Quote Originally Posted by Jynx View Post
No bind, gravity? never checked elemental weaknesses and cast the apropriate spell (XIV it's kind of pointless because your only single target power combo is thunder regardless of resists) at best you can avoid thunder resistant mobs and seek out thunder fearing foes, but we all know that's a far cry from the flexabillity blackmage had in XI.
exactly!.... blm is so bare bones boring in its current state it lacks versitility and viability in many situations. The Elemental weakness system in 14 sucks, the bare minimum spell choices for blm sucks (along w/ lack of a plethora of spell choices...earth,wind,water,ice,dark{bio/poison},fire,thunder,) blm should have access to all those types of spells. Maybe keep water as a whm spell but mobs that are weak to water should be weak to ice inaffect too. I understand that in 11 some mobs where strong in general too mage nukes but blm only having 3 elemental choices in 14 is lame and too restricting. I was just thinking the otherday that the class/job system is really a hinderance more than a help to the armoury system. We need to move forward from ff11 in some ways and build upon it and the amoury system seems to just place restraints on everything in the end. All classes/jobs in 14 should have a multitude of skills/spells to choose from for a multitude of situations. The skillbar in general hinders choices as it places a cap on # of skills. Unless in 2.0 you can have 10 skillbars would just be a damn clutterfest. Maybe skills that combo should now share the same skill slot and become chained skills that trigger eachother upon use at least. This would free up alot of space for future add-ons. OMG wall of text.