make sense for THM->BLM/Necro. and CNJ->Elementalist/WHM/GEO.
Yet there's fire, ice, lightning elementals :)
Everything in nature isn't all about creation; Destruction plays a part in nature and creation as well. You have soil erosion which give gradual nourishment to the forest. You have volcanoes that spew out large amounts of minerals and nourishment as well; even though it might destroy the forest nearby, the forest will regrow more abundantly. We wouldn't even be here if it wasn't for a star exploding.
There's creation in destrution, and destruction in creation; it's 2 sides of the same coin.
Ive always hated that. Dispell and some of the other debuffs need to be their own spells. Aero is ok to have its Dot (which actually makes aero do more damage than the listed potency...) but everything else that 1.0 did with spells.... not so much. Having Dots attatched to some attack spells to make them do lesser up-front damage is fine, but a dispell? I never liked it. Dispell and Dispellga please.
I for one never said anything about removing elemental magic from CNJ, but removing them from WHM. Simple way to do that is when you equip that soul of the white mage, you cant use those anymore and are instead given other things for attacking. That is one way they can separate the solo aspect of the class (which they wanted) from the party aspect of the job (which they wanted). All classes and jobs need to be done that way to give reason to use the class after getting the job, but there never has been a reason other than THM because it was just broken like that. Classes can also be a whole different thing for party play that way, making the number of avaliable 'classes' to play in a party actually 16 instead of 8.
Elementalist/geomancer coming off of CNJ at some time is an excellent idea, and for them, potency increases on cnj base spells and more advanced earth wind and water spells.
you people realize BLM won't be limited to thunder and fire in 2.0, right? you people realize it was a quick-fix design choice to maintain balance while overhauling the combat system and keeping things simple and effective UNTIL 2.0, right? you people realize that the devs mentioned time and time again that it was temporary and things would be more fleshed out for 2.0, right?
okay, so why does this thread keep popping up and why are people still beating the pink pulp and mist that used to be the dead horse? fuck's sake. this forum is overrun with neuroticism.
BLM has become to weak, that's the issue. It's basic a thunder mage.
It needs the elmetntal balance. WHM and the lore are light based. BLack mages use dark arts and the elements... right now both jobs are a mess, not following story line, and lore.
THe other issue is available jobs out of THM.
by "too weak" you mean "one of the most consistently strong and borderline-OP jobs in 1.0", right? right? is that what you meant to say?
because if you think BLM was weak, i can *absolutely assure you* either you and your friends were playing it wrong, or you live in another universe.
You're kidding right? Spamming thunder was your only joy. Except against trash mobs.
oh, i get it. you're confusing difficulty/depth with strength/potential.
then just to be clear- being so easy you can headbutt your keyboard to do fair DPS doesn't mean the class is weak. they're two completely different things.
and anyway, i refer you back to my "you realize...?" post on page 14 in answer to BLM lacking depth.
The error here is that THM is the one with fire ice and lightning magic (tho it shouldn't be that way) and BLM only really learns the ancient magic. The heals are mainly fron CNJ, and WHM only lears Regen and benediction. Jobs learning only 5 more skills was one of the major errors in 1.0. You cant majorly separate the class from the job with 5 measly skills, and no new traits. I think if the Job portion was avaliable by at a lower level, such as 20, and jobs had their own skills spells and traits that were avaliable at level up, while the class had different ones, the system would have been a lot better and the class other than THM wouldn't have become un-used and unimportant.
A THM would still have scourge, poison, and bio - basically what it use to have. if you switch to the job at level 20, some of those become unusable and instead, the first elemental spell you learn at lvl 20 becomes usable, then another one at 22 and another one at 24 - in perfect time for the lvl25 dungeon.
Or, you can stay as THM and continue to use dark spells, as well as still have the sacrifical heal spells and ressurect usable. Now THM and BLM are totally different, and one doesnt simply replace the other. They would have different traits, different spells, different playstyle. I would like to see this out of all the classes and jobs.
They can also go deeper into the classes lore and have AF and relics for them. While WHM has a WHM Relic that increases the damage of Holy and things specific to being a good healer, CNJ could have a relic that does things specific to CNJ and being a better elementalist for the 3 elements it has.
No one but SE knows how black mage will play in 2.0. The only thing we have seen of black mage in 2.0 is meteor limit break, and low and behold a lightning-ish spell. They have talked about many class/job reforms such as monk, and shown tons of videos of Archer, Dragoon, and white mage. Talked about more reforms between warrior and paladin.
But they haven't even mentioned ONCE since the limit breaks anything good about black mage.
Beating it to a pulp shows the team that, we as players want more variety to our black mage/thaumaturge class than Thunder/Thundara. Fire as aoes don't even matter for trash mobs either. Any jerk with an aoe attack can take care of trash mobs with enough people. Which why sleepga is next to useless as well, there are so little chances to actually use it when everything dies in 5 seconds.
so, you're running with the assumption that the only classes/jobs that will see any work in 2.0 are the ones they've specifically commented on primarily because they want to change how the job works?
(in other words- this is a safe bet that the FUNDAMENTAL WAY BLM WORKS [ie: castz tha spellz omg] won't change in 2.0- but this doesn't mean NOTHING ABOUT THE JOB WILL CHANGE)
and in those "tons of videos" of whm/arc/lnc you, i don't know, didn't notice anything new or different?
and, you know, you're not maybe possibly forgetting that we had videos of those three classes and not others because that's what was available in alpha?
but, you know. black mage gonna get hosed omg omg. and, you know. making 247 (expletive deleted) threads about the subject is supposed to remind them NOT TO FORGET ABOUT BLM? just in case they were going to? even though they're redesigning everything else, somehow, BLM...
yeah okay. ooooookay.
You know what I think would be great for all classes and jobs, okay we know that at some stage after the launch of ARR we'll be having a cap raise, so, for each class and job make every skill learn't after lvl 50 class exclusive and job exclusive, meaning that for say Cnj and Whm, Cnj will be able to use all of it's skills up to 50 and past 50, whilst Whm could only use Cnj's skills up to lvl 50, from that point on Whm could get more of it's own exclusive abilities and with there being no new Cnj skills to apply there'd be room for Whm's new moves.
My grand idea would be to have Cnj from lvl 50 onwards learn it's own exclusive skills whereby only Cnj can equip them, whilst Whm would continue evolving it's own skillset. This idea would leave room for the exclusive abilities, allow each job and it's associated class to grow their own personality so to speak and become much more diverse than Whm just being an extension of Cnj.
Since this thread has moved so fast I'm reposting what I said several pages back for good measure:
I think these points are solidified by the Cleric Stance ability, giving you the ability to pull out your damage spells if you really need them, or maximize your healing for when that's your primary role.Quote:
WHM has the spells is has for two main reasons:
1)Increased flexibility so as to not be helpless in solo play
2)Ability to defend oneself to some extent in PvP
Removing these spells would be detremental. I don't really give a rats behind if any WHM in any other game learned the spells or not, or what spells WHM "usually" learns. Let's just squelch developer creativity to match one player's vision!
All that does is bring up yet another balance flaw.... WHM shouldn't be able abilities to increase their Attack M potency at all. That is just another ability you shouldnt be able to use when you equip the sould of the WHM. If WHM wants to do some damage, it should unequip soul of the WHM and become a CNJ to get its Attack M Potency.
Of course people would not be ok with BLM being able to heal, and having an ability called Sorcerous stance, which increases Healing M potency at the cost of attack M Potency :/. You make it seem like all this anti-remove elemental spells crying is to be able to Heal and DD at the the same time. Broken is broken.
How unbalanced people seem to want this game to be. I hope that ability is erased in ARR or fixed to be WHM unusable.
Eh people seemed to derail off the point once again so I gave up for a while there.
Alhanelem: My original suggestion wasn't to remove WHM's ability to be offensive, but to simply open up the spectrum of elemental affinity by giving WHM more consistent spells (that have low resistance), and giving BLM the full elemental wheel, to be able to take advantage of elemental weaknesses.
So a sideways trade for WHM, but an upgrade for BLM & the elemental affinity that is currently barely existent..
However this topic keeps going off on a strange & twisted tangent so I've pretty much given up on the thread.
Have fun chasing each other's tail !
IF you played BLM as a thunder mage in XI, you played poorly and wrong. There are many isntances lightning based spells did no good, and you need to know your element tree, how to cast one element first to lower the mobs resistance to the next, to increase damage. There are many times Fire was stronger, and others where wind based were.
WHM is light based, BLM is element based. IT isn't balanced right now. THey awknowledged that, and hopefully will address it. BLM are pure DD, as as such, need the ability to control high damage, and elements against specific mobs (since that is being introduced again).
WHM shouldn't be acting like a scholar class. Even tho a weak form. IT should have light based, with a couple potent light based spells tossed in.
In other words... you don't want WHM to be able to solo like all the other classes can.
so, remove elemental nukes that fall in line with WHM lore in FFXIV because WHM doesn't have them in other FF titles with different lore.
oooooookay
i'm starting to see a recurring theme of stalwart bias in these threads