Quote Originally Posted by Jinrya-Geki View Post
I disagree. Neither one is a master of either. Black mage/Thaumaturge main spells is the lightning combo, and it's really only Thunder and thundara. Conjurer/ White Mage is situational like moogle fight with the first stage. Masters would be good at every spell they have, this game makes most spells god damn unusable. Lolice and where is water? Fire being aoe only, it's dumb I am sorry, I want the AOE toggle system back. And it lacks the oomph that thundara has when comboed.

Sleepga is awesome the first time, that's it. The second time you might as well not even bother, because it comes off so quickly. This should be an example to how other enfeebles that might come out again, like paralyze. That spell will be useless in no time flat after it's first use on a mob. The enfeeble spells have been made useless by making mobs resist it after each use. Oh course they didn't say how long it would take for the timer to reset so the spell is fully useful. You know how many people would ask for another change if they announced that. And people will hardly notice because everything is becoming a zergfest again. Look at Princess in CC.

What needs to be done is Disciple of Magic needs to have this:
15 ability cap removed.
Bring back toggle aoes for just Thaumturge/Black Mage spells.
Black mage only, gets all elemental spells and all tiers.
White Mage/Conjurer keeps or remove aero/stone, but get Scourge/Banish again combos.

This way black mage is useful in all situation, Conjurer/White Mage still has a damage output.
Quote Originally Posted by Enfarious View Post
Jinrya-Geki you said it.
I think AoE toggles for every spell though, not just thm/blm

All teir elemental spells should have the same dmg base by tier, making water as useful as fire as useful as thunder. Of course using them against weak/resistant mobs would affect this, as would your [element] attributes and [element] attack magic bonuses.

That resistance building thing is a little extreme, I'm not a magey type but what I've seen if your first cast gets partially resisted your simply fk'd, I get why they have it ramping up, it's just a little too much too soon.

Cnj/Whm imo needs to go back to what the majority of the series has had as WHM banish/holy/cure and other Light based stuff.

A final thought, on the number of abilities, magic users have always and should always have more spells than melees have abilities, this makes sense considering that in most instances a mage will only have 2~3 spells that are actually useful in a fight while a melee will be able to use all abilities every fight. But if to keep it simple enough for 6 year olds to play they want to keep the minimum ability count they've got going now, then just drop all the tiers and have spell dmg scale w/ level, you get 1 direct dmg attack spell of each element, 1 DoT spell of each element, and have 3 slots left over for other abilities.
Edit: of course this level of reform would prolly not be feasible at this point in things.
Quote Originally Posted by Jinrya-Geki View Post
Most likely not, most black mages seem to be fine with what they got. I think it's unacceptable.
10000000000^69% agreed with these. Tiered Spells please. I'm one of those people who wants 500 spells even if only like 20 of them are any "good." We don't necessarily need /aoe toggle when the -ara and -aga spells could be our AOE spells. I do like the idea of giving WHM the Banish line again. Could have a Magic Defense Down affect.

Mages combos could go back to the Magic Burst combos, pulling off a spell right after a melee's combos. It might make people pay attention to the battles more, waiting to cast that spell for a combo instead of just watching TV and hitting Thunder -> Thundara over and over. Not saying its the best idea but hey I just woke up and its all I could think of right now.

Yeah if Red Mage is created as the Enfeeble class it will be really hard with the current resist system. But hey that's probably not till 2.0 so we can wait till then to complain about never being able to land a 2nd Paralyze in a long boss battle.