Oh look finally an ilvl 119 club with good DD stats that someone besides whm can wear and pld still doesn't get it... but jobs with horrible club skill do
And why in the world does it have the same name as the ilvl 119 club!?!
Oh look finally an ilvl 119 club with good DD stats that someone besides whm can wear and pld still doesn't get it... but jobs with horrible club skill do
And why in the world does it have the same name as the ilvl 119 club!?!
They do; with some possible exceptions for 2-handers, those delays may end up being quite damning.
Ygnas's Resolve +1 is going to be pretty cool in reives.
Where are you guys seeing the new weapons? I don't see a datamining post anywhere.
I could see some potential in the staff, according to the augments of course.
For the rest I dunno, there are some nice base damage there (Dagger!) but the higher delay troubles me, not sure if it's gonna be worth it. Kinda depends on the possible augments we'll be able to get on them I suppose.
Very disappointed that, for the nth time, we didn't get a mage shield even when they hinted it.
Also, what's the pattern behind stones? There are 2 groups of stones (Snow and Leaf) and 4 types (Slit, Tip, Dim, Orb).
There has to be a difference somewhere or they wouldn't have bothered to release 8 different types of stones.
In past notes on forum they mentioned users being able to select buffs according to "DD, ranged DD, mage/support, Pet job". So those 4 types probably have something to do with the 4 types of stones?
Not sure, from the screenshots I've seen it seems we're back to the typical skirmish bedlam... I really don't want to get into that crap again, I hate random stuff with passion >.>
Seems like they are slotted based on the small sample size. Certain items are Slot 1 with possibilities of adding an augment to Slot 2. Certain items could possibly only overwrite slot 2. So for instance, you use leaftip and got Double Attack+ and eva+. You then use Snowtip which only overwrites the second slot and gives you Att+.
did a 111 rala with eudaemon sword, needed to hit 3 noetics then kill dvergr type. dropped the rdm/pld/blu sword. he liked to cast meteor, paralyga, breakga. didn't have time to floor up as we were pretty unprepared. there was also an ITG craklaw than didn't award anything that we killed before dvergr. regular mobs don't show up on widescan, and party was split up upon entering.
Also if you guys haven't seen it, Idris Geo is pretty crazy now that SE increased the potency to some buffs and appears to have made Geomancy + more potent as well.
http://www.bluegartr.com/threads/122...=1#post6183738
The +5 Handbell should add possibly half the added potency that Idris has. I'll have to test against these numbers later when I get home.
Edit: Reported on ffxiah that Fury adds +45% attack with combined 828 skill and Dunna
Neck rewards are getting pretty beefy, even if they are reive only atm, I bet final version is our final reward from SoA, hopefully it's not bound to reive only if it is.
I zoned in with the map so it should be the same as the Outer map
Anyone find an Augural Conveyor or anything in Inner Court? Ran through all the way to the end with the inactive downward elevator, aside from the blocked paths we didn't find anything.
I dunno if those neckpieces will ever work outside Reives...anyone would be retarded to not pick the WSD+25% one, it'd be the new suppanomimi. Sure the regen/refresh one would benefit pure mages but with the +3 regain, even mages can Dagan/Mystic Boon/Myrkr for MP. Pretty much everyone benefits from the WSD/Regain neck. WHMs could get the auto-reraise one so none of that bullshit "it dispelled reraise/i forgot to apply reraise!" excuse.
Yeah they increased the potency on Fury, Barrier and Wilt while "enhancing" geomancy + on all spells except haste, poison, regen, and refresh. It is still a pretty significant buff when you consider that pre-update, 828 skill and no geomancy+ gear gave +13.5% attack and now with Geomancy +5 and 828 skill it is +45% attack.
Spirit taker!!! But I'd think offensive mages might want the mage one for the 80 magic dmg. That's a pretty substantial boost to t1 nukes. Also wouldn't underestimate the cure pot. Sure most mage jobs can cap already but capping without having to change visible armor has it's benefits. My main would take the regain but some of my mules might not... god would love to have all 3 everywhere thought
I could see people taking the Reraise one if it was eventually upgraded to Auto-Arise.
I hate to sound like a douche but I totally proposed the /equipset concept to SE six years ago, and I'm sure others besides me proposed the same thing. I know nobody cares and stfu ophanus but it's annoying how slow SE is to add in GOOD ideas, but they'd rather spend it adding BS that nobody cares about like MMM and Pankration(sorry those contents were poorly implemented and have shitty rewards)
http://ffxi.allakhazam.com/forum.htm...09187023602066