Quote Originally Posted by Shougun View Post
Just to be an ass first:

Lol you want classic identies *looks at the classic Final Fantasy Bard and remembers how you said I was making no sense..*
Cool story bro.

(Also it makes the BLM not the magic nuker because if something weak to stone honestly WHM will do better- personally tested it lol).
But this point is valid. This is sort of where WHM steps on BLM's toes a little (15 min DH I am looking at you specifically).. But in saying that I don't think the offensive strength of WHM should decrease, but more of a sideways change into the light element rather then the raw elements (stone aero water).

I'd also love to see some more holy spells for WHM, dia, banish, and cure/raise being a nuke to undead
Yes, and demons. (ie Batraal etc). While limiting WHM's "strengths" list in regards to element to only undead / demons, you are also limiting the "weakness", so in actual fact WHM's nukes will have a much wider scale of being effective then a stand alone element would be. Meaning less resits / more consistent numbers.


Perhaps they can make class abilities that dont go to the job like stone and aero do not go to WHM as an offensive spell but BLM picks them up. Then WHM picks up two new nukes extra to his normal 5+ (You could do this to other jobs too (replace X ability for Y) where it makes sense and this would make having classes have two jobs be easier as well since you could just take a few and replace the ones that you dont want like aero -> dia, stone -> banish kind of thing).

Edit: that last thing could work for jobs duo but its also messy, just wanted to add I realize its messy :P
I don't really understand that last bit, maybe I am just not reading it correctly.

If WHM wants to use elemental nukes - then all they have to do is /job off, and they have access to the BLM elements.

Quote Originally Posted by Asael View Post
I remember an old white magic spell called Zombie (iirc) which allowed healer to pretty much become a very effective single target damage dealer. Basically if Zombie landed on a mob it would gain an "undead" effect to which any healing spells cast on it could do pretty nasty damage. I miss these kind of spells, they were very creative and just made the job more interesting.

But yes, I would love to see a return of offensive type spells for WHM for that extra bit of versatility and survivability should the situation arise.
I think zombie has a high chance of being OP on bosses... Although ruling it out would be silly.

Quote Originally Posted by Nash774 View Post
Look at old old FF games. WHM has aero, stone, tornado, and quake.
Hmm to be honest the only "old old" FF game I played was FF1, and I seem to remember BLM getting those spells.. I stand corrected at it being not part of the lore to give these spells to WHM.

Quote Originally Posted by Alerith View Post
I'm going to disagree with removing these spells from WHM only because I've seen WHM Nukes salvage a run when BLMs have died or when the party is running fluidly enough for the WHM to add a little DPS.
It wouldn't be removing WHM's offensive ability, it would simply be changing the name, changing the animation, changing the elemental affinity a tad, and then adding Aero/Water/Stone to BLM's spell list (removing some abilities perhaps to pave the way).

WHM would still get similarly potent spells to Aero/Stone (dia/banish if implemented correctly), and of course the ability to heal.

Giving BLM this skill set would improve the currently boring spell casting system, depending on creativity.. For example AM could have an additional effect of reducing enemy's resistance to a certain element, or chaining unresisted combo from Aero>Aeroa>Aeroga>Tornado could give some form of damage bonus...

As it stands the spellcasting system for BLM is incredibly boring (for most people). Simplifying the elements back onto BLM (as the lore allows it) would increase the "fun factor" of spellcasting on BLM, while not nerfing WHM's ability by giving them equally effective spells to counter what they lost.