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  1. #1
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shouko View Post
    Yeah in this case it's just unspecified damage, aka non "holy" magic, think of most of the spells in the game as glamored unspecified damage into the element or type. It has no impact on doing double damage or whatever to voidal mobs or undead, just like lightning won't do more to water or water to fire.
    Holy is an element, lorewise. It’s known as Astral (opposed to Umbral). “Holy spells/magic,” “light magic,” “white magic” are all synonymous terms to describe spells and abilities like Holy, Benediction, Tetragrammaton, Assize, Divine Benison etc.

    The casting animation is almost always unaspected, as seen in Ruin, Gravity and seen in WHM as Holy. However, the (WHM) spells from a lore point are decidedly astral aligned.
    (3)
    Last edited by MartaDemireux; 04-18-2018 at 04:57 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shouko View Post
    Yeah in this case it's just unspecified damage, aka non "holy" magic, think of most of the spells in the game as glamored unspecified damage into the element or type. It has no impact on doing double damage or whatever to voidal mobs or undead, just like lightning won't do more to water or water to fire.
    Then by that logic, there aren't any of the spell types you say Holy was sacrificed to make room for, either...

    There is literally only Magical and Physical (and therein Slashing, Piercing, and Blunt as sub-categories) damage.
    (0)

  3. #3
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Quote Originally Posted by MartaDemireux View Post
    I feel as though Fluid Aura is just not enough, especially now that it doesn’t deal damage.

    Conjury focuses on the elements of Air, Earth and Water, while thaumaturgy focusing on those of Lightning, Fire and Ice.
    The class abilities do that now, but original lore - and the way it was back in 1.0 - was that Conjury used all the six elements (Air, Earth, Water, Lightning, Fire, Ice) while Thaumaturgy used Astral and Umbral energies

    This has partly been ret-conned since then - making the surrounding lore less coherent than it used to be.


    Note also that White Magic is not really "advanced conjury" - it is a separate magical school that in many ways work differently than conjury.
    Same with Black Magic and thaumaturgy.
    (1)

  4. #4
    Player
    Ordoric's Avatar
    Join Date
    May 2012
    Posts
    148
    Character
    Ordoric Ambrosuis
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 80
    in 1.0 cnj was more black magie of the 2 and thm was the better healer
    (1)

  5. #5
    Player
    MartaDemireux's Avatar
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    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ordoric View Post
    in 1.0 cnj was more black magie of the 2 and thm was the better healer
    To be fair THM was also the best tank/soloist lol. Much and more has changed since those days!
    (1)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MistakeNot View Post
    The class abilities do that now, but original lore - and the way it was back in 1.0 - was that Conjury used all the six elements (Air, Earth, Water, Lightning, Fire, Ice) while Thaumaturgy used Astral and Umbral energies

    This has partly been ret-conned since then - making the surrounding lore less coherent than it used to be.


    Note also that White Magic is not really "advanced conjury" - it is a separate magical school that in many ways work differently than conjury.
    Same with Black Magic and thaumaturgy.
    This. Black Magic draws from elemental inference, if I recall the term correctly -- sort of the shades or draw of magic as a whole on the part of the raw elements while White Mage is about those energies invested in actual souls -- which is a bit ironic, given that Conjury is originally all about the relationship with and between the elements, while Thaumaturgy was originally about soul-bound or -binding magics or literally "miracle-making".
    (0)

  7. #7
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Do we really want another war of magi
    (3)

  8. #8
    Player
    NewAgeDoom's Avatar
    Join Date
    Apr 2018
    Location
    Limsa Lominsa
    Posts
    247
    Character
    Doom Moonwalker
    World
    Diabolos
    Main Class
    Black Mage Lv 61
    Just my 2 gil here, but isn't WHMs identity supposed to be either Holy, or nature in general?
    (1)

  9. #9
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by NewAgeDoom View Post
    Just my 2 gil here, but isn't WHMs identity supposed to be either Holy, or nature in general?
    Yup a mixture of those. And Water fits that very well and is otherwise missing. Thematically earth allows for life (plants) to grow but only should water nourish and wind spread the seeds. Holy (astral/white magic) spells deal with light, life and protection, the same concept as the great bole (tree) and harmonizes with that of the conjurer’s 3 elements.

    Fluid Aura is the one, no-doubt-about-it water spell for WHM and is extremely rarely used. I personally only use it in Eureka or if there is a stray caster on a group pull to push it where it belongs. The second reason is why its use (with no element attached and a new name/animation) would make for a better Role Ability (all healers should be able to knock a stray back to the group).
    (2)
    Last edited by MartaDemireux; 04-18-2018 at 04:39 AM.

  10. #10
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by MartaDemireux View Post
    Fluid Aura is the one, no-doubt-about-it water spell for WHM and is extremely rarely used. I personally only use it in Eureka or if there is a stray caster on a group pull to push it where it belongs. The second reason is why its use (with no element attached and a new name/animation) would make for a better Role Ability (all healers should be able to knock a stray back to the group).
    Agreed! I like that WHM with Rescue can draw in an ally, and with Fluid Aura, push an enemy away and also bind them. It's a very godly feeling. It would be great if the other two healers had knockback abilities as well. It could easily replace Break as a role skill. Though WHMs might gripe that yet another ability was taken from them and placed in the RS list. Might be better to give SCH and AST their own versions of knockback abilities.
    (0)

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