Let's not forget the dildo bilbo class of 1h swords, which BLM can wield but has zero 1h swordskill. Perhaps it's SE's way of telling them to go fuck themselves.
Let's not forget the dildo bilbo class of 1h swords, which BLM can wield but has zero 1h swordskill. Perhaps it's SE's way of telling them to go fuck themselves.
The bows make sense since SE is aware people equip shit for stats and for pulling. I mean there was a time back before 2008 where throwing items with stats could still be thrown and had DMG/Delay to them. Things like Fire Bomblet/Bomb Core/Tiphia Sting etc. Because these items were actually 'throwable' 99% of the time only jobs with actual throwing skill could equip them, meaning Dragoon could not -- that was circa 2004/2005 where jobs like DRG and MNK had empty slots in their ammo slot except for pebbles; whereas DRK or WAR could use Bomb Cores or Xbows with Acid Bolts. I'm glad they made the ammo slot a sort of 'accessory' slot too now that can hold random stat boosting items and not just throwing items/ammunition.
Or all the Kite shields that DRK is on.
The best are the status effect H2H that neither MNK nor PUP are on.
gear design in the early days was always a mess.
sometimes i think it might be useful just to phase some of them out somehow..
i still don't know a single person who has ever used the fan/pump/battery ammo + weapon combos...
actually its not just the early days too..
evolith? ANNM garbage augments? lol
I think the main reason for that was that they went nuts with the Zilart expansion pack rewards, blackbelt, d.ring, ridill, abjurations... Some of them were huge improvements over what was existing. We had a similar jump from olde gear to abyssea gear and are now back to sidegrades. I think Adoulin wont have such a huge jump gearwise, but better sidegrades then Limbus/einherjar/Salvage offer for now.
Isnt the add effect on fan/etc ammo disgustingly low, with an abysmal proc rate?
i like sidegrades.. but theres a difference between useful sidegrades and garbage.
like.. for me. abjuration gear was the way it was because it was the first endgame set which was released at the advent of lv75. it set the standard for future endgame sets..
now because of the nature of the game's different jobs using different stats and combinations and all, it was easy to have a diverse mix of what counted as top-tier gear for different jobs. these distinctions are what made sidegrade gear possible and good to have. in other words, classic abjuration was designed with brute simplicity, to strengthen players with pure stats... whereas every set that came along offered a more nuanced approach. Salvage gear did a rather good job at this in my opinion.
also, they've been innovating with gear. it used to be pure stats, then derivative stats like MAB, then job specific stats, and unique stats. we've also seen things like hiddens, latent effects, enchantments, set bonuses and auras.. and i believe there will be more mechanics introduced with SoA..
given that the new limit is now 99, i get the feeling as though legion abjuration were supposed to be the new baseline. except that this time round, we have unique stats carved out by Empyrean armor which are much harder to beat. ..and also the problem of not having a varied range of content for which to push the boundaries of each job in a different direction.
It's been years, but with HQ katanas I remember it being high proc rate with damage greater than that of my normal swings. They were good enough that I kept them around plus a few stacks of fans for level 40 content. The katanas could have been an exception or broken. Around the same time I tried the greataxe and it had a much lower proc rate and lower damage.
Re: Storage
No new Satchel - Okay, whatever. I don't actually have many inventory issues at the moment anyway.
Storage Slip changes - Now that people have been using the slips for a while, SE could use the probabilities extracted from that data to make a more efficient code using variable numbers of bits. Still though, I'm fairly satisfied with this and don't really see it needing to change. As far as being able to use slips in the moghouse, it's obvious that this is possible because we can do it on the test server.
"Furniture Storage" (from all locations) - They didn't talk about this, which is the only storage-related thing that I'm really anticipating.
It'd be nice if they made /locker accessible outside of your moghouse. Haven't they muttered about doing that before?
the satchel question was allready answered in the german forums awhile ago (basicly same respons as matsui). if satchels are such a big problem for loading/saving between area changing, how about instead of adding a new satchel, adding a new storage type to the moghouse. I mean those dont have to be loaded and saved everytime you zone ecxept into and out of the moghouse no? It doesnt need to be a satchel a fuckign nuew moglocker or so would be allready enough o.o
I'm not sure about mog locker/safe not loading besides when you enter a mog house, since you can check them (but not access the items in them) at anytime now. Or maybe you always could? I honestly don't remember anymore I just noticed it when they added sack/satchel. Hmm now that I think about it I'm pretty sure the mog house menu has always been there.
ya you can check them anytime outside of the mog house you just couldn't access them..
/bank (moghouse)
/storage (storage)
/locker (locker)
/sack (sack)
/satchel (satchel)
its actually a whole lot of slots.
right now if anyone is running out of space even with storage slips i think the issue is probably playing too many jobs at a time.
Or they're crafting/fishing, and/or don't want to send stuff back and forth to a same account mule.
It would be nice if they could add porter slips for non-set r/ex voidwatch gear, and some of the stuff from aby that's still useful (goading, zelus, JSE weapons, etc). Even my mule is running out of space.
I thought it was a good response, to be honest. I'm still skeptical of how well(or how relevant) their physical mitigation will be, given the huge role that currently plays for tanks, but addressing the fact that RUN's strength will be in mitigating everyone's magic damage taken is pretty much the best possible news regarding the functionality of the job
I'm worried that they're setting themselves up for failure by trying to make the job a hybrid damage-mitigation buffer/DD. I think there are two possible outcomes:
1) Ideal: RUN isn't a useful tank by itself because it lacks enough damage mitigation to make tanking work, so against big enemies that really need a tank it acts as a buffer for the PLD. In meleeburns with a lot of AoE magic damage (something like Botulus Rex), you invite it to reduce magic damage taken even though it does less damage than DRK. This would be a niche use, but all jobs have niche uses at the moment and gearing up another isn't that much work.
2) All-too-likely: RUN's magic damage mitigation is too limited to really justify using it as a tank or even for AoE reduction in meleeburns except in very specific situations. It either has some other redeeming feature and is used in an unintended way or it doesn't and isn't used at all.
I mean, they've already stated that RUN's direct damage reduction isn't going to rival PLD's, which means that it's going to get one-shotted by stuff like Paramount Gallu. That means that it essentially can't tank the only things in the game you really need a tank-job for. Based on what they've told us, I think we can already push it back from a tank to a support role in tank parties even assuming SE introduces tankable monsters again. Perhaps they'll think of some way to really work with the enmity system so that they're useful (for instance, give RUN a stance that stores some fraction of generated VE/CE and restores it to the user when canceled - this would be useful for support tanking applications, if the main tank gets reset, you can deactivate your stance and take over until they get going again).