I've been thinking about what animations the player would do for a theoretical Quake, Tornado and Flood to make them 'feel powerful', and what would get people excited if they saw them in a job action trailer. So far my thinking is something like:
Quake: Raise left hand to sky during cast time, earth energy/aether swirling around fist. Upon cast completion, jump, punch floor, rocks/faultlines shoot out toward enemy, giant spikes of earth erupt from the ground and then explode into fragments. An example of what I'm imagining is the first attack of everyone's favorite fictional member of the US political system,
Senator Armstrong. The big final 'spike' at the end can reuse the
Dominion spikes in P8S, though I wouldn't object to a 'Blade of Valor' style one where many small ones appear first, then one massive one
Tornado: There's plenty of wind attack animations to reuse throughout the game, pick any that look like they are powerful enough to be worthy of the mantle of 'the most powerful of Wind Magicks'. Or recolor Tail Screw, or Charybdis. For player animation, just reuse Aero 3 (the cane spin), since Aero 3 was also a wind attack it stands to reason
Flood: Hand outstretched as if offering something to another, with water aether in palm. Massive sphere of water lands on enemy. Draw hand towards chest, crushing water aether in hand. At the same time as the 'crush', the big water droplet on the enemy condenses in under the pressure, then explodes violently in several directions because the pressure within got so high. Example of the player's movement would be, again an MGR reference,
when you 'absorb electrolytes' (specifically the version at the timestamp, not the midair variants etc)
I reckon if those were shown in a job action trailer people'd be losing their mind like it's a Super Smash Bros character reveal. Well, some people at least