
Originally Posted by
fusional
first, they did away with damage types. second, how does a dragoon switch from pierce to another type of damage in a game where the armory system is based on equipping weapons to switch jobs?
why are you basing your arguments on how things worked in XI? this isn't XI, no matter how much you want it to be. so how about framing your arguments in the context of XIV, which is what this game is, rather than XI?
and again you base your argument on how things work in XI. so let first let me reiterate: you're not talking about XI. you're talking about XIV. (and if you try to play the "but in other FF games" card, what about other FF games where any character can have elemental nukes, regardless of 'job'? seems exceptions occur in games other than XIV, and yet it's convenient for you to forget this)
second, i don't even *understand* your argument. there's no basis. how does a WHM being bored on coincounter or MM (because the paladin covers most all of his own healing) and throwing in some nukes to help speed things up *in any way* impact your ability as a black mage to damage coincounter? hint: it doesn't. so how is it a problem? and even if you have *two* WHM and they *both* get bored and start nuking, they're still not impacting your ability to damage coincounter and they're still not taking a raid slot from you simply by virtue of having elemental nukes. nobody goes "oh, well we could take a BLM but why not just take a WHM instead because stone and aero are just so OP!"
i mean, unless they're doing a whm moogle burn. but then what's your gripe? don't people BLM burn enough things? hint: yes, they do.
oh, and you know that thing about being an all-situation caster that you want in XIV? name a single endgame situation in XIV 1.0 where BLM wasn't a desirable DD. i'll seriously wait. and i'm gonna be waiting a really long time because really the only argument you'd have is Ifrit Extreme- but even that's not true. adding one BLM to the group speeds the fight up *so dramatically* that you exponentially decrease the number of bad situations the group can get themselves into simply by virtue of preventing the fight from lasting long enough for it to happen. the only reason PUGs didn't use it is because it basically forces you to solo heal it, and PUGs always wanted to be safe with 2 healers.
so again- what is your argument based on? XI? you're just upset that BLM doesn't have *all* of the elemental tools? and yet, it has some of the best single-target DPS (even on stuff that isn't really weak to magic! go figure) and some of the best aoe DPS (*except* on amalja)
wrong again. not only will you be hard pressed to ever find a dev statement calling BLM the king of dps... you still have the capacity to do the highest damage, even when an enemy isn't necessarily weak to a particular element. example: chimera. not weak to fire. not weak to thunder. and yet completely in spite of a ranged advantage, BLM is still preferred because it's easier for them to maintain a proper DPS rotation (ie: you don't have to time your directional combos to make sure you don't get ganked by breath or traps) and therefore safely top the damage meters. because in XIV 1.0 the secret to doing the highest damage was mostly in your ability/spell rotation.
if you could frame your arguments in the context of XIV itself maybe you'd have more people on your side, but you keep talking about XIV with your head in XI's clouds.