Just add the merit point system from ffxi http://ffxiclopedia.wikia.com/wiki/C...y:Merit_Points
In 1.0, I think it was just one of many Conjurer basic direct damage spells (1 for each element). Choke, Rasp, Burn, Drown, Burst, and Freeze (if I'm remembering the names correctly) were the DoT equivalents.
If I recall correctly, in 1.20+ it was Thaumaturge's (BLM's in 1.21) [note the class change] primary direct damage combo, iirc. Fire was your AoE set. Ice was your utility set. Each had individual cooldowns. Mana efficiency was mostly varied by whether you'd use your inferior cooldowns while your Thunder set was on cooldown. Thunder > Fire > Ice, in most situations, I think. Add to that elemental wheel effects for your optimal rotation situationally.
ARR tried to reduce redundancies by removing the combo system (bonus effects or damage and sometimes instant casts(?)) from BLM and giving each set a defining feature through mana spending/recovery and finally the Thunder DoT component.
Cool thanks didn't know that
Speaking of names, I wish we had the option to get the common Final Fantasy skills names back. I know why they gave us Fire I, II, III, but those skills do not make any sense either. Fire I and Fire II are two different skills, no wonder new THM/BLM spam Fire II on a single enemy.
Or spamming Bliz III/Fire III assuming they'll do more damage.Speaking of names, I wish we had the option to get the common Final Fantasy skills names back. I know why they gave us Fire I, II, III, but those skills do not make any sense either. Fire I and Fire II are two different skills, no wonder new THM/BLM spam Fire II on a single enemy.
Like the poster from the previous page, I also recently returned to WoW, but unlike them I think the talent trees are awesome, and when I read guides for the various classes I'm playing they pretty much all seem to have a niche or situational use that ISN'T just relegated to PVP (looking at you, One Ilm Punch/Feint/Hyoton/etc). I'll be the first to admit though, a lot of it comes from WoW's different approach to encounter design, where CCing or rooting or interrupting a mob at key points is crucial to your group's survival (a whole tier of talents is dedicated to CC, even!).
That said, things like Soul Effigy, Cloudburst Totem, Lifebloom on Resto Druid (not a talent, but still a really unique ability)...I think moves like that are what makes the game more interesting for me currently than FFXIV. More class complexity, whether it's through talents or a re-working of skills and encounter design, would make me really happy, but the I don't think the devs are going to risk alienating a huge swathe of their playerbase by making the game more choice-oriented and in-depth.
Ugh...I certainly would hate going through the early iterations of such a system again. Playing through classic WoW was fun - you could level with one build only to have it completely irrelevant at endgame because you were just too subpar. Shadow-priests, Ret-Pallies, Ferals, Balance-Druids, Sub-Rogues, Survival Hunters, Arcane Mages...heck, like half the specs were pretty much trap-builds akin to walking around in vit accessories on non-tanks. Some at least had their uses in PvP, not unlike vit accessories. I smell parallels.
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