Quote Originally Posted by Altena View Post

Once again I will state that I never said it would totally "fix" the issue, it would just improve its current effectiveness. I never denied that the spells themselves need to be reworked / tweaked in order to allow the community to actually use elemental affinity, however splitting the spells on seperate classes means to truly take advantage of affinity you would have to pick between the "inconic" elemental caster vs. the elemental/healer hybrid. I don't deny that WHM can do some damage, but pigeon holing the job advertised as the "mage damage dealer" into only 50% of the elements isn't exactly favourable to elemental affinity.
2 things about this:
1. Even if SE did give the current level 50 version of Black Mage ALL the Elemental Spells, you would not be happy because in order to balance the gameplay, Black Mages nukes would have to be very weak, have no enfeebling effects and would probably result in a loss of the 'Ancient Magic' Tier spells for the moment as there would be too many spells for the amount of skills/spells/abilities we can currently have.
2. You said yourself: Black Mage= 'Mage Damage Dealer' So why do they HAVE to have the Elemental Magic? Damage spells are not limited to 'elemental'.


Quote Originally Posted by Altena View Post
No, I am trying to improve the mechanic of a boring job, by slightly modifying another with a few name changes and animations . . At the moment, I only play BLM when I absolutely *have* to. I am sure a lot of people are in that boat, because it is currently (as we know) a fairly simplistic/boring job. I don't care if it is "my ideal and perfect BLM", I just care for playing a job that is both fun and engaging. Currently it is not.
The same logic could be applied to those of us asking you 'Why take these specific from CNJ/WHM to fix this 'boring' job' The reality is: 'Thunder' is just game-code. You are not shooting actual lightning bolts out your wrists killing real-life dragons. The devs could make the spell look like a pink pansy shooting out the black mages butt if they wanted to...so the 'Stone' spell or 'Aero' spell themselves will NOT fix a job you think is broken. That requires reworking the actual job and it's skillset. This can be effectively done WITHOUT stealing skills from other roles. There is no reason why BLM can't have 'Umbral Spike' etc.


Quote Originally Posted by Altena View Post
Once again this thread isn't totally proposing this to be changed because realistically - it won't happen. The game is too far along to fix elemental affinity to something usable in the state that it is in. The thread was more of a discussion, to gather ideas or speculate what and how it [i]could[i] be improved.

If 1 class had all the elements, the elemental affinity would be a more viable mechanic, along with some slight spell adjustments, without overhauling a functional job, to make a boring job more fun and exciting.
..except what you are wanting to do is exactly that overhauling a functional job, to make a boring job more fun and exciting And if that was your goal with your Original Post all along, an effective title would have been something like 'Ideas for Making BLM more exciting' or 'Can Blackmage be more than a one-trick pony in ARR?' or 'New spell options for BLM to encourage more engaged gameplay'. and not 'Hey lets take spells from that pretty mage overthere...that'll make everything better'.

Also, lets just say that SE DID change the Mages spell tree so that BLM did aquire Stone, Stonera, Aero and Aerora. What 4 Spells/abilities should Black Mage/THM give up to gain these spells? ( you'd need to give up 6 if you expect their 'Ancient' counterparts as well) Because every job/class needs to be balanced in how many abilities/spells/skills they have.

Again, we're only MIDGAME level... if you notice, yes, White Mage CAN cast 2 elemental magics...Stone and Aero. But they CANNOT cast the 'Ancient Magic' counterpart. More than likely, Black Mage will get Quake, Flood and Tornado as 'Ancient Magics' and WHM will unlock bigger heals and restorative spells once level caps are raised.