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Trisscar
10-16-2012, 04:06 AM
Yeah, I know. Square said they wouldn't be making anymore legendary weapons like Relics/Empyreans/Mythics.

But they also said, sometime after WotG, that they wouldn't be making any more expansions. So forgive me if I don't believe it to be the final word on the matter.

So here is a suggestion thread for new legendary weapons.

To start things off I suggest legendary weapons (I'm calling them Meritorious weapons) which work with the merited weapon skills rather than add new weapon skills.

The Meritorious weapons main strengths will be to enhance the stats that directly affect the weapon skills in question (for example, Mind for Requ), and instead them all having the same after effects like Empyreans do each Meritorious weapon has a different after effect (for example, after using Requ you receive an after effect that enhances cure potency and cure potency received) that become more and more potent for every merit you have invested in the weapon skill...

Thoughts?

Demon6324236
10-16-2012, 04:21 AM
Eh, so so, GS one would be overpowered beyond anything, think, Resolution with an Aftermathish effect, a GS meant to work with it might have a +% at high end levels like RMEs do. In general though I think the idea works, saves SE some time with the WSs, but also depending on the level of work involved, would make it even worse that we are limited to only 3 capped WSs.

Dragonlord
10-16-2012, 04:39 AM
I for one hope that SoA comes with a new type of ultimate weapon. This is an interesting idea. Many of the new WSs are pretty strong, and having an ultimate weapon to further boost them would be great. They would certainly have to adjust the amount of WS that can be capped through merits, or perhaps make it so with the weapon you don't need to merit the WS anymore to have it (it would act as if you had it meritted to 5/5 when the weapon is equipped).

But most importantly, this weapon set should actually benefit the job specifically, instead of being cookie cutter all get ODD like emps. Blms get a staff with MAB and magic ele dmg+ like chatoyant, with some add effect from shattersoul like a potent refresh. Drg's get str/attack on the weapon with added jump damage/tp gain as aftermath. These are just examples but along these lines of uniqueness and benefit to each job.

Trisscar
10-16-2012, 04:41 AM
Eh, so so, GS one would be overpowered beyond anything, think, Resolution with an Aftermathish effect, a GS meant to work with it might have a +% at high end levels like RMEs do. In general though I think the idea works, saves SE some time with the WSs, but also depending on the level of work involved, would make it even worse that we are limited to only 3 capped WSs.

Yeah, but I do believe that there was something said about the number of weapon skills being to be capped getting a boost at some point by a Square rep (I want to say it was Catmate). That should alleviate that small worry.

Trisscar
10-16-2012, 04:47 AM
I for one hope that SoA comes with a new type of ultimate weapon. This is an interesting idea. Many of the new WSs are pretty strong, and having an ultimate weapon to further boost them would be great. They would certainly have to adjust the amount of WS that can be capped through merits, or perhaps make it so with the weapon you don't need to merit the WS anymore to have it (it would act as if you had it meritted to 5/5 when the weapon is equipped).

No. If they do make it to where you don't have to have weapon skill merited, which I hope they don't, it should be as if you only have it 1/5.


But most importantly, this weapon set should actually benefit the job specifically, instead of being cookie cutter all get ODD like emps. Blms get a staff with MAB and magic ele dmg+ like chatoyant, with some add effect from shattersoul like a potent refresh. Drg's get str/attack on the weapon with added jump damage/tp gain as aftermath. These are just examples but along these lines of uniqueness and benefit to each job.

Yeah, that would be a good idea too. I merely used Requ as an example because it's the weapon skill with which I'm most familiar with. As a Blue Mage, I can't think of a single circumstance where I would use Requ over CDC, and yet it's an awesome weapon skill for Paladin and Red Mage.

So since those are the jobs that get the most benefit they are the jobs that should get the most benefit from Meritorious long blade. Maybe the sword itself would enhance Enhancement effects or something and boost HP/HP?

Sarick
10-16-2012, 05:05 AM
Well there is one thing SE hasn't done yet is make weapons that are ethereal (http://www.thefreedictionary.com/ethereal). Much like the monks have the ability to do formless strikes these weapons would be PURE non-elemental magical energy, not slashing, piecing or blunt etc.

Just making another of the same thing is silly at this point. Something like these would be EXTREMELY unique and useful. Will people listen, no 99% of the gaming population thinks inside the box and refuses to promote new ideas. It's sad when good unique ideas like this get totally ignored because the readers skim right over it without second thinking.

So, If you're asking for something the same as the relics mythic and empy types you don't have my vote. If you're asking for something unique that's based on pure energy defies (Normal) I'm all for another set of upgradable weapons.

Dragonlord
10-16-2012, 05:08 AM
Well if SE expands the number of merits allowed for WS category it wouldn't be an issue. I only suggested it because putting work into an ultimate weapon i feel should net you the full result of the weapon.

I main blu also. The only times i would currently use requie over CDC is on mobs w/ PDT or damage shields like NM puddings and Pil. Or very rarely if i need a light based skillchain for something. Having an ultimate weapon for this ws that would say, eliminate the attack penalty of the WS or otherwise boost it, and offer a blu-related aftermath, could be greater than almace. If these weapons were created, i'd like the aftermath to severely boost blu attack in order to make our physical spells potent in zerg situations. It'd give us a unique way to compete vs. high end zerg DDs.

Basically, what i want out of the weapons is to benefit each job uniquely, in ways that currently R/M/E lack. Mythics got close to this with the add effect benefits, but the aftermaths were all the same (and relic aftermaths are pretty lackluster overall barring barring a few).

Trisscar
10-16-2012, 05:15 AM
Well there is one thing SE hasn't done yet is make weapons that are ethereal (http://youtu.be/zetcaRC6bPw). Much like the monks have the ability to do formless strikes these weapons would be PURE non-elemental magical energy, not slashing, piecing or blunt etc.

Just making another of the same thing is silly at this point. Something like these would be EXTREMELY unique and useful. Will people listen, no 99% of the gaming population thinks inside the box and refuses to promote new ideas. It's sad when good unique ideas like this get totally ignored because the readers skim right over it without thinking.

So, If you're asking for something the same as the relics mythic and empy types you don't have my vote. If you're asking for something unique that's based on pure energy defies (Normal) I'm all for another set of upgradable weapons.

Click the link these are totally magic ethereal weapons (http://youtu.be/zetcaRC6bPw).

If you want to discuss your idea of ethereal weapons here than do so, the thread does not exist solely to talk about my one idea.

I would really like to hear more about it.

Sarick
10-16-2012, 06:05 AM
If you want to discuss your idea of ethereal weapons here than do so, the thread does not exist solely to talk about my one idea.

I would really like to hear more about it.

Well for starters up to this point all the weapons players have where created from materials then enchanted. I haven't seen SE make weapons that are ghostly pure energy based purely on magical stats. What would make these unique is they'd be magic and attack magic defense etc. If an enemy resist magic they'd do very little damage however if the enemy has high defense these would be like a hot knife through butter. I'm not talking about enchanted weapons. This game has plenty of those.

The after glow effect weapons are enchanted. These aren't the same they would be pure energy with unique weapons skills that are more on the MAGE element. Elemental weapon skills would benefit greatly from this type of weapon. Like I said the current sets of weapons are (normal) these wouldn't utilize STR for damage mods but INT, Wouldn't use DEX instead MND. Attack would be calculated off the skill and INT, MND or CHR stats.

This is totally outside the box of the other types of weapons on the game. Instead of being physical melee weapons they'd be pure magic based attacks and possibly not give TP at all when hitting with the exception of hand 2 hand weapons where the fist always connects.

To keep these weapons balanced they'd obviously need to drain the users MP, HP, or TP while attacking.

Oh, also I like your IDEA I think you're headed in the right direction. I just think if these are going to be introduced they should have a unique back story and relevance for existing in the game.

Kincard
10-16-2012, 06:06 AM
Square said they wouldn't be making anymore legendary weapons like Relics/Empyreans/Mythics.

Hm, really? Can someone link to where they said that?

Personally, I think instead of ultimate weapons, they need to add JSE ultimate armor pieces. I think the head or chest slot is the best choice, because those are the most prominent, visually, for your character. And this way they can slowly build up...have a relic helm now, then 2 years down the line they introduce relic body, and so on until you have a full set of clown super relic gear if you were really, really dedicated to a job.

These items would need to be very difficult to obtain, and in addition to being really amazing pieces of gear, they would also be space-savers by removing a great deal of gear swapping. Their stats are justified by their difficulty of obtainment.

I gravitate towards helms, because I think they're the most "symbolic" of a job, personally.

The big problem with items has always been the five-stat limit though. Though, since this can be worked around using the augment tags I don't see how they can't make very impressive gear. You can even make the Augment an additional stage for the armor. With this in mind, some examples I can think of for an ultimate helm are things like:

Talekeeper's Visage
[Head] All Races
DEF:45
HP+70 STR+25 DEX+10 VIT+25
Haste+7%
"Store TP"+8
Attack+20
Double Attack +5%
Set*: Augments Double Attack (2% Double Attack ODD)
Lv. 99 WAR
*Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
Augment: Enhances "Restraint" (+50%)

Yomi's Somen
[Head] All Races
DEF: 40
HP+50 STR+10 DEX+15 INT+10 AGI+15
Haste +8%
Enhances "Dual Wield Effect" (+10%)
Critical Hit Rate +5%
Magic Attack Bonus +20
Set*: Augments "Dual Wield" (Offhand has a ~2% chance to deal triple damage)
Lv. 99 NIN
*Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
Augment: Augments "Innin" (Add Double Attack. Removes -evasion, directional penalty. Decay floor is increased to 15 Crit/Acc/NinDam.)

And how about this for a more swap-heavy class:

Schultz's Mortarboard
[Head] All Races
DEF: 35
MP+100 MND+25 INT+25 CHR+25
Enhances "Fast Cast" Effect (+15)
Cure Potency +15%
Magic Critical Hit Rate +15%
Magic Attack Bonus +25
Set*: Enhances "Grimore" Effect (All appropriate magic skills +15 in their respective Grimore)
Lv. 99 SCH
*Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
Augment: Enhances Rapture (+20%), Ebullience (+20%), Perpetuance (+100%), and Immanence Effect (+20).

Just a random idea.

Trisscar
10-16-2012, 06:34 AM
Oh, also I like your IDEA I think you're headed in the right direction. I just think if these are going to be introduced they should have a unique back story and relevance for existing in the game.

I would like this as well. As much as I liked the Empyrean gear (both the weapons and the AF3) I feel that the lore and back story behind them were severely lacking.

detlef
10-16-2012, 06:42 AM
I do think that we've reached the point where SE can't really add any more ultimate weapons without obsoleting some. Sure you can give some niche uses but then it becomes difficult to justify making something for a niche use. In the end, the purpose of a weapon is generally to do damage. If you add something stronger than a Ragnarok, people will complain about their work being negated. If you add something weaker then people will complain that it is pointless.

My suggestion would be to think about adding something complimentary. An ultimate grip for two-handed weapons. Maybe there would be multiple grips designed to pair up with specific weapons. Maybe the GK one adds GK skill and STR. Or ultimate off-hand weapons that compliment daggers, katana, etc. A matk grip. An animator. Some kind of ultimate quiver that dispenses a stack of ultimate ammo every 24 hours or a super jug that dispenses a handful of botulus jugs.

Basically, I'd like to see something kind of new weapon/gear that doesn't already duplicate what R/M/E weapons give us.

Kincard
10-16-2012, 06:44 AM
Severely lacking? lol

I'm not sure it even qualifies as "existing".

We still don't even know what the Empyrean weapons are or where they came from, there is literally nothing in the game other than the Magian Moogle giving the weapon's description in verbal fellatio (When you get the useless 80 form to boot). How can the Magian Moogle know what it is if it came from another world? Well actually, the weapon and armor's backstory that is there isn't even consistent with itself...supposedly the Empyrean Armor was worn by the "Champions of Abyssea" that mysteriously disappeared at some point, yet the Empyrean weapons are just supposed to be weapons imbued with Magian Moogle Magic. Even the most basic backstory of the Empyrean weapons/armor is a total mess, just shows how much of a hurry they were to get us into the MMO skinner box when even basic common sense isn't being satisfied. >_>

Relics and Mythics, by comparison, had pretty simple backstories. Relics were high-quality armor donned by the Hydra Corps. Simple. The Relics might have some origins beyond that but they've never really been explained much, we just know who wielded what. We're not even entirely sure how the Aegis got passed from the Campaign NPC to the guy in the Aegis reward cutscene. Mythics were collected by some rich asshole with a enthusiasm for weapons. Mythics were a step up because they actually went through the trouble of giving each individual weapon their own unique backstory, giving that feeling that Balrahn truly did travel far and wide just to collect (Probably steal) these weapons, one by one, because they were just that amazing.

Dragonlord
10-16-2012, 06:50 AM
I do think that we've reached the point where SE can't really add any more ultimate weapons without obsoleting some. Sure you can give some niche uses but then it becomes difficult to justify making something for a niche use. In the end, the purpose of a weapon is generally to do damage. If you add something stronger than a Ragnarok, people will complain about their work being negated.

Some will be stronger in some situations, other will be stronger in another situation, and some may trump in every situation. This is the same story that's happened over the past 7 years. Relics were once king, then mythics stepped in and beat some relics. Now emps were introduced and beat some relics and mythics. New gear/weapons will always be released as is the point of MMOs. People got over their salvage gear being replaced by AF3+2 and other gear, they've gotten over relics being trumped by mythics and empyreans. The same will happen if new ultimate weapons are released.

Trisscar
10-16-2012, 08:06 AM
Well for starters up to this point all the weapons players have where created from materials then enchanted. I haven't seen SE make weapons that are ghostly pure energy based purely on magical stats. What would make these unique is they'd be magic and attack magic defense etc. If an enemy resist magic they'd do very little damage however if the enemy has high defense these would be like a hot knife through butter. I'm not talking about enchanted weapons. This game has plenty of those.

The after glow effect weapons are enchanted. These aren't the same they would be pure energy with unique weapons skills that are more on the MAGE element. Elemental weapon skills would benefit greatly from this type of weapon. Like I said the current sets of weapons are (normal) these wouldn't utilize STR for damage mods but INT, Wouldn't use DEX instead MND. Attack would be calculated off the skill and INT, MND or CHR stats.

This is totally outside the box of the other types of weapons on the game. Instead of being physical melee weapons they'd be pure magic based attacks and possibly not give TP at all when hitting with the exception of hand 2 hand weapons where the fist always connects.

To keep these weapons balanced they'd obviously need to drain the users MP, HP, or TP while attacking.



I like your idea here and the ethereal weapons would be a good thing to implement. My chief concern is that for half the jobs this would not good for.

For example, the weapons would be good for Monk, Samurai, or Paladin because they are spiritual warrior archetypes and lend themselves well to any kind of ethereal weapons, whereas Dragoon, Blue Mage, Dark Knight or Warrior.... Okay, actually I'm liking this idea more and more.

Hohenheim
10-16-2012, 10:35 AM
I wouldn't mind new ultimate stuff, but a non-weapon type equipment would be cool!

Legendary bolt quivers! Unlimited ammo with trueflight damage + 100%!

Trisscar
10-16-2012, 10:46 AM
I wouldn't mind new ultimate stuff, but a non-weapon type equipment would be cool!

Legendary bolt quivers! Unlimited ammo with trueflight damage + 100%!

Legendary straps, kneck pieces, earrings, rings, tathlums and such? Yeah, I like it!

Sarick
10-16-2012, 02:04 PM
I like your idea here and the ethereal weapons would be a good thing to implement. My chief concern is that for half the jobs this would not good for.

For example, the weapons would be good for Monk, Samurai, or Paladin because they are spiritual warrior archetypes and lend themselves well to any kind of ethereal weapons, whereas Dragoon, Blue Mage, Dark Knight or Warrior.... Okay, actually I'm liking this idea more and more.

Al jobs could be useful for them just not have the same capacity. This is no different then how the staff and clubs to almost worthless to mages because they've been designed for MELEE like normal TP weapons. This is why so few players upgrade them.

The basic trial weapons are better suited for the mage jobs then the EMPY and relic weapons. In the case of the ethereal weapons their role is reversed. Instead of going off melee based stats they are empowered by the spiritual and intellectual powers of their wielders. This would shift them from being physical damage while benefiting the players magical weapon skills and casting potential.

These would more defensive weapons because the main goal is to do magic damage instead of physical damage. Could you imagine weapons where they upgrade magic attack bonuses on them? A MNK wielding a staff could be just as deadly with a spiritual weapon as their H2H or PLD/WHM with a club could dish out some holy justice because their magic banish, holy etc. actually rocks.

These other jobs might get the benefits strong elemental weapon skills for a change. I'm sure these wouldn't be ultimate weapons for every situation or job but having them would unlock magical attack based alternatives.

Trisscar
10-16-2012, 04:23 PM
*Snip*

I strongly support this post... So, why do people argue against such an idea?

Tsukino_Kaji
10-19-2012, 03:33 AM
Just make it so once you have all 3 at 99 with an afterglow, you have to beat the VW finale for 100, 1% drop, Rare/EX items so you can merge them all together into a super weapon.