Psion
09-09-2011, 10:21 PM
The Maat's cap: The pinnacle of hats, the hat that tells everyone you have leveled every job to 75(ish) and are at the peak of power...actually not anymore. It's quite outdated, a ratty old thing that's been worn down through many years of service to the powerful warrior. It's no longer even a sign you've leveled every job, as BLU, PUP, COR, DNC, and SCH are not needed to obtain it, and nor is it a very useful piece anymore. But wait? Tattered old armor, imbued with the memories of a powerful warrior, now useless... why, isn't it the specialty of the magian moogles to fix such things up and make them better than new? (assuming nothing explodes, an ever present danger with moogle magic...) Why can't we take this hat and make it shine? And where's the rest of the set to match our hat of sky blue hue? Enter the Maat's armor set, which has pretty decent stats to start with, but requires difficult trials simply to even obtain, and let's not get to the part of upgrading it! I'm sure the
As for how to obtain each base piece, the trials obviously need to be extremely difficult just like the hat. So, here are some examples of difficult trials for each armor piece! (the names of each armor piece are just my assumption, what they actually are called I've no clue lol.)
Maat's Cap: Obviously, beating maat as all 15 of his jobs, no surprise there.
Maat's Jacket: Retrieve one of each of the following: Prouesse Ring, Grapevine Cape, Field Rope, Cocoon Band, Bond Cape, Melaco Mittens, Ossa Grip, Dagda's Shield, Metasoma Katars, Fisher's Rope, Fisher's Torque, Chocobo Rope, Chocobo Torque, Numen Staff, Field Torque. (Sound easy? Believe me, I'm shocked at my own sadistic tendency on this one. <_<;) To be nice though, let's make it so you talk to maat with them equipped to register it with him, so you don't lose the items afterword.
Maat's Bracers: Obtain rank 10 in all 3 nations, Beat all Zilart/Chains of Promathia missions (Including "The Last Verse"), all Treasures of Aht Urghan Missions, all Wings of the Goddess missions (all 3 nation storyline quests included), all 3 add on scenarios fully cleared, and all abyssea missions completed, as well as completing the quest "A Stygian Pact", and completing the quest "Apocalypse Nigh".
Maat's Pants: Talk to Maat with each of the 15 original/Zilart jobs wearing their full relic armor, accessory included, equipped.
Maat's Loafers: Defeat Shinryu once with each of the 15 original/Zilart jobs while under the effects of a primeval brew. (Perhaps another requirement would be you have to enter alone, but I'm not sure on this, since I'm not sure all the jobs could solo Shinryu even with a brew heh)
Now, what should the base stats be? Well, I'm not sure, but I'm running with the 7 theme the hat sets as a trend. The idea is that the base stats are nice but not so nice you go out of your way for them normally, so, here's a trial example:
Maat's Cap:
[Head] All Races
STR +7 DEX +7 VIT +7 AGI +7
INT +7 MND +7 CHR +7
Enchantment: "Teleport"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
We know what teleport does, teleports you to maat, naturally.
Maat's Jacket:
All Races
Accuracy +7 Ranged Accuracy +7 Attack +7 Ranged Attack +7 Magic Attack Bonus +7 Magic Accuracy +7 Store TP +7
Enchantment: "Revitalize"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
The Revitalize enchantment will reset all spell and job ability timers, 2 hour included, to 0, and grant you full HP/MP/TP to boot. Basically it's a intense soothing light in a jacket!
[B]Maat's Bracers:
[Hands] All Races
Pet: Haste +7 Magic attack Bonus +7 Double attack +7 Regen +7 Counter +7 Evasion +7 Physical damage taken -7%
Enchantment: "Status Guard"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
The reason why this is so ridiculously more powerful than the others... is because it's all for the pet, and pets in general suffer from lack of buffs. This piece is more specialized, useful for pet jobs but not useful for any others except for the enchantment. As for what Status Guard does? It grants you full immunity to all status ailments for 30 minutes! It's also powerful because clearing all missions in the game requires an huge amount of time and effort. <_<
Maat's Pants:
[Legs] All Races
Blaze Spikes +7%, Ice Spikes +7%, Shock Spikes +7%,
Dread Spikes +7%, Endrain +7%, Enaspir +7%, TP Drain +7%
Enchantment: "Final Guard"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
So this is a tanking piece really, although there's no defense <_<; I'm not sure adding so many stats, that defense can be fit in as well heh. Basically, there's a 7% chance for each of the spike effects to kick in when your hit, and a 7% chance for each of the enspells to kick in when you hit an enemy, absorbing HP, MP, or TP. As for the enchantment "Final Guard", it grants 25% haste, Protect VI/Shell VI, +100 resistance to all elements, a Refresh II effect, a Regen IV effect, Reraise IV effect (no weakness if you die and reraise), and a regain effect (3 TP a tic), all with a 5 minute duration, excluding the reraise, which has normal 90 minute duration.
Maat's Loafers:
[Feet] All Races
HP +7% MP +7% HP recovered while healing +7, MP recovered while healing +7
Cure Potency +7%, "Fast Cast" +7, "Regen" +7
Enchantment: "Moogle Summons"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
This piece is based around recovery, and so is the enhancement. The Moogle summons allows you to call a nomad moogle to your side regardless of where in Vana'diel (or abyssea <_<) you are, giving you a once a day access to changing your job, dumping your items in your safe, and so on.
Now then, how to power these up? Via difficult arduous tasks? Let's not make them things that are a bottleneck though, where only a few people can do it at a time. (I'm looking at you empyrean weapons and NM drops) Here's what I've come up with for each. The first 3 quests to level up the gear with the magian moogle are easier, and each one gives +1 to all the stats on a piece of gear, while lowering the recast of the enchantment by 4 hours. So A Maat's Cap +3 would look like this:
Maat's Cap +3:
[Head] All Races
STR +10 DEX +10 VIT +10 AGI +10
INT +10 MND +10 CHR +10
Enchantment: "Teleport"
<1/1 0:30/[12:00:00, 0:30]>
Lv. 85 All Jobs
As for each of them, The basic challenges I'm thinking of are based off the fact that you had to level 15 jobs to obtain the cap, so we'll run with this! Trial #1 would require reaching level 99 with 1 job. Trial #2 would require reaching level 99 with 3 jobs, and trial #3 would require reaching level 99 with 10 jobs.
But for the final trial, to turn the Maat's cap into a delicious Master's Cap (Or whatever name SE thinks sounds neat), you would need to reach level 99 with all 20 jobs, AND be fully merited in all tier I job specific merits for every one of those jobs! In exchange, you get:
Master's Cap:
[Head] All Races
Haste +7% [Note: This is Gear Haste]
All Primary Stats +49 [Note: STR/DEX/VIT/AGI/INT/MND/CHR]
Job Level +1
Enchantment: "Teleport"
<1/1 0:30/[1:00:00, 0:30]>
Lv. 99 All Jobs
What's this? +49 (7 x 7 heh) to all primary stats, 7% haste, AND it increases your job level by one, to level 100? Well, when you've leveled every job to 99, I think you earned that final level! This also means your sub job level is 50, not 49, allowing new interesting possibilities! The teleport is also lowered to a much more reasonable 1 hour recast.
Now, let's look at the seemingly lackluster body. In this case, the trials are involving spells! For trial #1, you will need to learn all the spells of a job at level 99 (that has spells of course!), not including merited spells. The second trial would require you to know all the spells of 3 jobs, trial #3 would require you to know all the spells of 5 jobs, and the final trial would require you to learn every single spell in the game, including all merited spells, but not counting spells that require you to have a piece of gear equipped to cast. This sounds harder than it looks: Spells cost money, and some of them cost looooots of money. Not only that, by spells, it's not just magic, but all summons, all ninjutsu, all songs, hunting for blue magic, and all automaton spells. (which means you actually gotta skill that bucket o'bolts magic skill! You didn't think this would be easy would you?)
As for the stats of the Master's Jacket:
Master's Jacket:
All Races
Haste +7% [Note: Magic Haste, not gear haste] Critical Hit Rate +7% "Quadruple Attack" +7 Magic Attack +7 Quick Magic +7 Regain +7
"Ultima"
Enchantment: "Revitalize"
<1/1 0:30/[2:00:00, 0:30]>
Lv. 99 All Jobs
Well now, not such a mediocre piece now, is it? Besides providing a huge boost to your melee and magic capacities (Notice that it's magic attack, not magic attack bonus), it also grants access to Ultima, a black mage favorite! Amusingly, you can cast it as any job too, if you have the MP for it, although it would probably require elemental magic skill to land accurately heh. In this case, Revitalize has also been shortened to 2 hour recast.
Next up, let's continue this theme, but this time it's weaponskills! For Trial #1, you would need to master 50 weaponskills. For Trial #2, you will need to master 5 quested weaponskills. For Trial #3, You will need to have mastered 10 quested weaponskills, and for the ultimate trial, you will need to master every single weaponskill in the game for every single weapon. This one isn't as challenging as some others, but it does mean you need to get all 20 jobs vigil weapons and do every single WSNM, breaking the latent on all of them, as well as learning all automaton weaponskills as well. (weaponskills that are tied to a weapon, such as relic and campaign weaponskills, are not needed for this trial). Upon finishing the ultimate trial, you get:
[B]Master's Bracers:
[Hands] All Races
Haste +7% [Note: this is Magic haste]
Pet: Haste +7 Magic Attack +7 "Quadruple Attack" +7 Annul Damage taken +7% Absorb Damage Taken +7%
"Bear Killer"
Enchantment: "Status Guard"
<1/1 0:30/[4:00:00, 0:30]>
Lv. 99 All Jobs
Still an ultimate pet piece, but! Now there's 7% haste for the master, that goes to the magical haste cap instead of gear haste, and it also grants you access to Bear Killer, Maat's unique weaponskill, with any weapon on any job! The recast of status guard is also lowered to 4 hours!
Next, the Legs, and continuing the trend, this one is job abilities(just like how spells included ninjutsu and songs, job abilities includes things like corsair rolls and dancer moves)! Trial #1 is learning all the job abilities of 1 job, Trial #2 all the abilities of 3 jobs, Trial #3 all the abilities of 10 jobs, and the final trial requires learning all the job abilities of every job, including merited job abilities and job ability giving attachments like Strobe and economizer, any attachments that have a recast associated with them. Like the other trials, Job abilities gained by equipping certain gear do not count.
As for the final stats:
Master's Pants:
[Legs] All Races
Haste +7% [Note: Gear Haste] Annul Damage Taken +7%
Absorb Damage taken +7%, All Damage Taken -7%, Enaspir +7%, TP Drain +7%
"Perfect Counterstance"
Enchantment: "Final Guard"
<1/1 0:30/[6:00:00, 0:30]>
Lv. 99 All Jobs
For this gear piece, you gain a powerful defensive tool, and gain access to Perfect Counterstance, a job ability that does the same thing as counterstance, with the same recast/duration, but without the severe defense penalty that counterstance gives. The recast on Final Guard is also lowered to 6 hours.
Finally, to complete the lineup of master's gear, there's the trials involving job traits. Trial #1 would require learning the job traits of 1 job to level 99, Trial #2 would require mastering all the job traits of 3 jobs, and Trial #3 would predicibly require 10 jobs job traits to be mastered to 99. The final trial would require every single job trait in the game to be learned, including merited ones, and including all automaton attachments that give a boost of some sort, like turbo charger or coiler. (suddenly this trials not so easy, not with how hard it is to get those coveted ashu talif attachments, is it? ;3 ) Naturally, job traits obtained from equipping certain gear don't count. For the feet, the stats are:
Master's Loafers:
[Feet] All Races
Haste +7% [Note: gear haste] % Resistance to all status ailments +7, Refresh +7
Cure Potency +7%, "Double Cast" +7%, "Regen" +7
"Treasure Hunter IV"
Enchantment: "Moogle Summons"
<1/1 0:30/[1:00:00, 0:30]>
Lv. 99 All Jobs
I think I caught everyone's eye at treasure hunter. <_< Double cast is where when you cast a spell and it kicks in, the spell will fire a second time instantly on the same target right after, with no extra mp cost.
Whew. That's the basic idea, although the dev team could adjust the trials, stats, etc however they see fit. The final set may seem overpowered, and it is, but by the time you get the full thing you've basically fully merited every job to 99 in the game, cleared every single mission in the game, done a bunch of endgame content, and at this point don't have much more things you can do other than stuff like relics. I just thought it would be fun to set an ultimate goal for an ultimate set of gear, so people can experience all that final fantasy XI has to offer. :)
As for how to obtain each base piece, the trials obviously need to be extremely difficult just like the hat. So, here are some examples of difficult trials for each armor piece! (the names of each armor piece are just my assumption, what they actually are called I've no clue lol.)
Maat's Cap: Obviously, beating maat as all 15 of his jobs, no surprise there.
Maat's Jacket: Retrieve one of each of the following: Prouesse Ring, Grapevine Cape, Field Rope, Cocoon Band, Bond Cape, Melaco Mittens, Ossa Grip, Dagda's Shield, Metasoma Katars, Fisher's Rope, Fisher's Torque, Chocobo Rope, Chocobo Torque, Numen Staff, Field Torque. (Sound easy? Believe me, I'm shocked at my own sadistic tendency on this one. <_<;) To be nice though, let's make it so you talk to maat with them equipped to register it with him, so you don't lose the items afterword.
Maat's Bracers: Obtain rank 10 in all 3 nations, Beat all Zilart/Chains of Promathia missions (Including "The Last Verse"), all Treasures of Aht Urghan Missions, all Wings of the Goddess missions (all 3 nation storyline quests included), all 3 add on scenarios fully cleared, and all abyssea missions completed, as well as completing the quest "A Stygian Pact", and completing the quest "Apocalypse Nigh".
Maat's Pants: Talk to Maat with each of the 15 original/Zilart jobs wearing their full relic armor, accessory included, equipped.
Maat's Loafers: Defeat Shinryu once with each of the 15 original/Zilart jobs while under the effects of a primeval brew. (Perhaps another requirement would be you have to enter alone, but I'm not sure on this, since I'm not sure all the jobs could solo Shinryu even with a brew heh)
Now, what should the base stats be? Well, I'm not sure, but I'm running with the 7 theme the hat sets as a trend. The idea is that the base stats are nice but not so nice you go out of your way for them normally, so, here's a trial example:
Maat's Cap:
[Head] All Races
STR +7 DEX +7 VIT +7 AGI +7
INT +7 MND +7 CHR +7
Enchantment: "Teleport"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
We know what teleport does, teleports you to maat, naturally.
Maat's Jacket:
All Races
Accuracy +7 Ranged Accuracy +7 Attack +7 Ranged Attack +7 Magic Attack Bonus +7 Magic Accuracy +7 Store TP +7
Enchantment: "Revitalize"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
The Revitalize enchantment will reset all spell and job ability timers, 2 hour included, to 0, and grant you full HP/MP/TP to boot. Basically it's a intense soothing light in a jacket!
[B]Maat's Bracers:
[Hands] All Races
Pet: Haste +7 Magic attack Bonus +7 Double attack +7 Regen +7 Counter +7 Evasion +7 Physical damage taken -7%
Enchantment: "Status Guard"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
The reason why this is so ridiculously more powerful than the others... is because it's all for the pet, and pets in general suffer from lack of buffs. This piece is more specialized, useful for pet jobs but not useful for any others except for the enchantment. As for what Status Guard does? It grants you full immunity to all status ailments for 30 minutes! It's also powerful because clearing all missions in the game requires an huge amount of time and effort. <_<
Maat's Pants:
[Legs] All Races
Blaze Spikes +7%, Ice Spikes +7%, Shock Spikes +7%,
Dread Spikes +7%, Endrain +7%, Enaspir +7%, TP Drain +7%
Enchantment: "Final Guard"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
So this is a tanking piece really, although there's no defense <_<; I'm not sure adding so many stats, that defense can be fit in as well heh. Basically, there's a 7% chance for each of the spike effects to kick in when your hit, and a 7% chance for each of the enspells to kick in when you hit an enemy, absorbing HP, MP, or TP. As for the enchantment "Final Guard", it grants 25% haste, Protect VI/Shell VI, +100 resistance to all elements, a Refresh II effect, a Regen IV effect, Reraise IV effect (no weakness if you die and reraise), and a regain effect (3 TP a tic), all with a 5 minute duration, excluding the reraise, which has normal 90 minute duration.
Maat's Loafers:
[Feet] All Races
HP +7% MP +7% HP recovered while healing +7, MP recovered while healing +7
Cure Potency +7%, "Fast Cast" +7, "Regen" +7
Enchantment: "Moogle Summons"
<1/1 0:30/[24:00:00, 0:30]>
Lv. 70 All Jobs
This piece is based around recovery, and so is the enhancement. The Moogle summons allows you to call a nomad moogle to your side regardless of where in Vana'diel (or abyssea <_<) you are, giving you a once a day access to changing your job, dumping your items in your safe, and so on.
Now then, how to power these up? Via difficult arduous tasks? Let's not make them things that are a bottleneck though, where only a few people can do it at a time. (I'm looking at you empyrean weapons and NM drops) Here's what I've come up with for each. The first 3 quests to level up the gear with the magian moogle are easier, and each one gives +1 to all the stats on a piece of gear, while lowering the recast of the enchantment by 4 hours. So A Maat's Cap +3 would look like this:
Maat's Cap +3:
[Head] All Races
STR +10 DEX +10 VIT +10 AGI +10
INT +10 MND +10 CHR +10
Enchantment: "Teleport"
<1/1 0:30/[12:00:00, 0:30]>
Lv. 85 All Jobs
As for each of them, The basic challenges I'm thinking of are based off the fact that you had to level 15 jobs to obtain the cap, so we'll run with this! Trial #1 would require reaching level 99 with 1 job. Trial #2 would require reaching level 99 with 3 jobs, and trial #3 would require reaching level 99 with 10 jobs.
But for the final trial, to turn the Maat's cap into a delicious Master's Cap (Or whatever name SE thinks sounds neat), you would need to reach level 99 with all 20 jobs, AND be fully merited in all tier I job specific merits for every one of those jobs! In exchange, you get:
Master's Cap:
[Head] All Races
Haste +7% [Note: This is Gear Haste]
All Primary Stats +49 [Note: STR/DEX/VIT/AGI/INT/MND/CHR]
Job Level +1
Enchantment: "Teleport"
<1/1 0:30/[1:00:00, 0:30]>
Lv. 99 All Jobs
What's this? +49 (7 x 7 heh) to all primary stats, 7% haste, AND it increases your job level by one, to level 100? Well, when you've leveled every job to 99, I think you earned that final level! This also means your sub job level is 50, not 49, allowing new interesting possibilities! The teleport is also lowered to a much more reasonable 1 hour recast.
Now, let's look at the seemingly lackluster body. In this case, the trials are involving spells! For trial #1, you will need to learn all the spells of a job at level 99 (that has spells of course!), not including merited spells. The second trial would require you to know all the spells of 3 jobs, trial #3 would require you to know all the spells of 5 jobs, and the final trial would require you to learn every single spell in the game, including all merited spells, but not counting spells that require you to have a piece of gear equipped to cast. This sounds harder than it looks: Spells cost money, and some of them cost looooots of money. Not only that, by spells, it's not just magic, but all summons, all ninjutsu, all songs, hunting for blue magic, and all automaton spells. (which means you actually gotta skill that bucket o'bolts magic skill! You didn't think this would be easy would you?)
As for the stats of the Master's Jacket:
Master's Jacket:
All Races
Haste +7% [Note: Magic Haste, not gear haste] Critical Hit Rate +7% "Quadruple Attack" +7 Magic Attack +7 Quick Magic +7 Regain +7
"Ultima"
Enchantment: "Revitalize"
<1/1 0:30/[2:00:00, 0:30]>
Lv. 99 All Jobs
Well now, not such a mediocre piece now, is it? Besides providing a huge boost to your melee and magic capacities (Notice that it's magic attack, not magic attack bonus), it also grants access to Ultima, a black mage favorite! Amusingly, you can cast it as any job too, if you have the MP for it, although it would probably require elemental magic skill to land accurately heh. In this case, Revitalize has also been shortened to 2 hour recast.
Next up, let's continue this theme, but this time it's weaponskills! For Trial #1, you would need to master 50 weaponskills. For Trial #2, you will need to master 5 quested weaponskills. For Trial #3, You will need to have mastered 10 quested weaponskills, and for the ultimate trial, you will need to master every single weaponskill in the game for every single weapon. This one isn't as challenging as some others, but it does mean you need to get all 20 jobs vigil weapons and do every single WSNM, breaking the latent on all of them, as well as learning all automaton weaponskills as well. (weaponskills that are tied to a weapon, such as relic and campaign weaponskills, are not needed for this trial). Upon finishing the ultimate trial, you get:
[B]Master's Bracers:
[Hands] All Races
Haste +7% [Note: this is Magic haste]
Pet: Haste +7 Magic Attack +7 "Quadruple Attack" +7 Annul Damage taken +7% Absorb Damage Taken +7%
"Bear Killer"
Enchantment: "Status Guard"
<1/1 0:30/[4:00:00, 0:30]>
Lv. 99 All Jobs
Still an ultimate pet piece, but! Now there's 7% haste for the master, that goes to the magical haste cap instead of gear haste, and it also grants you access to Bear Killer, Maat's unique weaponskill, with any weapon on any job! The recast of status guard is also lowered to 4 hours!
Next, the Legs, and continuing the trend, this one is job abilities(just like how spells included ninjutsu and songs, job abilities includes things like corsair rolls and dancer moves)! Trial #1 is learning all the job abilities of 1 job, Trial #2 all the abilities of 3 jobs, Trial #3 all the abilities of 10 jobs, and the final trial requires learning all the job abilities of every job, including merited job abilities and job ability giving attachments like Strobe and economizer, any attachments that have a recast associated with them. Like the other trials, Job abilities gained by equipping certain gear do not count.
As for the final stats:
Master's Pants:
[Legs] All Races
Haste +7% [Note: Gear Haste] Annul Damage Taken +7%
Absorb Damage taken +7%, All Damage Taken -7%, Enaspir +7%, TP Drain +7%
"Perfect Counterstance"
Enchantment: "Final Guard"
<1/1 0:30/[6:00:00, 0:30]>
Lv. 99 All Jobs
For this gear piece, you gain a powerful defensive tool, and gain access to Perfect Counterstance, a job ability that does the same thing as counterstance, with the same recast/duration, but without the severe defense penalty that counterstance gives. The recast on Final Guard is also lowered to 6 hours.
Finally, to complete the lineup of master's gear, there's the trials involving job traits. Trial #1 would require learning the job traits of 1 job to level 99, Trial #2 would require mastering all the job traits of 3 jobs, and Trial #3 would predicibly require 10 jobs job traits to be mastered to 99. The final trial would require every single job trait in the game to be learned, including merited ones, and including all automaton attachments that give a boost of some sort, like turbo charger or coiler. (suddenly this trials not so easy, not with how hard it is to get those coveted ashu talif attachments, is it? ;3 ) Naturally, job traits obtained from equipping certain gear don't count. For the feet, the stats are:
Master's Loafers:
[Feet] All Races
Haste +7% [Note: gear haste] % Resistance to all status ailments +7, Refresh +7
Cure Potency +7%, "Double Cast" +7%, "Regen" +7
"Treasure Hunter IV"
Enchantment: "Moogle Summons"
<1/1 0:30/[1:00:00, 0:30]>
Lv. 99 All Jobs
I think I caught everyone's eye at treasure hunter. <_< Double cast is where when you cast a spell and it kicks in, the spell will fire a second time instantly on the same target right after, with no extra mp cost.
Whew. That's the basic idea, although the dev team could adjust the trials, stats, etc however they see fit. The final set may seem overpowered, and it is, but by the time you get the full thing you've basically fully merited every job to 99 in the game, cleared every single mission in the game, done a bunch of endgame content, and at this point don't have much more things you can do other than stuff like relics. I just thought it would be fun to set an ultimate goal for an ultimate set of gear, so people can experience all that final fantasy XI has to offer. :)