On the topic of the water spell and its rarity in the series....
Water is a spell on the same level as Fire, Blizzard, and Thunder in FFX and FFX-2, FFXI, FFXIII, and technically Watera and Waterga exist in FFXII, they just aren't available to the player (along with Aerora for some reason despite both Aero and Aeroga being available to the player). This isn't digging into the mobile Final Fantasy games where there aren't concrete spell lines, but each element is generally treated with equal value (Record Keeper, Brave Exvius, and Opera Omnia as far as my experience with mobile Final Fantasy has reached). Generally, prior to FFX, Earth, Wind, and Water are limited to the Blue Mage or are in specific, potent spells for the Black Mage. I really can't speak as to why Earth, Wind, and Water were regularly restricted that way. I can't see any logic to adding elements that are inherently difficult for the player to utilize other than Holy, and I only say that because Holy is generally the element most enemies are weak to and no enemy resists, or at least very few resist.
The most logic that I can come up with is based on lore. Fire, Ice, and Lightning are elements that can be generated, whereas Earth and Water specifically are meant to come from a source that isn't always available in certain environments. Like it's weird casting Earthquake while fighting on an Airship where there's no ground to shake. But that logic doesn't make sense for Wind, and Earth and Water still end up being usable in some capacity anyway.
As for why CNJ and WHM never had access to Water even back during ARR, I really can't say. It makes no sense given the lore they were trying to communicate with this game's lore and the job's focus. The Japanese name of the action did indeed translate to "Aqua Aura" so I have no idea why Water was neglected, and it's kind of a pet peeve of mine.


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