Picturing a raid of 2 tanks and 6 white mages in order to down the undead boss makes me giggle.


Picturing a raid of 2 tanks and 6 white mages in order to down the undead boss makes me giggle.
This would likely require more recoding of the way the spell works than they are likely to bother with. (Cure as an undead nuke in FFXI was never exactly efficient, for the record -- it was something that was always more of a novelty than anything else.)
Elemental wheels aren't coming back. As absurd as it is for BLMs to kill Ifrit with Fire, that's kind of the way it has to work, otherwise the class would be completely neutered in that fight, and several others. They want to keep every job viable, even if not necessarily top-tier, for every fight.


Ifrit actually gets increased damage from ice in many (most/all?!) Final Fantasy games, so black mages instead of being "neutered" in that fight, would be glass cannons with no down-times for their heightened offense, as blizzard spells would deal increased damage just like fire spells do normally.
Also, due to how all jobs that have elements (not counting Holy since Holy and Dark are elements that are rarely resisted in Final Fantasy games...outside of undead absorbing the latter) have more than one element and usually two consecutive in the wheel, it's actually not terribly bad at all.
However, there is little to no chance of that in Final Fantasy XIV. The developers have proven to want to remove anything at all that requires planning or customization, and how materia is limited in stats (you can't add a stat that is already there at the "cap" for the item level, and seeing as that usually includes all the "good" stats you would want in the first place, your options to customize are actually barely more than zero), they prove to not want players have any part in making the games balance, outside of their playing skills.
As an RPG fan (and fan of Final Fantasy series) where there are many options at any stage of the game, this design is a real pain in the ass, but other than that, the game is very enjoyable...so meh. Gotta deal with it.




Unless your theoretical Ifrit takes ~80% more damage (to match af3 damage increase) from Ice spells then BLM would be nerfed in damage. That's not even bringing up how brain-dead the rotation becomes, being B1-B4x3 repeated until the boss dies. Does a Job with a main rotation of 2 buttons sound fun?Ifrit actually gets increased damage from ice in many (most/all?!) Final Fantasy games, so black mages instead of being "neutered" in that fight, would be glass cannons with no down-times for their heightened offense, as blizzard spells would deal increased damage just like fire spells do normally.
What about RDM in Air/Thunder/Fire/Earth resistant fights? How would they do their rotation optimally without suffering a large DPS loss?
Why not just take SMN, who has only unaspected magic, to completely all resistances?
If this happens (which it won't, ever) RIP WHM healing themselves while targeting an enemy.
Undead enemies,huh ?
How about,Let's see,At some point in some 8-man content the undead adds spawn that invulnurable to any tanks and dps attack.
Those undead will automatically target MT and only healing spells from healer can damage them.
So both healers need to discuss before the fight who's gonna heal MT and who's gonna kill those undead.


Sadly this game doesn't support elemental affinity or monster types, so this will not happen. Furthermore you cannot cast Cure spells on enemies anyway. This, however, isn't impossible and may make for an interesting fight:
Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.

I remember back in Ragnarok Online this made Priests super-handy in undead areas/dungeons as their heals and AoE heals would do massive damage to undead as it was marked as "holy" element, sometimes one-shotting zombies. Thematically it's great, not sure how it fits in the FF lore though.


By that token a Phoenix Down would have to 1 shot an undead mob/raid boss.
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