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  1. #11
    Player
    lordoftheapes79's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    428
    Character
    Lil'bit Gnawdy
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Water II with an AOE knockback would be pretty sweet.
    (0)

  2. #12
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by lordoftheapes79 View Post
    Water II with an AOE knockback would be pretty sweet.
    I would be actively trying to murder WHMs who use this spell. I can't think of many things more rage-inducing in PvE than an AoE knockback!
    (0)

  3. #13
    Player
    lordoftheapes79's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    428
    Character
    Lil'bit Gnawdy
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Cynfael View Post
    I would be actively trying to murder WHMs who use this spell. I can't think of many things more rage-inducing in PvE than an AoE knockback!
    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)
    (0)

  4. #14
    Player
    DawgPilez's Avatar
    Join Date
    Sep 2013
    Location
    Garland
    Posts
    56
    Character
    Duwryght Verdade
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Atlaworks View Post
    Generally speaking, your healing spells are considered "Water spells" from what I understand. Which is fine, you have plenty of attack options as is.

    On a less related note, but still tangentially so, "Dropsy" is a really weird name for a status effect.
    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.
    (1)

  5. #15
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by lordoftheapes79 View Post
    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 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.

    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.
    (1)

  6. #16
    Player
    syndicategamer13's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    73
    Character
    Ariawyn Ferrand
    World
    Balmung
    Main Class
    Astrologian Lv 90
    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.
    (0)

  7. #17
    Player
    Noka's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    13
    Character
    Gentle Shadow
    World
    Mateus
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Atlaworks View Post
    Generally speaking, your healing spells are considered "Water spells" from what I understand.
    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!)
    (1)

  8. #18
    Player
    tjw's Avatar
    Join Date
    May 2011
    Posts
    252
    Character
    Kyan Ashton
    World
    Hyperion
    Main Class
    Archer Lv 50
    Quote Originally Posted by Noka View Post
    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:

    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.... =__= )
    (1)

  9. #19
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    I'm probably terribly mistaken but for some reason I feel Assize is a water elemental spell/ability.
    (1)

  10. #20
    Player
    CycLee's Avatar
    Join Date
    Dec 2014
    Posts
    61
    Character
    Neraida Mondzucker
    World
    Shiva
    Main Class
    Conjurer Lv 60
    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!
    (0)
    Last edited by CycLee; 06-08-2015 at 04:20 AM.

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