Making this thread in that hope of enough people we can do two things:There aren't any water-based attack spells, but conjurers do control water-based spells. The break down of elements are as follows:
CNJ: Water/Wind/Earth
THM: Fire/Ice/Lightning
Also, there are no paralyze/poison/silence/absorb/slow and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
A.) Keep enfeeble spells in-game
B.) Seperate all DD spells, from Cjn/whm and give them Thm to make them more unique.
the enfeebles are used in combos, but some of them have a chance to proc. I rather have the spell with Dark Seal to make sure it goes off. Slow is a life-saver against Ifrit.
Like certain strategies used, you don't want too many people being hit to help out the white-mage. So Thm has now, should keep them to cast them at a safe distance.
They only way these procs can be useful is if they go off as easily and safe as the spells, otherwise what's the point of comboing, if you are gonna be animation locked and killed?
Copying some of my other post and pasting here:
It doesn't matter if they have a crappy damaging out, it cools if a Cjn/Whm wants to DD, but why are you going to waste MP on DDing, leave it to the Thm/Blm.
It also makes no sense they get that spell to use all there MP to deal damage to enemies around you. That clearly should be Thm/blm. Benediction should use all your MP to heal.
It makes no sense for the Whm to be able to heal all HP, and then use the rest of their mp to do some kind of mega nuke that binds. It's unfair.