Yea I think some of you are getting a little over enthusiastic about this.
Like I said before the removal of Shell is a much bigger issue than a lack of Water based damage spells and enfeebles.



Yea I think some of you are getting a little over enthusiastic about this.
Like I said before the removal of Shell is a much bigger issue than a lack of Water based damage spells and enfeebles.
So they are removing slow, paralyze, poison, etc. AND removing shell? I understand that they probably have a long-term plan in mind, but it just seems broken to me. If they are planning on releasing another mage class, it seems that hinting along those lines could have saved a lot of frustration, confusion, and complaining. I'm really not sure about a lot of the changes they are planning to make to the current classes. I guess it's a wait and see kind of issue, but I wish they wouldn't be so cryptic about it all (yeah, I know, we're talking about SE here).


No water attack spells? THM does Fire/Ice/Lighting?There aren't any water-based attack spells, but conjurers do control water-based spells. The break down of elements are as follows:
CNJ: Water/Wind/Earth
THM: Fire/Ice/Lightning
Also, there are no paralyze/poison/silence/absorb/slow and there aren't any plans to implement them before the launch of version 2.0. However, as we move forward, if it becomes absolutely necessary to utilize them, we will look into it.
Then why is the highest level craftable 1-Haned THM weapon a Water Brand?
http://ffxiv.yg.com/item/water-brand?id=5020215
Attack Magic Potency +22
Water Magic Potency +11
Water Resistance +11
That really helps the THM/Black Mage at being nuker....
Just something noticed and found to be odd.
Forum Lurker Extraordinaire.
Like a good stalker, I'm always there.


come on SE listen to these people. wave your magic wand and have everything fixed all at once. what is taking so long?
oh, you mean you have to change codes and test stability and can only do so much with the teams you have and you are already making your fingers bleed and are working around the clock? harumph, not good enough for these people.
/sarcasm off
I would love to be able to assist in any way i can to help them make the changes they are working on. especially i would love to help with english voiceovers to make more of this game talk. is there any way i can apply for that?

Debuffs matter when fighting big, high HP mobs in long drawn out fights.
But hey, in long, drawn out fights you have more chances to combo those debuffs on mobs instead of casting the debuffs right away.
Melee-ers and DDs do the jobs of the enfeeblers in this case. What do the mages do then? Spend MP on cures, enhancing (what little of it we have) and doing damage.
I think the game flow is reminiscent of FFXII more than FFXI, and I like FFXII's game flow/pace in combat.



Speaking of FFXII, that game was also lacking in Water, Wind and especially Earth spells. In fact, the last had NO spells which the character could cast; water only had Water, with enemies able to cast Watera and Waterga; and wind having Aero and Aeroga, lacking Aerora. Fire had four spells to it, five if you included Flare (which was actually non-elemental): Fire, Fira, Firaga and Ardor, the last which was potentially the most damaging spell in the game. And consideringhow many water weak monsters there were in FFXII, and thus resistant to fire, it was pretty unbalanced, but did itnot work? The elements in FFXII functioned perfectly, even as unbalanced as they were, and I don't see why the same can't happen here.
Well FFXII did have Quake, but it wasn't a spell. But yes, it worked perfectly fine. But I have to admit, Cure having an element is pretty cool. More materia to buff it with!Speaking of FFXII, that game was also lacking in Water, Wind and especially Earth spells. In fact, the last had NO spells which the character could cast; water only had Water, with enemies able to cast Watera and Waterga; and wind having Aero and Aeroga, lacking Aerora. Fire had four spells to it, five if you included Flare (which was actually non-elemental): Fire, Fira, Firaga and Ardor, the last which was potentially the most damaging spell in the game. And consideringhow many water weak monsters there were in FFXII, and thus resistant to fire, it was pretty unbalanced, but did itnot work? The elements in FFXII functioned perfectly, even as unbalanced as they were, and I don't see why the same can't happen here.

No more enfeebling magic???
please... you say you want to build this game along with players but when it comes to important matters like you don't even ask what the community thinks and this is a mistake


ok, do any of you seriously think that they are removing water and debuffs permanently? give your head a shake. what is the time mage? red mage? wouldnt it make sense to save these magics for those classes? if not then what would be the point of even having these as jobs if they are skills from a class? all this whining on the forums makes me sick.
Props to SE for putting up with all this.
So we'll just twiddle our thumbs against enemies weak to water? This is assuming they don't poke at the elemental wheel.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





