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  1. #1
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
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    8,340
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Also the game's lore prevents such a trick - Cure spells are actually water aspected here (hence the fluid-like effect when you cast them, and water sprites materialize around the caster when it's cast, it's what those glowing blue orbs are) - they're not white magic at all but conjury, magic that comes from nature (the elementals of the Black Shroud specifically), not a deity.

    Hence, no 'holy' effect (also most zombies in Eorzea are actually created by an alchemical potion and are not 'darkness' aligned, so that wouldn't even work anyway).
    (3)

  2. #2
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Enkidoh View Post
    Also the game's lore prevents such a trick - Cure spells are actually water aspected here (hence the fluid-like effect when you cast them, and water sprites materialize around the caster when it's cast, it's what those glowing blue orbs are) - they're not white magic at all but conjury, magic that comes from nature (the elementals of the Black Shroud specifically), not a deity.

    Hence, no 'holy' effect (also most zombies in Eorzea are actually created by an alchemical potion and are not 'darkness' aligned, so that wouldn't even work anyway).
    Check again, the Cure spells are actually wind aspected; not water. There's a green/wind aura that appears when you cast Cure spells which was similar when casting the old Aero II spell back when it had a cast time. One of the few water aspected spells that we have now is Raise which has a blue/water aura that appears when casting.

    Esuna used to have the same blue/water aura but ever since it got changed into a cross role ability it's aura changed to some flashy/generic aura that all the 3 healers can use.

    Also, not all undead/zombies are from an alchemical potion. Some are voidsent or brought to life by Necromancy.

    In the lvl 60 White Mage job quest, you have to cast Cure spells on a Zombie Dragon to damage it after you've taken it's hp down to zero a few times.

    Also, here's some quotes from FF Tactics for the Cure line of spells to further add to it's wind-aspected nature:
    Cure: "Life's refreshing breeze, blow in energy! Cure!"
    Cure 2: "Life's refreshing breeze, heal from the sky! Cure2!"
    Cure 3: "Blessing breeze, blow in energy! Cure3!"
    Cure 4: "Mighty breeze, heal from the sky! Cure4!"

    As for the Holy/Astral element and undead, I found some interesting things about it:

    *There is a Pomander of Resolution that does extra damage to undead enemies in Palace of the Dead: "Pomander of Resolution: Transforms the user into Kuribu, with the Heavenly Judge ability. This is a ground-targetted AoE that deals 750 damage (12500 to undead) and stuns all enemies - living or dead - who are not stun immune for (4/2/1 diminishing) seconds. Undead enemies include: Dark Dragon, Palace Knight, Insistent Inquisitor, Palace Mummy, Palace Corse, Palace Wraith, Nybeth Obdilord and his summoned zombies."

    *Back in early 1.0 there were other actual Astral(Holy) and Umbral(Dark) spells as shown here:
    http://www.final-fantasy-14.org/abil...&submit=Filter

    *The Astral(Holy) spells were Banish and Dia while Umbral (Dark) spells were Scourge and Bio.

    *Light Sprites and a few other mobs still use Banish and Banish III.

    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)

    *Holy's description says that it does unaspected damage but since ability descriptions that say "Does ____ aspected damage" is pretty much flavor text, it's safe to assume that it is indeed Astral-aspected.

    I'm pretty much half asleep and rambling at this point but hey! The more you know!
    (1)

  3. #3
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
    Posts
    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by Roll View Post
    Check again, the Cure spells are actually wind aspected; not water. There's a green/wind aura that appears when you cast Cure spells which was similar when casting the old Aero II spell back when it had a cast time. One of the few water aspected spells that we have now is Raise which has a blue/water aura that appears when casting.

    Esuna used to have the same blue/water aura but ever since it got changed into a cross role ability it's aura changed to some flashy/generic aura that all the 3 healers can use.

    Also, not all undead/zombies are from an alchemical potion. Some are voidsent or brought to life by Necromancy.

    In the lvl 60 White Mage job quest, you have to cast Cure spells on a Zombie Dragon to damage it after you've taken it's hp down to zero a few times.

    Also, here's some quotes from FF Tactics for the Cure line of spells to further add to it's wind-aspected nature:
    Cure: "Life's refreshing breeze, blow in energy! Cure!"
    Cure 2: "Life's refreshing breeze, heal from the sky! Cure2!"
    Cure 3: "Blessing breeze, blow in energy! Cure3!"
    Cure 4: "Mighty breeze, heal from the sky! Cure4!"

    As for the Holy/Astral element and undead, I found some interesting things about it:

    *There is a Pomander of Resolution that does extra damage to undead enemies in Palace of the Dead: "Pomander of Resolution: Transforms the user into Kuribu, with the Heavenly Judge ability. This is a ground-targetted AoE that deals 750 damage (12500 to undead) and stuns all enemies - living or dead - who are not stun immune for (4/2/1 diminishing) seconds. Undead enemies include: Dark Dragon, Palace Knight, Insistent Inquisitor, Palace Mummy, Palace Corse, Palace Wraith, Nybeth Obdilord and his summoned zombies."

    *Back in early 1.0 there were other actual Astral(Holy) and Umbral(Dark) spells as shown here:
    http://www.final-fantasy-14.org/abil...&submit=Filter

    *The Astral(Holy) spells were Banish and Dia while Umbral (Dark) spells were Scourge and Bio.

    *Light Sprites and a few other mobs still use Banish and Banish III.

    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)

    *Holy's description says that it does unaspected damage but since ability descriptions that say "Does ____ aspected damage" is pretty much flavor text, it's safe to assume that it is indeed Astral-aspected.

    I'm pretty much half asleep and rambling at this point but hey! The more you know!
    Healing spells element varies by game, I seen them earth, water, "light" (holy/ w/e, FFXI it was def light/holy element)

    given FF's general history and FFXIV, I would guess healing is one of the Astral elements (fire, wind, thunder, holy/light) It would make most sense in this game to have healing backed by wind or light/holy.

    Also cast visuals isn't proof for anything:
    https://youtu.be/6pwD8hxaeL4?t=76
    This is a light based spell, but it uses the black magic casting animation for it. It is from FFXI but still enough for me to question such logic.
    (0)
    Last edited by Snow_Princess; 08-08-2017 at 03:28 PM.

  4. #4
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Roll View Post
    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)
    Some pedantry here, but that's not exactly true. Lore-wise, Astral and Umbral aspect more correspond to the concept of "active" and "passive/resting". The first three are most often found in Astral form, and the last three are often Umbral. Astral Fire, for example, produces the fireballs that Black Mages throw. Umbral Fire would likely produce a dehydrating heat, but no flame. Hence the era names- the Astral part of an era is the active growth and prosperity period, then a calamity happens which ushers in an Umbral era, a period of rest and recovery.
    (0)