Quote Originally Posted by Altena View Post
Lore aside, since that seems to be the biggest defense in removing CNJ/WHM's elemental spells, giving the elements back to BLM would create a better battle mechanic for BLM, introduce less thunder-only-spam, and potentially make BLM a much more fun job to play, while truly not affecting WHM's ability to deal damage.

I might have unleashed a bit of a monster in creating this topic as some WHM's would probably be a bit butthurt to see their beloved elemental spells go, but replacing them with an equal alternative wouldn't be enough?

As for the comments about RDM getting divine nukes - that blows a lot of FF lore out the window in my opinion as they have been fairly exclusive to WHM from the FF's that I have played at least. Not to mention I truly hope to see RDM develop into the true fighting mage that it was originally meant to be in XI (but became broken). That topic aside . . .

This won't really happen, I am 99% sure of it, however it is slightly bothersome to me how BLM will indeed miss a large portion of iconic BLM spells (ancient magic) and WHM will miss their iconic divine nukes. Giving these spells to a completely different class will throw a lot of things out of wack I feel.

In 1.0 there was very little elemental affinity. I mean it was there, but no one really used strengths / weaknesses because spells were split up among classes. BLM's mechanic was basically "if it's strong to thunder - cast fire, and if it's strong to fire - cast thunder, everything else - cast thunder".

Of course 2.0 comes with changes, however I don't think it's smart to speculate how / if the spells will have changed to a large degree. Currently BLM is pretty damn boring for a mage class. Sure you land some high numbers, but the 123 spam gets old, and adding elemental affinity in there I think would make it *slightly* more interesting.

So if everyone were to ignore the lore for just one moment, do you not agree that it would improve the battle mechanic of BLM to give them the 6 elements, and reintroduce elemental affinity that actually means something? Is giving WHM's equivalent spells to their current skillset, with different names and animations not enough?

This is a genuine question, and the reason I made the thread in the first place really. I mean something like this in the lore can easily be adjusted. Our whole continent practically blew up, what is to say that Conjurers didn't turn to higher powers (divine).

Also on a side note, I thought it was amusing that one of the rewards for the THM guild in 1.0 was a wind brand.. Obviously the adjustments made in early 1.0 (can't remember which patch) ignored the THM lore..

If you want to have access to stone and aero spells whats the big deal playing thm? I do it. I actually prefer thm over blm so I CAN use those spells. With thm I have way more survivability, too squishy as blm lol. BLM doesnt have to have all the elemental spells, for the OP to say whm is "butthurt" (freakin hate that stupid term -_-) it sounds more like you are "butthurt" that BLM isnt all super badass.

You want a more valid reason other then lore reasons, but will it really make a difference to you? You're still going to think blm needs all the elemental spells and whm needs light spells. It's not going to change so I just don't really see the point in ppl fighting or name calling about it. WHM is an advanced version of CNJ. CNJ uses aero/stone. you take that away from whm then you take it away from cnj and you've just messed up a good chunk of how Eorzea is suppose to work.

I think lore is a pretty good reason on its own. I personally like the lore how its set up now.
Besides someone brought up the good point earlier that 50 isn't always going to be the cap.