Cool story bro.
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).(Also it makes the BLM not the magic nuker because if something weak to stone honestly WHM will do better- personally tested it lol).
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.I'd also love to see some more holy spells for WHM, dia, banish, and cure/raise being a nuke to undead![]()
I don't really understand that last bit, maybe I am just not reading it correctly.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
If WHM wants to use elemental nukes - then all they have to do is /job off, and they have access to the BLM elements.
I think zombie has a high chance of being OP on bosses... Although ruling it out would be silly.
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.
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.