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  1. #10
    Player
    ZodiacBrave's Avatar
    Join Date
    Oct 2014
    Posts
    53
    Character
    Zodiac Brave
    World
    Leviathan
    Main Class
    Lancer Lv 50
    This. It's kinda sad that we have 6 elemental Resistances that are quite undesirable in many ways (Converted gear to Wind Materia IV? FUUUUUU!!!)

    Elemental Wheels may be fun for some (like me), but it does introduce a whole new game balance issues. I've heard they removed its concept because THMs don't have every element at their disposal.

    -> Ifrit absorbs Fire but weak to Water, making THMs pretty much useless in an Ifrit fight (or any primal for that matter).

    I suppose a good way to balance this is to also consider the elements of THMs and CNJs. Nullifies and absorbs may be too unfair, but resistances are a bit okay.

    -> Ifrit reduces Fire dmg taken by half, but Ice dmg by double. That way THMs won't be too disadvantaged since Blizzard is also one of their core rotation spells.

    -> On the other hand, Shiva will have Ice dmg taken by half, but only take +25% Fire dmg, this is for THMs to NOT speedrun through Shiva with Triple Flares.

    I say they should really take caution balancing out resistances, but they should still be there and actually be noticeable to matter.

    Alternatively, another use of Elemental Wheels are to give slight boosts to magic. Your fire resistance increase damage of Fire Spells by XX% and stuff like that. For DoWs without proper elemental attacks, I was thinking if they could add elemental attributes to auto-attacks (probably respective with their selected Deity?) so they also enjoy elemental benefits.

    As for Earth, Wind and Water elements... I really think they really should implement a Geomancer job for Conjurers to balance out elemental damages. :P
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    Last edited by ZodiacBrave; 05-29-2015 at 01:51 PM.