Quote Originally Posted by Jinrya-Geki View Post
That shouldn't be a train of thought though for spellweavers. Just because you can summon a weak spirit with minimal effort one way, doesn't mean you can use the same movement summoning an extremely powerful spirit.

The same goes for elemental magic as well. The more powerful you want it, the more incantations/preperation/ingredients you need for it. This one spell getting stronger over time makes a little sense, but for only so long.
Having a more involved casting animation for the bigger spells would be great, but that wasn't what I was referring to. I should have made myself clearer. I was saying that I don't see a need for every spell to have a different animation like some people want. Just because every weapon skill looks different, doesn’t mean that every spell has to have a different casting stance. I'm not sure how they're treating the spell progression, so I'll use how 1.0 was at the end for spell examples. I was going to say, but obviously forgot, that I'm assuming all the spells we've seen in the alpha video take roughly the same amount of time to cast, so it's fine that they have the same casting animation with the different glow showing what you’re casting. When we get the -agas (or higher tiered spells) that take longer to cast, it would be very nice, but not totally necessary in my opinion, if we used a more involved casting animation (more intricate cane waving for example). THM of course should have a different stance than CNJ and same with ARN and any other spell casting class. It would also be nice if the jobs had a different stance than their class to show that these spells are above and beyond what practitioners of the class are able to do. This is all just my personal opinion of course.