I'd hope for stacks instead of chance to apply*.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.
Say that you can stack the buff, and there is a maximum multiplier. Certain monsters (like bosses) will be more resistant and will require more stacks to hit full effect - for transparency once you hit max stack it could tell you and then save it in your bestiary under monster resistances (Boss bla bla 10 stack resistance, meaning you wont get full potency till 10 stacks - some may be immune like those already undead, and you may get more complex like 10 stacks to max stack but even then you aren't at full capacity so it could read "Undead 12 * 75%" and you would know at 12 stacks you will get a max of 75% efficiency rather then what you'd expect)
As far as I know there will be a bestiary in FFXIV :P
Example for those going wtf is that:![]()
*Or you can mix them in (like the chance increases as the stack grows (from failed tries), I just dont want to see debuffs being useless because its like "well.. he'll just dodge them all so dont waste your time")
Also could turn the buff name once at maximum to "turned undead" or something since you completed the process on them (though those who you cant get a full efficiency on would never turn all the way).
Last edited by Shougun; 02-09-2013 at 12:19 PM.
White and Black mage are not the only elemental spell casters, and in the world of FFXIV you will have to be prepared to share as time progresses. Don't forget you have the option to go THM to sate your need for elemental control ^_^
In the elemental wheel you have your umbral (destructive) and Astral (life giving) elements. Water, Wind and Earth are all attributed to healing, speed and life respectively. Though anything can be used destructively - the bases are there and it seems odd that a practitioner of the 'dark arts' would want to use spells that heal.
I was annoyed when they took the spell water from WHMs, because lore wise it made no sense... luckily it has returned. Wind has always been attributed to Haste spells and the like so I figured WHM would be best to have them both, Stone was a surprise and one I would think a BLM should have a hand in but alas here we are.
While it would be great to see the BLM wield each of the elements, you need to make compromises for 1. lore and 2. play ability.
BLM is already (and always has been) king of spike DMG and giving them too much will lead to unbalancing which in turn will lead to a nerf of everything they have...
I would like to see the return of dark and light spells to each though, perhaps SMN will be sharing these.
Last edited by Niqote; 02-09-2013 at 12:40 PM.
Yurp, perfect example of another mechanic that could be utilized. I miss spell stacking back when you had to cast slow over and over and over again for maximum effect. xDI'd hope for stacks instead of chance to apply.
Say that you can stack the buff, and there is a maximum multiplier. Certain monsters (like bosses) will be more resistant and will require more stacks to hit full effect - for transparency once you hit max stack it could tell you and then save it in your bestiary under monster resistances (Boss bla bla 10 stack resistance, meaning you wont get full potency till 10 stacks - some may be immune like those already undead, and you may get more complex like 10 stacks to max stack but even then you aren't at full capacity so it could read "Undead 12 * 75%" and you would know at 12 stacks you will get a max of 75% efficiency rather then what you'd expect)
As far as I know there will be a bestiary in FFXIV :P
Example for those going wtf is that:![]()
Also could turn the buff name once at maximum to "turned undead" or something since you completed the process on them (though those who you cant get a full efficiency on would never turn all the way).
I don't mind CNJ/WHM having some elemental nukes.
To the people wanting all of the elemental wheel, I suggest you do what I did in 1.x. (Now that we have water spells back.) Just play THM and set CNJ abilities. I loved soloing as a THM at the end of 1.x. I know this might not be a good solution to some people's personal dilemmas, but it is nice to know that we have some freedom with classes.
(Also, any excuse to dress up in the Vanya set is nice IMO.)
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The thing is we don't know how they have reworked thunder, fire, and blizzard. Hopefully they have changed them. Right now what we need to do is make sure SE knows that those 3 spells need to be redone. As for BLM only really having 3 options for spells (I haven't played BLM, so I'll take your word for it), in 1.0 WHM only really had 3 options for spells too (healing and two nukes).
Player
So what you are saying is because SE insisted on keeping the armoury system we are left with remnants of the original game that don't make sense?
Is it too late to start a "get rid of the nonsensical armoury system" campaign?
If only people had been saying that since the original alpha, if only they had, well I don't know, quit and never gone back to the game....shame nobody did that huh?
WHM need nukes for questing / leveling. If they don't have some way to kill mobs in the new quest based exp system then leveling would be very painful.
I'd be all for that campaign lol. But yes we do have some left-over's.So what you are saying is because SE insisted on keeping the armoury system we are left with remnants of the original game that don't make sense?
Is it too late to start a "get rid of the nonsensical armoury system" campaign?
If only people had been saying that since the original alpha, if only they had, well I don't know, quit and never gone back to the game....shame nobody did that huh?
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