What Do Want In Prime Weapons? |
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What do want in Prime Weapons?
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Forgot all the TP effects on them are simply tied to AM duration and not something ws' specific, so yeah i suppose that's simply "too much effort" as to the ws itself not entirely, some of them still have some value in the sc element they provide, i.e sword/gs, admittedly many of the others got their once unique sc attributes copied over from a later mythic/empy/merit ws, but not all of them, and their dmg at base isn't terrible after they got their last rework all those yrs ago
Manque said: » The perfect cover so the currency doesn't blow up. Relics are delightfully cheap to make on my server so i made a couple for fun. Asura.Bippin said: » There are a few relic WS that would be nice for skillchains, which is really what mythic WS are atm unless you are using a mythic. Edit: I guess people maybe use magic mythic WS w/o the weapon? I want DRK to only be on the Scythe, the Great Sword should be RUN only, so that a certain dark knight will be annoyed.
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Asura.Saevel said: » A weapon that deals 99,999 damage per swing OHHH... Yes, please... Thank you.. With how bad my playing is.... Absolutely essential... Don't want to hear that? Too bad... Phooey on you... Like I give a damn. Bahamut.Suph said: » I want DRK to only be on the Scythe, the Great Sword should be RUN only, so that a certain dark knight will be annoyed. game is dead who cares..
Phoenix.Mrfluffy said: » game is dead who cares.. Thanks for this thrilling information guy who browses dead game websites. Phoenix.Mrfluffy said: » game is dead who cares.. That's why this is the preferred game of necrophiliacs everywhere. This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range.
Cerberus.Shadowmeld
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Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Bahamut.Suph said: » I want DRK to only be on the Scythe, the Great Sword should be RUN only, so that a certain dark knight will be annoyed. Love you too, Suph. Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live Leviathan.Celebrindal
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Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Offline
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Leviathan.Celebrindal said: » Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Would it be too much to ask for at this point that we have the ability to spam it when surrounded by enemies regardless of TP like Valaineral? Spookyfish89 said: » Leviathan.Celebrindal said: » Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Would it be too much to ask for at this point that we have the ability to spam it when surrounded by enemies regardless of TP like Valaineral? And an aura that activates whenever you're attacked rather than a WS. The dev team certainly can do color adjustments to the current relic weaponskill animations and call it primal weaponskills. I personally want to see new weaponskills with the primal weapons or primal version of the relic ones. Wish there was still a test server like they did for aeonic weaponskills. It was a lot of fun exploring those...
Leviathan.Celebrindal said: » Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Odin.Demhar said: » Leviathan.Celebrindal said: » Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Makes perfect sense for a skillchain to have additional effect: Meteor then Asura.Daleterrence said: » Odin.Demhar said: » Leviathan.Celebrindal said: » Phoenix.Iocus said: » Cerberus.Shadowmeld said: » Asura.Saevel said: » This still going on? Simple they give us Oblivion Smash as a Weapon Skill, 100% STR/DEX/VIT/MND/INT/CHA mod, 30 fTP and 50 yalms AoE range. 5-hit, ftp transfer. :D Ignores all Defense and even special defense. Additional affect: Lowers target's will to live y'all forgot the 1st hit proc TH14 on it. Makes perfect sense for a skillchain to have additional effect: Meteor then Ultima on MB please! Leviathan.Celebrindal
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Odin.Demhar said: » The dev team certainly can do color adjustments to the current relic weaponskill animations and call it primal weaponskills. I personally want to see new weaponskills with the primal weapons or primal version of the relic ones. Wish there was still a test server like they did for aeonic weaponskills. It was a lot of fun exploring those... Sylph.Timepassesbye
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as many commented, having weapons for mages that aren't just like the melee counterparts.
that being said, I do think they need to make some changes to the current weapon system. not necessarily take power away from 1 handed weapons, but make 2 handed weapons worth using. g-axe on war- sure they can put out more white damage with ukon then naegling, but savage spam is just very strong. but instead of nerfing that weapon, how about we make 2 handed weapons somehow accentuate the job wielding them? warrior already gets capped or near capped double attack, so their brazen rush, their 2nd 1 hour is practically useless, unless you're making a build to strip DA in favor of something else when it's up. maybe make the weapon for warrior add a crit hit damage +25% when using mighty strokes and brazen rush to actually make it worth using, so when both are up, you get a 50% bonus. likewise staves need adjustments. it's sad to see bunzi rod having the same base mage stats (70 mab, 50 magacc) as the mpaca staff, so a blm when maxing mab will favor bunzi/amarapi over any staff/grip. now this is in part because grips offer practically nothing compared to shields, so this could be resolved by adjusting grips as well. But rather than giving staves higher base damage, give them a hidden elemental affinity like the old level 51 ele staves had. and for the relic2- give blm a staff that allows them to break the damage cap when magic bursting. or a grip that actually benefits the job. mab and magacc+40, ele recast -20%, int+30, turns melee attacks into elemental attacks (similar to shantotto 2.) Offline
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Speaking of elemental stuff, i still have a full collection of elemental grips. When does the time come that we can synth em into 1 grip like gorgets lol? Always had a feeling the would do that someday and can't get myself to toss em all.
I actually think it's pretty cool for club to be the highest damage nuking option for once after being the red-headed stepchild for 20 years. It also creates a minorly interesting tradeoff for BLM where staff = MP sustain and club = maximum damage.
gargurty said: » Speaking of elemental stuff, i still have a full collection of elemental grips. When does the time come that we can synth em into 1 grip like gorgets lol? Always had a feeling the would do that someday and can't get myself to toss em all. Asura.Geriond said: » gargurty said: » Speaking of elemental stuff, i still have a full collection of elemental grips. When does the time come that we can synth em into 1 grip like gorgets lol? Always had a feeling the would do that someday and can't get myself to toss em all. And iLVL elemental staves, made using avatar-ites. Then in 5 years, we can synergy them into two different staves, a light-aligned (Altana Staff), and dark-aligned (Promethia Staff) Asura.Rumblepakk
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A SMN Staff that either reduced BP delay even more or bests Griovalr in the Avatar Magic atk Bonus department.
Asura.Skyekitty
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For the weapons to not be theme based, but job based.
Too many wide stroke benefits leave certain jobs out. Would like them to show that they cared enough to review what each job could benefit from and try to help support them. |
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