If no to removing cnj elemental attacks because of lore, how about returning thm sacrificial heals and ressurect because of lore :/
If no to removing cnj elemental attacks because of lore, how about returning thm sacrificial heals and ressurect because of lore :/
While we're kind of on the subject of Holy/Divine magic and jobs that can wield them...can we look at giving Paladin something of the sort?
I think in forms of damage mitigation spells, it's plausable. I think giving them flat out nukes won't be that useful however unless they have some form of enmity boost (or tanking utility) to them. I think a slot on the action bar for PLD is best used in this regard as opposed to a flat out divine nuke.
While on the subject of LORE.... stone, aero, and now water arent really the lore of FFXIV's WHM, they are the lore of CNJ which was WHM's only option to advance. I do hope that in ARR, they do better at defining job roles by simply REMOVING WHM's ability to use these spells, leaving them CNJ only. Simultaniously, BLM could lose the ability to use THM's Heals and ressurect, leaving them class only. Things like this will better separate class from job and make them truely different both lore and playstyle wise, and they will no longer be the advance classes yoshida told us they wont be.
Last edited by Reika; 02-09-2013 at 11:34 AM.
I think it was a smart move to seperate the elemental nukes. First of all, it makes black mage and white mage feel alot more like older series counterparts. Second of all, when a nuke job [hopefully geomancer] comes out, rather than taking the thaumaturge for elemental magic damage we take the conjurer. It helps make for more dynamic party set ups in the long run. IMO at least.
I actually designed a necromancer job with this in mind. It takes the thaumaturge job and makes it into a healer/pet/magic dps role. As I've said in other threads and on my guide, the point is necromancer is to be like an undead kinda shadow priest. Perpetual Resurrection for the self [like how in tactics undead come back after 3 turns.]
Sacrifice would actually be a literal sacrifice of your undead pet, which a low cost summon. The sacrifice would restore HP to an ally.
Necromancers would also get a 15 minute ability that turns your normal undead into a Zombie Dragon, that usuing sacrafice on will, rather that kill it instantly just take away from its HP pool. I'll probably post a necromancer concept on the lodestone so I can be better clear.
Necromancer thread
Last edited by AceofRains; 02-09-2013 at 12:11 PM.
I like the idea of conj having air/stone/water spells. As those three elements are the weakest out of the 6 elements, as well watching the alpha video posted by SE of tama tara you can see that the water spell has been changed since 1.0, it now does very little damage/or dot, not too sure, but also pushes/knocks back the target, a very use full spell specially for a healer. Pull healing hate, mob comes running towards healer, healer casts water knocking back the target 20 yalms, enough time for tank to get hate back, is one example.
Also it has been mentioned by a DEV that in ARR whm's will get dia/banish at higher levels, maybe 35+? (just guessing) but I can't find that DEV post nor do I have the patients to try and find it.
My point I guess is just to try ARR and the revamp of the jobs/classes before judging the book by it's cover.
I have no issue with whm having nukes as long as Blm can outdmg whm easily with nukes.
Of course, there would definitely have to be tweaks to make such a spell balanced. Say the odds of it landing on a regular mob is very likely, the odds of it landing on a NM is less likely, and the odds of it landing on a boss such as Garuda is slim to none. Then even in the event the effect does stick, casting raise for a one hit KO is out of the question, so cure bombs only. But yes, I'm sure various mechanics could be implemented so such a spell doesn't become OP.
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