Quote Originally Posted by Estellios View Post
I think the only issue with something like that is that the spells are meant to be interchangeable depending on what you're fighting, which won't always be the case if they have unique effects like and especially ones that might be extremely detrimental (making fire have a DoT would pretty much kill any Nuke > sleep strategies on stuff that is weak to fire). It would be really neat to see them as unique spells, though, or make the ancient magic do that since they need to be unique.

I personally think CON nuking would be more interesting if we got more abilities to alter our spell effects kind of like Spiritbind halving MP, Roaming Soul increasing the duration of buffs, etc so we can change spells to suit the situation. Also making hitting weaknesses more important would be nice too, like maybe a very-short lived defense down buff after a nuke that is more severe relative to how much damage you did so you can coordinate with party members, interrupting spell casts/ws (kinda like your Aero idea but without the knockback), or contributing to incapacitation in some way or even having a unique incap effect depending on the enemy.
interesting you gave me an idea then...

after SE adjusts the mob resistant levels of course...so picking a specific element would be important.. instead make job abilities that trigger this extra effects.

like fire water thunder etc etc...are pretty much the same at level 1 like they are now.

but you eventually learn *burst* - which makes your next spell apply a DoT.... fire would do burn, aero would do choke, water would do drown...etc (just remove choke and burn etc from the list and this is how you apply them.)

And a Job ability called "Elemental Mastery" - which triggers the extra effects from my OP on each spell...give it a 1min cool down? less more? what ever.

this way you can still do your damage based on what element is needed on the current target without gimping certain spells?

just a thought