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  1. #111
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by whoopeeragon View Post
    I have to object, actually. I really hope that Blizzard and Water are the two elements that remain branch-specific, not to be cross-classed. Seeing as SE seems to be locking magic amongst DoM, it then falls to lore. For a CNJ to borrow Ice powers is ludicrous - ice can never be used for restoration or protection. At least fire and lightning both can, where warmth and ash fertilise and promote growth in the forests. Ice decays and frosts what it touches - it can never provide the duties conjurers have. On the same level, water is too deeply ingrained as part of the regenerative aspects of elements. For Thaumaturges to utilise a regenerative power as a tool for destruction is absurd. Lore wise, I don't think it's good to mix them.
    Seriously you people need to stop making this about lore, and as a class I dont think you should be restricted on level one magic, ffs its the lowest tier version of the magic. I'm not talking about Conjurers being able to use freeze, I'm talking about any class From Gladiator to Thaumaturge, having the ability to use the lowest tier of each magic element and nothing else.

    Besides that, what you say makes absolutely no sense, Ice is frozen water. And Ice also has restorative properties, and it also have preservative properties so your argument is so flawed it just disappoints me.
    (0)

  2. #112
    Player
    dbrewer225's Avatar
    Join Date
    Mar 2012
    Posts
    99
    Character
    Macus Blakkstarr
    World
    Famfrit
    Main Class
    Bard Lv 60
    Stanley you have hit the nail on the head. everything you just said is basically what alot of people are complaining about. I agree with you that ff14 needs its own identity instead of it being ff11 v.2. People need to adjust to new ideas and innovations. If people dont like ff14 being ff11 then go play ff11. Again, people need to adjust to the changes or be left behind. Case in point, yoshi and the team know what they are doing. Its amazing that any other MMO out there dont consider player feedback, and this is the first MMO that acually kept its word. So everybody, shut it up and let go of the ff11 mentality, cause its getting old. Lol watch this im gonna get flamed for speaking my thought, but geez man the compalaints on this game is OVER 9000.
    (3)

  3. #113
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    This thread feels like this to me:

    "OMG! SE did something different! I DON'T KNOW HOW TO DEAL WITH THAT! Change it back!!!"

    /presspanicbutton

    Not saying that everyone is acting like that, but sure is how I feel when I read these posts.
    (0)
    Forum Lurker Extraordinaire.
    Like a good stalker, I'm always there.

  4. #114
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by whoopeeragon View Post
    I also don't see the need to remove it either. Why must WHM have divine spells in this version of a White Mage? White Mages are a specialisation of Conjurer, a class which originates from Gridania and thus has direct relations with its lore and every other aspect of the Black Shroud. I'm not seeing it as my beautiful WHM losing its nukes - I'm seeing you as trying to strip Conjurer off it's elemental affinity.
    Divine spells are iconic to WHM. Once again, the CNJ and THM lore is already butchered because of the changes in early 1.0. I don't see "stripping CNJ of their elemental affinity" when there is little to no affinity in the version we know. Removing them from the skillset would help create one. Simplifying the elementals to one class would help improve the ability to take advantage of affinity and actually make it a game mechanic.

    Also, Water Wind and Earth have NEVER been iconic elements of a BLM until FFX. Heck, until FFXI, because Stone and Aero-tiers weren't even present in FFX. The real iconic elements have always been fire, ice and lightning. Rather, by sticking to the three elements, they have made BLM the 'iconic' BLM. I find it funny that FFXI becomes the first game to have all six elemental tiers on one job, and suddenly it's the 'iconic' black mage setup.
    That is actually wrong.
    Quake was a BLM spell in the following FF's:
    -FF1
    -FF3
    -FF4
    -FF6
    -FF11
    (I didn't mention 7&8 due to their spell systems, however see the trend?)

    That is just an example, I won't bother looking up the rest.


    Spell affinity wasn't negligible mainly due to splitting up the elements. It was because we lost a huge array of debuffs and DoTs, so if they wanted to stick it onto spells, they had to compromise something, which was damage. What you should be fixing is rather removing that debuff effect and instead increasing the power of each spell so they are relatively comparable. Even if you have all six elements on one job, if 5 of those elements were instead linked to a debuff and lowered damage output, well...not exactly a fix, is there? Nobody was using weaknesses because of the DEBUFFS rather than the fact that there were not enough elements. Garuda is inherently weak to ice - why was everyone spamming Thunder on her, even though the wheel of creation states that Garuda is strong towards lightning element? Because Ice lost its damage for debuffs while Thunder is the all omni-potent damage dealing.
    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.

    CNJ is always going to have the "healer" tag associated with it, despite its ability to deal damage. This basically means that the elements associated with this class are inevitably going to be gimped, as you can't have 2 equally powerful damage spellcasters, but 1 of which can also heal.. Thus it reduces the chance of elemental affinity being viable.

    You're trying to get a currently balanced discipline (Conjurer/White Mage) to change in order to fix a broken discipline (Thaumaturge/Black Mage). Rather, you should be focusing on fixing what is broken in that particular discipline rather then say "fuck the lore, just change it and let me have my perfect BLM because XI did it" which is all I'm hearing from what you say.
    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.

    Also, you sound tense. I think you need a massage.

    Since you say screw the lore in this game, why can't they change the lore from the 'classic' FF lore as you so like so CNJ/WHM is more affiliated with nature rather than the divine? There is no divine interactions in a region focused on natural progression such as Gridania - having Conjurer change it's lore to divine is out of the question as you would have to change Gridania's lore, and by extension, Archer's lore and Lancer's lore and Botanist's lore and storyline lore....pretty much rewriting the whole thing. It's not so simple as you think becuase CONJURER IS NOT INDEPENDENT. The fact that the continent blew up doesn't change anything. Rather, it would make conjurers focus more on healing the forest and become more INGRAINED with those elementals. I don't think people of Gridania will go "Oh, our forest is burning, let me pray and hope it all stops."
    Wow you are blowing everything out of proportion here. Previously CNJ's had access to "destructive" spells, if I may kindly remind you. In fact they were effectively the more ideal BLM in some regards in my opinion (as they had all of the elements). So in actual fact the "lore" that you keep falling back to needs to be repaired as it is. No, gridania's lore does not have to change. Nor does any other classes' lore, aside from an already broken CNJ and THM lore. You keep falling back to this all important epic storyline that only 1/4 of the community probably actually read / followed instead of enter spam. I can have a guess that some of your beloved "lore" will be modified on some level in order to fit into the direction of the game.

    This is all a problem with BLM, so stop trying to change WHM to suit your wants of a BLM. We don't require all elements on one job, we don't require the exchange of powers for others for a discipline which works perfectly fine. If you want your 'iconic' BLM, go back to FFXI which is rather the non-iconic version of BLM. We have the BLM from FFI here using the three main ethereal elements - I wonder why there were no complaints about those back in the day?
    You sound really angry. Elemental spells have predominantly been black magic, not white. See my example above.

    Changing lore isn't going to work. You'll have to mess up all the lore for the other disciplines, cities and regional lore because of one 'small' change, which it isn't. Yes, I am butthurt, but not about WHM - I am butthurt about losing my elemental spells for Conjurer. Once you see that you're also messing up CNJ with what you say, and trying to mess up every other bit of the game as well, perhaps you can see that the solution you're looking for to fix BLM is not to f*** up WHM and CNJ.
    Yep I am trying to break the game and make it absolutely unbearable for you to play a class that is sub-optimal for practically any content worth talking about. I am in this to destroy your gaming experience by changing a couple of spell names and enhancing elemental affinity across the board of the game... I am evil and I am out to get you...


    Fix BLM as a BLM. Not as a WHM to fix BLM. Because right now, BLM is the one that has to be changed, not with WHM to sacrifice itself to build YOUR ideal BLM.
    Once again, it isn't about BLM only, it would improve elemental affinity across the board. Play BLM if you like nuking so much.

    Ironic thing is that in terms of iconic builds, FFXI and FFXIV are opposites for WHM and BLM. BLM was the all-ruler of elements in FFXI which the iconic BLM was not (only fire ice and thunder, and powerful non-elemental spells). WHM was the all divine iconic healer/priest in FFXI while WHM is more of a nature's prophet in FFXIV. Lets see how an iconic BLM and a different WHM works in ARR first, why don't we?
    I don't recall playing any FF's where WHM could cast "nature" nukes.. I am sure there is one or 2 somewhere in the series, however to say that BLM has only been limited to fire/blizzard/thunder aside from X&XI is horse poo. Again: see example above.

    Last thing - people seem to be neglecting to link THM with BLM and CNJ with WHM when it comes to ability change proposals. Bear that in mind and think about ALL sides of the lore, functions, cross-class skill management, role and usefulness when proposing ideas.
    Ok so swapping spells is going to affect other current jobs aside from WHM and BLM how? Sure THM&CNJ (as their classes) however I can't recall ever using Aero on Paladin or BRD . . .

    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.
    (2)

  5. #115
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Gemma View Post
    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.
    I couldn't give a rats about mages all in all. I barely play them and only play them if I have to. At the moment BLM is boring, so I simply wished it was less-so. THM can't use Stardust Rod. People don't build the top tier stuff to sit in a locker.

    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 am not completely close minded, and if someone has suggestions on improving the currently boring battle mechanic that BLM has, I am yet to see that post. To be honest I think there are a lot more close minded CNJ lovers on here.. I would like things to change but I won't go raging at everyone that doesn't want it changed, like others seem to be.

    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.
    As I mentioned, CNJ will always have the "healer" tag associated with it. You will be gimping the elements associated with CNJ by having this tag - simply because for balance reasons WHM cannot ever be as strong as BLM in regards to nuking. What would you pick? A job that can nuke, or a job that can nuke & heal with no handicap?
    (1)

  6. #116
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by dbrewer225 View Post
    Stanley you have hit the nail on the head. everything you just said is basically what alot of people are complaining about. I agree with you that ff14 needs its own identity instead of it being ff11 v.2. People need to adjust to new ideas and innovations. If people dont like ff14 being ff11 then go play ff11. Again, people need to adjust to the changes or be left behind. Case in point, yoshi and the team know what they are doing. Its amazing that any other MMO out there dont consider player feedback, and this is the first MMO that acually kept its word. So everybody, shut it up and let go of the ff11 mentality, cause its getting old. Lol watch this im gonna get flamed for speaking my thought, but geez man the compalaints on this game is OVER 9000.
    I quit FF11 because it got boring. I love FF14, I just hate playing boring jobs when I have to. I am not asking for an FF11 clone, I am asking for more excitement to a currently terrible mechanic.

    I'm not flaming anyone :/ I stated even in my OP that this won't realistically happen, and people will disagree with me.
    (0)

  7. #117
    Player
    stanleyyoung's Avatar
    Join Date
    Apr 2012
    Location
    ul dah
    Posts
    217
    Character
    Stanley Young
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    i almost can't believe that there are so many ppl that cannot move on or adjust to changes even opposed to anything different. Like i said it only takes the slightest change to cause riots & uproar whether its a change in weapon or few skills/abilities or slight alteration in a said job role.

    The fact that bard has a bow & shoots stuff to some ppl is plain unacceptable or how whm has three spells and its the worst thing in the whole world. I even seen talk about blue mage if it doesn't have scimitars then SE might as well not add it or dark knight for that matter. If SE were to copy & paste drk exactly from XI with one slight change that it can only use great swords not scythes that ppl will want SE heads on sticks. The list can go on and on with any job to be added in 14 and the ppl thinking/mindset "If it ain't the same from XI, Then we don't want it & will not accept it" gets old and is plain annoying.

    Its nice to see that there are some ppl like me who want a game that's unique, fun, and will not only stand out in the rpg genre but the FF franchise itself seeing people open to change and looking for something new/different is cool and good. I personally like how SE not only keeps to tradition but always tries to do something new and be innovative its why i mainly only play FF rpg games. I always have the nostalgia when i play a FF game but seeing SE bringing new things in is great. I personally am at the point where i only play FF rpg's and other rpg's out always boil down to me saying: this game is ok,good, fun, etc etc but its just not Final Fantasy.
    (5)

  8. #118
    Player
    Wilksha's Avatar
    Join Date
    Dec 2011
    Posts
    278
    Character
    Rosetta Rouge
    World
    Balmung
    Main Class
    Arcanist Lv 70
    For those asking for the "elemental wheel" what one of the 3 wheels do you want BLM to have? Yes there is 3. In the THM guild The books on the desk can be targeted in read, in 1.0, and it gave a lot of details on elemental strengths. Fire melts Ice, Ice blocks Wind, Wind puts out Fire. Earth grounds Lightning, Lightning shocks Water, Water best Earth(forget how). And finally Light and dark best each other. This isn't FFXI with one wheel, keep the games separate, they are not equivalent but much beyond the name "Final Fantasy."
    The actually Job WHM has only been in a few FF games, FF1(I believe it was 1, could be 2), FF3, FF4, FF5, FF9, and FF11. In FF1 WHM got Areo at least, it's been awhile since I've played 1 or 2. FF3 is where they actually added "Class change" and as you progressed you got more and more class you can change to, FF5 did this as well. FF4's party setup was story based and there was only 2 real WHM, Rosa and Palom. FF9 had 2 WHMs and if I remeber correctly, each had their own special ability besides just healing. THe first was your summoner. in FFXI WHM was Healer and if they weren't in a party as mentioned before could get a good club and does some decennt damage. The rest of the FFs has all characters able to get every ability, excluding FF13. And one thing that every game that has a WHM has in common is that the game is/was centralized around party play. FFXIV for the most part didn't centralize around party play. Nearly everything could be soloed until later quests with NMs or Dungeons. ARR seems to centralize around solo play with quests and leves to level up. With party play involving dungeons and the new FATE system. The new NM are hard to tell if they were part of the FATE system or not, but I believe I read they were part of the FATE system.
    As these are my opinions I'm just saying my point of view on this matter. But as far as I see from 1.0 at end time giving WHM 3 elements and BLM 3 elements doesn't really do much to change how the classes them selves were portrayed in the past. Example is that I do not recall a FF other then 11 that gave Black Magic anything beyond Lightning Ice or Fire. In most of them if you wanted a Water ability you had to summon Leviathan or some other water based one, oh have Blue Magic use Aqua Breath or the likes.
    Only Problem I have ATM with ARR is the broken lore of CNJ and THM. IF they fix the lore to fit what it currently is, Everything will be just fine and dandy. I think RDM should be the only class that can use all elements but significantly less effective then the natural class it stems from. My mere opinion.
    (0)

  9. #119
    Player
    Molic's Avatar
    Join Date
    Mar 2012
    Location
    Limsa
    Posts
    232
    Character
    Molic Evac
    World
    Sargatanas
    Main Class
    Carpenter Lv 70
    Think it will all be leveled out eventually and each job will be its own and what not.... only thing i fear is how restrictive the i guess armor system or how we gain said spells/abilities/weapon skills is combined with how little room we have on the action bar which at higher lvls might become full. dunno they might have that figured out to though, cant really see the end game quite yet o;
    (0)

  10. #120
    Player
    Asael's Avatar
    Join Date
    Feb 2013
    Posts
    146
    Character
    Asael Drakengard
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    Spell listings for the FF series:

    FF I
    White Magic
    Cure
    Harm
    Fog
    Ruse
    Lamp
    Mute
    Alit
    Invisible
    Cure 2
    Harm 2
    Afire
    Heal
    Pure
    Fear
    Aice
    Amute
    Cure 3
    Life
    Harm 3
    Heal 2
    Soft
    Exit
    Fog 2
    Invisible 2
    Cure 4
    Harm 4
    Arub
    Heal 3
    Fade
    Wall
    Xfer
    Life 2

    Black Magic
    Fire
    Sleep
    Lock
    Lightning
    Ice
    Dark
    Temper
    Slow
    Fire 2
    Hold
    Lightning 2
    Lock 2
    Sleep 2
    Fast
    Confuse
    Ice 2
    Fire 3
    Bane
    Warp
    Slow 2
    Lightning 3
    Rub
    Quake
    Stun
    Ice 3
    Break
    Saber
    Blind
    Stop
    Zap!
    XXXX
    Nuke



    FF II

    White Magic
    Cure
    Blink
    Safe
    Shell
    Fear
    Peep
    Heal
    Mute
    Life
    Anti
    Exit
    Dispel
    Mini
    Fog
    Slow
    Barrier
    Wall
    Change
    Beserk
    Haste
    Charm
    Holy

    Black Magic
    Fire
    Ice
    Bolt
    Warp
    Curse
    Stone
    Stop
    Toad
    Break
    Aura
    Aero
    Blind
    Sleep
    Drain
    Aspil
    Death
    Flare
    Ultima


    FF III (2006 version as I could not find anything on the original 1990 release)


    White Magic
    Cure
    Cura
    Curaga
    Curaja
    Poisona
    Sight
    Aero
    Aeroga
    Mini
    Toad
    Teleport
    Blindna
    Libra
    Confuse
    Silence
    Raise
    Arise
    Protect
    Stona
    Haste
    Esuna
    Reflect
    Tornado
    Arise
    Holy

    Black Magic
    Fire
    Fira
    Firaga
    Blizzard
    Blizzara
    Blizzaga
    Thunder
    Thundara
    Thundaga
    Sleep
    Blind
    Poison
    Break
    Shade
    Raze
    Erase
    Bio
    Warp
    Quake
    Breakga
    Drain
    Flare
    Death
    Meteor


    FF IV


    White Magic
    Cure 1
    Cure 2
    Cure 3
    Cure 4
    Esuna
    Sight
    Life
    Mini
    Exit
    Float
    Life 2
    Blink
    Charm
    Shell
    Scan
    Wall
    Hold
    Berserk
    Holy
    Mute
    Protect
    Slow
    Dispel
    Haste

    Black Magic
    Fire 1
    Fire 2
    Fire 3
    Flare
    Ice 1
    Ice 2
    Ice 3
    Death
    Bolt 1
    Bolt 2
    Bolt 3
    Wind
    Venom
    Stone
    Bio
    Quake
    Meteo (Meteor)
    Psych
    Drain
    Sleep
    Toad
    Piggy
    Warp


    FF V


    White Magic
    Cure 1
    Libra
    Pure
    Quiet
    Safe
    Mini
    Cure 2
    Raise
    Charm
    Blink
    Shell
    Esuna
    Cure 3
    Wall
    Berserk
    Arise
    Holy
    Dispel

    Black Magic
    Fire
    Ice
    Bolt
    Poison
    Sleep
    Toad
    Fire 2
    Ice 2
    Bolt 2
    Drain
    Break
    Bio
    Fire 3
    Ice 3
    Bolt 3
    Flare
    Death
    Aspil

    Time Magic
    Speed
    Slow
    Regen
    Mute
    Fast
    Float
    Demi
    Stop
    Exit
    Comet
    Slow 2
    Return
    Quarter
    Fast 2
    Old
    Meteo
    Quick
    Xzone

    Blue Magic
    Condemn
    Roulette
    AquaBreath
    L5 Doom
    L4 Gravity
    L2 Old
    L3 Flare
    Frog Song
    Melody
    Flash
    Time Slip
    Moon Flute
    Death Claw
    Aero
    Aero 2
    Aero 3
    Emission
    Goblin Punch
    Dark Shock
    Guard Off
    Fusion
    Mind Blast
    Blood Suck
    Magic Hammer
    Big Guard
    Exploder
    ????
    Blow Fish
    White Wind
    Missile


    FF VI (I listed the spells from this game but keep in mind FFVI did not categorize spells, it treated any form of magic as just that, "Magic.")


    Cure 1
    Cure 2
    Cure 3
    Antidote
    Life
    Life 2
    Life 3
    Regen
    Remedy
    Fire
    Fire 2
    Fire 3
    Ice
    Ice 2
    Ice 3
    Bolt
    Bolt 2
    Bolt 3
    Poison
    Drain
    Bio
    Break
    Doom
    Pearl
    Flare
    Demi
    Quarter
    X-Zone
    Meteor
    Ultima
    Quake
    W. Wind
    Merton
    Scan
    Slow
    Rasp
    Mute
    Safe
    Sleep
    Muddle
    Haste
    Stop
    Berserk
    Float
    Imp
    Reflect
    Shell
    Vanish
    Haste 2
    Slow 2
    Osmose
    Warp
    Quick
    Dispel


    FF VII & VIII (I chose not to list the spells for these two games because they had a very unique way of applying the use of magic to the game through their materia and draw system. On top of that, these game did not really have a job system and, like FFVI, did not categorize magic)

    FF IX


    White Magic
    Cure
    Cura
    Curaga
    Life
    Scan
    Panacea
    Stona
    Shell
    Protect
    Silence
    Mini
    Reflect
    Confuse
    Berserk
    Blind
    Float
    Dispel
    Esuna
    Full Life
    Haste
    Holy
    Jewel
    Might
    Regen

    Black Magic
    Bio
    Blizzard
    Blizzara
    Blizzaga
    Break
    Comet
    Death
    Demi
    Doomsday
    Drain
    Fire
    Fira
    Firaga
    Flare
    Meteor
    Osmose
    Poison
    Sleep
    Slow
    Stop
    Thunder
    Thundara
    Thundaga
    Water


    FFX (Not really any type of job system here but were basically "inferred" by each character's look and style. Though the game did split its magic into categories via the sphere grid system).


    White Magic
    Cure
    Cura
    Curaga
    Esuna
    Scan
    Nulblaze
    Nulfrost
    Nulshock
    Nultide
    Life
    Full-Life
    Haste
    Hastega
    Slow
    Slowga
    Shell
    Protect
    Reflect
    Dispel
    Regen
    Holy
    Auto-Life

    Black Magic
    Fire
    Fira
    Firaga
    Thunder
    Thundara
    Thundaga
    Water
    Watera
    Waterga
    Blizzard
    Blizzara
    Blizzaga
    Bio
    Demi
    Death
    Drain
    Osmose
    Flare
    Ultima


    FF X-2


    White Magic
    Cure
    Cura
    Curaga
    Regen
    Esuna
    Dispel
    Life
    Full-Life
    Shell
    Protect
    Reflect
    Full-Cure

    Black Magic
    Fire
    Blizzard
    Thunder
    Water
    Fira
    Blizzara
    Thundara
    Watera
    Firaga
    Blizzaga
    Thundaga
    Waterga

    Arcana
    Drain
    Demi
    Confuse
    Break
    Bio
    Doom
    Death
    Black Sky

    Garment Grids
    Auto-Life
    Blind
    Flare
    Haste
    Hastega
    Holy
    Osmose
    Silence
    Sleep
    Ultima


    FF XI


    lol not on your life...


    FF XII


    White Magic
    Cure
    Cura
    Curaga
    Curaja
    Renew
    Raise
    Arise
    Esuna
    Esunaga
    Blindna
    Vox
    Poisona
    Stona
    Cleanse
    Dispel
    Dispelga
    Regen
    Holy

    Black Magic
    Fire
    Thunder
    Blizzard
    Water
    Aero
    Fira
    Fira
    Thundara
    Blizzara
    Bio
    Aeroga
    Firaga
    Thundaga
    Blizzaga
    Shock
    Sourge
    Flare
    Ardor
    Scathe

    Time Magic
    Haste
    Hastega
    Slow
    Slowga
    Immobilize
    Disable
    Stop
    Reflect
    Reflectga
    Float
    Break
    Countdown
    Balance
    Bleed
    Warp

    Green Magic
    Protect
    Protectga
    Shell
    Shellga
    Bravery
    Faith
    Blind
    Blindga
    Silence
    Silencega
    Sleep
    Slepga
    Poison
    Toxify
    Oil

    Arcane Magic
    Dark
    Darkra
    Darkga
    Gravity
    Graviga
    Reverse
    Berserk
    Confuse
    Decoy
    Death
    Vanish
    Vanishga
    Bubble
    Drain
    Syphon


    FFXIII (Never truly classified its spells but they were only available under certain paradigms (FFXIII's version of s job/support job system). For this game I'm only going to list what were actually used as spells under each paradigm.)


    Commando
    Ruin
    Ruinga

    Ravager
    Fire
    Fira
    Firaga
    Blizzard
    Blizzara
    Blizzaga
    Thunder
    Thundara
    Thundaga
    Water
    Watera
    Waterga
    Aero
    Aerora
    Aeroga

    Synergist
    Barfire
    Barfrost
    Barthunder
    Barwater
    Bravery
    Bravera
    Enfire
    Enfrost
    Enthunder
    Enwater
    Faith
    Faithra
    Haste
    Protect
    Protectra
    Shell
    Shellra
    Veil

    Saboteur
    Curse
    Cursega
    Daze
    Dazega
    Deprotect
    Deprotega
    Deshell
    Deshellga
    Dispel
    Fog
    Fogga
    Imperil
    Imperilga
    Jinx
    Pain
    Painga
    Poison
    Poisonga
    Slow
    Slowga

    Medic
    Cure
    Cura
    Curasa
    Curaja
    Esuna
    Raise


    Sources:

    My own games
    www.finalfantasy.wikia.com/
    http://www.uffsite.net/

    Also bear in mind that the names of certain spells change in their reiterations (ie Fire 3 becomes Firaga, Bolt 3 becomes Thundaga, etc.) I hope this helps and if I missed anything let me know and I'll add it in.

    On a quick side note though, I think this topic has been derailed for the last few pages. The purpose was to simply discuss various ideas that could be used to improve or innovate the two jobs systems. I think people are focusing way too much on the elaboration of a disagreement or set of disagreements, and thus has become some sort of battleground for two differing view points. Just sayin.

    Anyways, happy forum going.
    (3)
    Last edited by Asael; 02-10-2013 at 01:33 PM.

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