What if instead of the Wheel they used the Elemental Field concept from the chrono series?



What if instead of the Wheel they used the Elemental Field concept from the chrono series?



How nostalgic, I like it...
In 1.xx we had some very good suggestions about element wheel, even in 2.0 BETA there was a great discussion ongoing.
I just fear all those good postings are lost, once rejected it seems SE is forgetting about them.
About job lockouts: we already have them, if you like to speedrun you need that and that. its even so far to be kicked out from groups! The fun ends when this happens in dungeonfinder groups.


Re-introducing elemental wheel for 6 base elements would only do something for BLM, egis and a bit for WHM. It would be a lot of work for something that only affected a few jobs.
The reason it worked in FFXI was because you had more factors to play with: if your elemental magic skill allowed it you used Thunder IV in full MAB/INT gear for max damage followed by Blizzard IV. If monsters resisted your spells you used Blizzard IV with HQ ice staff in Elemental magic gear. Same thing applied to enfeebling magic like sleep and dark magic which had stun. It only had a few exeptions like Kirin, an earth affinity endgame boss so thunder didn't work well so you had to use Blizzard or Aero(wind)
FFXI also had a lot more classes that could do elemental damage: BLM/SCH/BLU/NIN/DRK/RDM/SMN/PUP, furthermore some weapon skills did elemental damage. FFXI was build around elements, FFXIV is not.
Compared to this in FFXIV with only a few classes and perhaps NIN mudras, re-introducing it now would be a lot of work for little gain. If we get more magic users dealing elemental damage later it could be relevant.


i really miss the astral / umbral spells, enfeebles, and drains that THM had before jobs. that was a fun class to play.



Just for the notes: ST (CT2, on Skylla):
When you merge fire and ice it becomes water, you will get fire resistance when beeing in that water pit.
Have you checked the stats? You will get fire resistance up to 1000+
If you meld all you could into fire resistance it should be possible to get 500+
Anyone tested that gear on elementals or primals?
Back in HMs some people were doing that - unfortunately Elemental resistance (as I recall) only gets applied to Elemental magic damage - and most Primal damage isn't calculated as Elemental magic damage.Just for the notes: ST (CT2, on Skylla):
When you merge fire and ice it becomes water, you will get fire resistance when beeing in that water pit.
Have you checked the stats? You will get fire resistance up to 1000+
If you meld all you could into fire resistance it should be possible to get 500+
Anyone tested that gear on elementals or primals?


This but also ends up working out that if you gear for max resistance instead of max DPS the fight will be extended enough so that the healing required equals out but it takes longer to kill, leaving more room for error. This is why we gear for max DPS to down them ASAP. It puts less strain on the healers of course but only if the whole group can play without errors over a long period.
Last edited by MartaDemireux; 10-12-2014 at 07:31 AM.



Yes, but do we know which enemies use "real" element attacks?
The thing is even when its working you sacrify way too much and will not pass the DPs checks!
Poor design, but still it is working somehow as we see against Skylla...
I think, or lets say i hope SE is just testing around to balance a future element wheel.
I guess thats what they mean when saying: "Hope never dies!"![]()
A new job like Geomancer using Elemental resistance buffs to reduce magic damage (Elemental) and reduce certain styles of damage (Slashing/Piercing/Blunt) on the party would be an interesting addition if we're looking at damage type reduction.
Removing the Element Wheel for dealing damage is entirely justified though; Black Mage would no longer function properly if half their rotation wasn't usable or was otherwise greatly reduced in efficiency. Summoner luckily dodges or at least is only grazed by that bullet since they have mostly unaspected spells - but it would raise issues with the way certain pet damage might be calculated.
Personally I'd like to see more tools for players on how they tackle monsters - rather than making a more rigid dogma of a "Monster-based" Elemental Wheel resistance to certain types of damage. If Square sticks to Phys. & Magic Damage - with Elements & Damage types involved they should certainly let players do more about how they protect themselves against it - Elemental Materia obviously doesn't function; again I just don't think they need to give monsters any special resistance to the Elements because it limits rather than diversifies the game - unless they do it similar to Hell's Claw (Hunt A Rank NM) where it will buff itself to reflect either Phys. or Magic damage.
Last edited by Dhex; 10-12-2014 at 07:51 AM.
Ramuh EX might be one of the few fights where boosting the main tank's Lightning Resistance would have a noticeable effect.
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. that was a fun class to play.


