Elemental resistances really only work well when each class that has elemental damage has several elements, that may not be equivalent in terms of damage but are not that far off, either. White Knight Chronicles, for example, most classes had access to elemental attacks through attaching it to their weapon. The offensive spellcaster had access to all four of that game's elements. Everquest also has elemental resistances, and those classes that have access to elemental spells have several to choose from - some more effective than others (necromancer Fire DoTs are generally their most powerful, their Disease DoTs are weaker per tick but much longer lasting, Magic DoTs can be very powerful but short, or medium length and less powerful per tick, etc.) but never to the point where a caster is left sitting out doing nothing for an event.



Different game systems are designed to permit elemental resistances. FF14, thanks mainly to the BLM but also, to a lesser extent the WHM, is not among them. While the WKC method might be engineered into the game, I really don't see that being too popular, given the 25 item limit on the various tabs of the Armoury Chest. I was carrying around five weapons for my class in WKC, one for each element and one that was non-elemental. There simply just is not room for seven weapons per class in the Armoury Chest.