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View Full Version : New SPECIFIC job trait ~ "Weapon Mastery"



Covenant
06-30-2011, 12:06 PM
This is gonna sound silly, but what if SquareEnix were to create a new "weapon master" job trait for each job for specific weapons. The main idea is assign each job a weapon or style that makes players play jobs slightly differently.

This is different from a simple A rating or merit skills. Perhaps focusing on shaving delay and increasing criticals when the specific weapon is used by a factor of X. As a starting Paladin, I was goofing off with Clubs, because I already had several jobs that used swords or dagger mainly and I was tired of it. Using Clubs with different delay and Weaponskills animations was refreshing.

Unfortunately, people were jumping on me with the "where's your sword?" or "exp party no skill up" remarks. Ignoring that Paladins have just about the same skill ranking at most level till cap(lack of damage weapons aside).

Here my take on which job master which weapon.
Warrior: Great axe
Monk : staff(yes, I know Hand2hand is lost..remember it's about play styles)
WHM: ?
BLM: ?
RDM: Archery
Thief: ?
Paladin: Club
DarkKnight: ?
Ranger: archery/gun

Ok I'll admit I haven't worked out the kinks. Perhaps grouping of jobs share same mastery.

Kristal
06-30-2011, 05:06 PM
You mean abilities like Fencer?
If you want RDMs shooting arrows, just let enspells affect arrows. It would boost the near-dead crafting skill Woodworking as well.

Also, I have a hard time seeing how you want to promote different playstyles on WAR:Great Axe and RNG:Archery/Gun... wouldn't WAR/axe+shield (= Fencer) and RNG: Axe make more sense then?

Laciante
07-01-2011, 06:46 AM
I like the idea, obviously needs the details worked out. It would be interesting to see people other than like DRK, PLD and WAR using more than 1 type of weapon.

One thing is that Staves and Clubs do need more general use damage choices, particularly post-75. For example Kinkobo is the best Staff on DRG, and is certainly not up to par with my ToM lances.
Another thing: the difference between A and B is kinda too disparate for actual use in higher levels.

Urthdigger
07-01-2011, 07:09 AM
I really don't see SE doing something like this. They generally encourage each job to use a given weapon more or less to the exclusion of others. Generally, this is the weapon that shows up for their AF, their mythic, and what relics and empyreans they're capable of equipping. If they wanted PLDs to have a reason to use club over sword, they would have given club the higher skill and let PLD use hammers. As it is, PLD has enough skill to use clubs situationally, and that's good enough. PLD wasn't intended to use clubs over swords all the time. It's an option, but it's not meant to be the job's focus, and that's reflected in having less ability with them.

Kristal
07-01-2011, 08:08 PM
They generally encourage each job to use a given weapon more or less to the exclusion of others.

RDM being a major oddball there.. we're forced to use staves (without skill), are portraited to fight with swords (but no weaponskills, not even elemental like Sanguine Blade), but our enspells favor daggers (which we DO get elemental weaponskills for).