Water II with an AOE knockback would be pretty sweet.
Water II with an AOE knockback would be pretty sweet.
oh I don't disagree, but I think part of the problem with the knockback of water is the distance, it shouldn't be 200 yards, it should only be a couple feet, just out of melee range. I would see this as more of the "oh shit the tanks dead I need a second to raise him" ability. That said it should also have a 5 minute cooldown. (the cooldown on water should be longer too imo)
I'm pretty sure FF lore states that in most cases, healing spells are considered "Holy" element, hence when they damage undead (see "Undead" statues in FF7 and attacking undead with cure in FFTactics).
nerd time over.
I think the problem is that Water skill is only really useful for solo play since it has a bind effect. Use it after casting DoT's to burn the target without taking as much damage/healing yourself. During party play, the Tanks just hit the target immediately, losing the effect.oh I don't disagree, but I think part of the problem with the knockback of water is the distance, it shouldn't be 200 yards, it should only be a couple feet, just out of melee range. I would see this as more of the "oh shit the tanks dead I need a second to raise him" ability. That said it should also have a 5 minute cooldown. (the cooldown on water should be longer too imo)
A "Water II" that would make sense in the same scope would be one that has a longer cast time but has an AOE "beam" that knocks all targets in the AOE towards the targeted point (reverse cone) with a 4 second bind. Maybe call it "Tidal Wave" ... Then that gives the option for the WHM to either "buy the party time" or "setup an AOE burn" For added strategy, the extents of the cone could maybe follow the co-healer allowing a tandem cast combo.
I agree, having a "Water II" spell would be nice if it did AOE damage. I know most people found the Fluid Aura move annoying, because most healers thought by using it that it helped when really it's just annoying for the tank and dps to chase after said enemy when it's knocked back. However if used properly, I think it could benefit in dungeons. I don't use Fluid Aura very often, but there were times where it came in handy if I accidentally pulled an enemy and knocked it back in the tank's direction (if I was standing away from the group). It also helped if a ranged dps grabbed agro and I used it to knock it away from them until the tank grabbed the agro back. So, there are some good points to another water spell, if it was used at the proper time and place.
Nope! You gain an aura around you when you cast a spell related to an element. The Blizzard spells generate white light; Fire generates red light; Thunder's purple; Stone's yellow, and Wind's green. Water's probably blue.
Cure, Cure II, etc all generate green light; they're wind-element spells.
Esuna, however, generates blue light, if I remember right. Same with Leeches. Essentially, Water appears as a cleansing element; Wind is what's used to heal. (It's been said that Astrologian will have a water-based heal, though!)
I'll like to expand on the 'cleansing' part of your post and say that it's more a support element, similar to Earth. However, whereas Earth is more "Defensive" support (Protect, Stoneskin), Water is more "Aiding" support. Current Water-aligned spells are:Nope! You gain an aura around you when you cast a spell related to an element. The Blizzard spells generate white light; Fire generates red light; Thunder's purple; Stone's yellow, and Wind's green. Water's probably blue.
Cure, Cure II, etc all generate green light; they're wind-element spells.
Esuna, however, generates blue light, if I remember right. Same with Leeches. Essentially, Water appears as a cleansing element; Wind is what's used to heal. (It's been said that Astrologian will have a water-based heal, though!)
Fluid Aura
Esuna
Leeches
Raise
Embrace (both faeries)
Whispering Dawn
Suiton
And we already can see from the trailers and the teaser that Benefic and Helios are water-aligned as well. I make a guess that it's a reference to the total effect of the spells being based on the stance AST is in, hence why it's not so classified as 'pure heals' but more 'aided support heals'.
Strangely enough, however, Resurrection is Wind-aligned rather than water-aligned as Raise is. We'll have to see what element Ascend is to draw a final conclusion as to what the dominant element for reviving is, but I personally feel it should be Water-aligned. (If SE trolls us and makes Ascend a Earth-aligned revive.... =__= )
I'm probably terribly mistaken but for some reason I feel Assize is a water elemental spell/ability.
With the Water Gun i feel like a squirtle but by reaching lvl60 i want to feel more like a blastoise - so give us a hydro pump! or at least a surf!
Last edited by CycLee; 06-08-2015 at 04:20 AM.
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