And as SCH you got Ruin II, Broil, Bio, Bio II, Miasma, Miasma II for aoe, Energy Drain, Bane for aoe dots and defensive debuffs, and Aero from cross class if you wanted to be spicy (but was not always optimal)
And as SCH you got Ruin II, Broil, Bio, Bio II, Miasma, Miasma II for aoe, Energy Drain, Bane for aoe dots and defensive debuffs, and Aero from cross class if you wanted to be spicy (but was not always optimal)
Fluid aura also had a bind at the end of the knockback at some point, but I did previously play way back during ARR.
But it was a unique and interesting way to mitigate damage, by knocking away a melee enemy temporarily.
AST only had Malefic II, Combust, Combust II, Gravity for Aoe, and Stella for applying heavy (nearly worthless sadly). But, they had a very in depth card system in HW still.
I loved doing that in Haukke Manor when new tanks pulled a bit too spicy. I could follow up with a Repose to really take a mob out of the fight.



From what I've read Aero 3 was a 2.5s cast so it wasn't useful for mobility.
E. Dyskrasia would've been great for that purpose had it been stackable and same potency as Dosis but we didn't even get that.
Fluid Aura became a Bind in ShB and was finally deleted in EW, with nothing replacing it at that level. I wish they just turned it into an instant cast water spell instead.


I think the funniest thing about Aero3 was that it provided a completely unexpected QOL: If you pulled a pack in a dungeon, and did Holy, Aero 3, Holy Holy etc, you would allow the first Holy's Stun to fully expire. Now, unless you have Misery prepared from a previous boss, you can't do that, and have to clip the first Holy's Stun by 1.5s, which feels wastefulFrom what I've read Aero 3 was a 2.5s cast so it wasn't useful for mobility.
E. Dyskrasia would've been great for that purpose had it been stackable and same potency as Dosis but we didn't even get that.
Fluid Aura became a Bind in ShB and was finally deleted in EW, with nothing replacing it at that level. I wish they just turned it into an instant cast water spell instead.
I think having Fluid Aura back as a GCD Water spell with no cast time (upgrading to Banish when we get to Glare levels) would be pretty a obvious way to add some variety to the job's rotation. Also, it being instant would allow for more mobility options for the job, which helps to keep it more 'casual friendly'



Sorry I know this is besides the point but do they really have to turn them all into light spells though...
I really miss not being just lights and transparent flowers

I mean, Roe did take that into account with her other WHM suggestion thread. I believe a 1 minute healing cooldown that resembles Assize gets used to change the Glare, Dia and Banish buttons for a more powerful elemental attack once each. I believe they are Earthquake, Tornado and Tidal Wave respectively for the same order.

This is absolutely damning really. How can this be considered successful game design? A game's development is supposed to make things better and more engaging, that's just an absolute lobotomy job.
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