Quote Originally Posted by Jinrya-Geki View Post
Yeah I do demand it be reworked. Because the split was the dumbest idea ever. Cjn/whm should have gotten Banish/Banishra and Holy/Holyra and that All-Mp holy should be renamed Mega Holy. They could have used Dalamud event to change the story of Cjn and Thm entirely and give Thm/Blm all elemental spells again.

Cause you you know what resists holy/light damage? Mobs that are holy-based. How many mobs are we gonna fight that are light/holy based? Versus the ones that are Lightning resistant, or have a weakness to ice. The answer is already a staggering painful obvious answer.

Garuda weak to ice, who spams ice on her? No one.

Miser is weak to fire, yet lightning is far superior damage and MP efficient.

Titan will resist lightning, so what are we gonna do? Dry our mp pool out trying to use fire, or try to lolice him to death? No we should have Water/Water/Waterga that is just as effective as Thundera combo.

Ramuh, is the same problem if the spells stay exactly the same. If we had Stone/Stonera/Stonega similar to Thunder combo it wouldn't be a problem.

But they are wasted on Cjn/Whm. I don't care if you want to solo, or damage deal. Ok cool, but you screw me as black mage when it comes to resistances and lowering my damage potential, when you could have a different spell list and still have a damage output. Yet all the white mages seem content with keeping the elemental spells which you don't need.
Or...you could have faith that the devs are bright enough to realize that Black Mage can't be effective on battles like Titan and Ramuh given their spell-set limitations and create other battle mechanics within the fight that still make BLM's useful...just not in a direct manner.
-Smaller pack of mobs that spawn during the battle Mobs that need slept
-Smaller pack of mobs that spawn during the battle that need aoe'd
-Machines or devices that need 'charged' with thunder magic to aid in battle
...etc

Also, the actual Elemental damage each type of spell puts out is far less important in this game than what the mechanics behind the spell allow it to do...especially when cast in a combo.

Case in point: Mistress fight.
She's weak to fire yet lighting is the more effective spell.

Lighting magic is SUPPOSED to be the better choice for comboing on Single-target Mobs. When cast in combo, the combo bonuses even help to raise your damage.

Fire magic is typically for groups of weaker mobs that need quick AOE damage.

Ice magic is typically 'defensive' cast spells for the Black Mage. (this is also why in 1.0 the ice spells tended to do less damage as less damage=less hate)

During 1.0 SE changed how the whole Black Mage thing works. In past games, Elemental Affinity meant everything...now the modifiers are more important. Sure, there are exceptions...it would be a terribad idea to cast Lighting on Ramuh, but overall, even if a normal mob is resistant to a specific spell you can still kill it with exactly that spell.


Lastly, if this is just a 'BLM needs spells just in case they have to face an elemental resistant mob' the more prudent path would be asking for an 'Umbral' DD spell and not an Elemental, as then you would always have at least one spell you could cast no matter the mobs elemental resistance.

As you said yourself:
Quote Originally Posted by Jinrya-Geki View Post
How many mobs are we gonna fight that are light/holy based? Versus the ones that are Lightning resistant, or have a weakness to ice. The answer is already a staggering painful obvious answer.
Well the same could be said of Dark/Umbral-based spells. So if anything ask for that, and leave CNJ/WHM out of it.