Quote Originally Posted by Azurarok View Post
I'd take something like having Stone as the standard attack, then using a non-lily GCD heal gives a buff that turns your next Stone into Glare (Banish on earlier levels?).

Then bring back AeroIII as an AoE DoT while keeping Dia the main DoT maybe?

Would also like Water somewhere too though
I had it the other way round: After using a specific new GCD heal tool (costs 50 of a new gauge), to make it damage neutral, your next Stone/Glare, Aero/Dia, and Water/Banish (new button, 15s CD) would upgrade for one cast each, into Quake, Tornado, Flood. Since BLM has Flare and Freeze, and Burst in PVP, I figure a way to give WHM those 'elemental capstones' would be well received. Because I'd have the gauge also build not only from single target damage, and from GCD non-Lily heals, but also from Holy at a rate that scales based on pack size (2 gauge per enemy for example), it'd allow for these cool looking moves to also spice up our AOE rotation, so that instead of pressing just Holy over and over, we have another 3 potential skills to work with

Quote Originally Posted by Shurrikhan View Post
That much, at least, could be easily fixed by just having the elements be the set-up and the Holy/Light stuff be the less frequent burst.
While this is also possible (its the same idea just roles reversed), I feel like it's harder to make the holy/light thematics look more 'powerful', given they've gone with this airy 'graceful' kind of vibe for the spells we have already. Glare doesn't really have 'punch' like the earth spells did, it's more 'wispy'. Same with Dia vs Aero, and especially Aero3. Which is why I'd opt for the lightshow to be the 'standard rotation'. One of the main things about what I would want is, specifically, a way to give WHM Quake Tornado and Flood, so that it's on equal footing in terms of spell hierarchy as BLM, the job it's meant to have fought a prolonged war against. And I don't see how to do those spells justice without them being cool, flashy, but also not super accessible. We can't spam Flare, for example. We have to do 2 or 3 before going back to Ice Phase. But when we DO do those 3 Flares, it feels really good because of eg the screen shake, the heat blur, etc.

Quote Originally Posted by Shurrikhan View Post
Just for the expansion-matching aesthetics? I guess that makes sense. I just don't really like how it then feels so shoehorned thereafter, like Seraph in post-ShB SCH.

That then leaves a lot more freedom in how that theme is included both in ShB and in later expansions.
Which is why Feo Ul should be a Seraph Glam option, thank you for coming to my TED talk /s

As for the other part, this is why I believe having the elements live on as a burst window, damage refund effect, whatever non-filler solution, makes sense. There's earth, wind and water on the First, right? So, even if they have been slightly umbral'd by the light, I'd argue that it stands to reason that we can still tap into their power. IDK what the logic in keeping us with Glare was after 5.0, if the reason we got it in 5.0 was lore related. Which I am pretty sure, it wasn't. I expect they did it just because they ran out of ranks to give Stone (we were at 4 in SB, so they were out of suffixes back then).

On the plus side, if that is true, either 7.0 will have the last Glare and we can have something else (since it'll have Glare 4), or they'll stop giving us filler spell upgrades and have to come up with something more unique to give us