Did anyone check the battlefields as well, and other zones for a light ixion?
Magus Jubbah +1
DEF:45 HP+17 MP+17 STR+5 DEX+5
Blue Magic skill +15
HP recovered while healing +1
MP recovered while healing +1
Lv74 BLU
More STR and DEX, score.
Mirage Jubbah
DEF:45 MP+20 Accuracy+10 Enmity-2
Adds "Refresh" effect
Lv74 BLU
OHAY, I can keep headpiece and not pay 10M for refresh. (also, acc)
Mirage Keffiyeh
DEF:24 HP+15 VIT+3
Blue Magic skill +5
Increases Breath Damage
Lv75 BLU
OK for Breath spells I suppose. Less resists.
Mirage Shalwar
Legs
Lv. 72
DEF:31 HP+10 MP+10 STR+3
Accuracy+5 Magic Accuracy+3
New legs for spells? More STR than Gay-lliard and no negative effects (also, acc and macc).
Gnadbhod's Helm
DEF:24 STR+6 DEX+4 Attack+8
Slow +5%
Lv71 All
Could be nice...
Zha'Go's Barbut
DEF:23 Ranged Accuracy+8
Ranged Attack+8 Enmity-5
Enhances "Snapshot" effect
Lv71 All
RNG fap TP piece. Want. So much.
I love the RNG head piece, X-Bow looks pretty appealing as well.
Did anyone check to see old equipment was changed any and if there's any evidence of the new scaling system?
Possible campaign ally to play test a Ixion summon.
So most likely a normal campaign mob?
Murgleis
DMG:40 Delay:224
Magic Accuracy+10
Augments "Convert"
"Death Blossom"
Aftermath: Inc. Mag. Acc./Mag. Atk.
Occasionally attacks twice.
RDMIs it just me, or this is kind of disappointing for RDM, especially consider some other jobs get some very nice stat on their mystic weapon. Macc 10 cannot match staves, unless you charge up the TP. 50% hp restore on convert means you only save 1.5 Cure IV every 8.5min, that is all (so ~130mp?). Attack twice already exist on Joy for RDM. Death Blossom lowering meva for other ppl is the only redemption factor, but you get this effect without using this sword.Death Blossom
Delivers a threefold attack that lowers target's magic evasion. Chance of lowering target's magic evasion varies with TP. Murgleis: Aftermath effect varies with TP.
The fact that this is a 1hand weapon means you are supposed to buff up the weak stat with an offhand weapon. However, in event, rdm will never /nin unless you tank. If you tank, you will use macahuitls+1 to begin with. If you /whm, the best shields offer only 5MAB, or 7MND. In either case, it can't compare to say Laevateinn(BLM) and Tupsimati(SCH) which gives 20MAB.
As for the TP charge up, it is rare that any mage would be doing melee instead of resting other than solo.
Without the charge up, the lack of matt and macc make this only good for convert macro to save 130mp and as a 40dmg joy on solo rather than being useful in any group environment. It is kind of sad, because other mage job get things like aoe status fix, -4 perp cost, and even -20enmity, while rdm get nothing in practice.
It is disappointing that an end game weapon doesn't offer anything concrete to the job's function. If they would add something straight and simple say refresh+1, or increase debuff potency without sacrificing macc (eg +mnd +int +macc), or even fastcast (for faster refresh), it would have been more useful. Somehow, it is as if SE doesn't quite play the jobs they are offering items to.
nysul ws quests started in jeuno right? i cant remember what page had it, but text from goblin shop or something it looked like
Liberator
DMG:93 Delay:528
Magic Accuracy+20
Augments "Absorb" spells
"Insurgency"
Aftermath: Increases Acc./Atk.
Occasionally attacks twice
DRK
Unless this makes all absorbs-instant cast or half speed + double potency (50 TP drained = 100 TP gained), then I weep for DRK.
Yes, Junk Shop in lower, NPC name starts w/ a Z.
Getting a hand cramp spamming the play page.
http://www.playonline.com/ff11us/pol...ews14181.shtml I don't actually know where he got it from.Originally Posted by Wakmidget from QCDN forums
HI: http://images.wikia.com/ffxi/images/...rsPigaches.png
Edit: Damnit so many people posting ~_~