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View Full Version : Impliment Campain weapon skills.



Kimjongil
11-26-2013, 01:28 AM
I always felt players who had the weapons from campaign events in WOTG should of been able to unlock those weapon skills. For besieged, SoA reives, and the abby event.

So please make them unlock for these type of events or for any use like the WoE events. Either for the weapon or for use on any weapon.

Draylo
11-26-2013, 10:02 AM
I wish they would revamp campaign :(

Rwolf
11-27-2013, 12:23 AM
I'd agree with this idea. It's not some necessity, however it sounds entertaining and a nice way to revive older content. Which is what a game should ultimately be. Can't lie though, I'd love to have Uriel Blade unlocked.

I thoroughly enjoyed campaign for a long time before I got tired of it. Biggest thing I enjoyed about campaign was storyline relevance and variety. You got to see a lot of NPCs who never fought before in action or were never shown, just talked about. Watching them fight with you and getting a scope of just how powerful they were was awesome. Same with fighting the variety of beastmen and their unique abilities. Kept it interesting overall, at least in my opinion. I'd be all for a revamp to Campaign at least in the unlocking of the different weaponskills/abilities they had. Could be fun.

saevel
11-28-2013, 01:29 PM
I love the idea of getting the Campaighn WS's. Make it so you need the weapon that gives it and do a certain number of WS's or defeat a certain number of enemies in Campaign battle. Turn it in an Viola Ws acquired.

FaeQueenCory
11-28-2013, 02:01 PM
Uriel Blade.....
soooooo pretty!

It would be hella cool to be able to unlock those WS.
Even if they might not be all that good.
But it'd be cool.... and might be easier to do that the empyWSs. (cause there's only 1 weapon... might even be able to do the Mythic route and have the unlock quest be "go use the WS X00 times".)

Tanama
11-28-2013, 04:16 PM
We've been asking for this for years now and have yet to receive a response. There's so much on the dev's table at the moment that any campaign related changes won't ever see the light of day until maybe a year or two from now. At least that's the way I see it with how things are going these days. (Cait Sith)

Demon6324236
11-28-2013, 04:22 PM
I cant say the same Tanama, they are doing many updates these days with things that are smaller and out of the way rather than brand new events and brand new things like Weapon Skills, Avatars are on a different level than Weapon Skills like these, these are in the game already and everything, they just aren't available to use everywhere, the amount of work needed to unlock these would be minor by compare, so I think its possible, though I am not sure how likely it is just because of the fact it is kind of old, and how many of these really would hold up today? I ask because I admit, I never used any of them at all, and have absolutely no idea.

Tanama
11-28-2013, 05:01 PM
I copy/pasted this from ZAM and had to fill in some missing blanks. This is most of what we currently know.


Freelancer
User: Duskraven
Job: DRK
Weapon: Great Sword
Name: Warden of Terror
Effect: Deals darkness elemental damage and terrorizes all enemies in range.

Freelancer
User: Maat
Job: MNK
Weapon: Hand-to-Hand
Name: Bear Killer
Effect: ???

Wildcat Volunteers
User: Haja Zhwan
Job: RNG
Weapon: Marksmanship
Name: Bloody Quarrel
Effect: Fires a barrage of life-leeching bolts, draining HP from all enemies within range.

Libran Casters
User: Zolku-Azolku
Job: SCH
Weapon: Staff
Name: Death Knell
Effect: Pronounces doom on all opponents in range.

Aquarian Casters
User: Kayeel-Payeel
Job: BLM
Weapon: Staff
Name: Tartarus Torpor
Effect: Deals damage to all opponents in an area of effect. Additional effect: Sleep & Magic Evasion Down

Cougar Volunteers
User: Mikhe Aryohcha
Job: MNK
Weapon: Hand-to-Hand
Name: Leonine Legflail
Effect: Violently thrashes with roundhouse kicks at opponents in front. Additional effect: Knockback

Crocodile Mercenaries
User: Vhino Delkahngo
Job: RNG
Weapon: Archery
Name: Soulfetter Arrow
Effect: Fires a barrage of light enchanted arrows. Additional effect: Knockback

1st Iron Musketeers
User: Bartholomaus
Job: RDM
Weapon: Sword
Name: Glory Slash
Effect: Delivers an area attack that deals triple damage. Damage varies with TP. Additional effect Stun.
AoE range 10-11 yalms.

8th Iron Musketeers
User: Kurt
Job: NIN
Weapon: Katana
Name: Iainuki
Effect: Blows enemies away with a powerful blade slash. Additional Effect: Knockback

3rd Legionnaire
User: Invincible Shield
Job: WAR
Weapon: Axe
Name: Napalm Tomahawk
Effect: Throws an axe infused with explosive napalm.

Royal Guard
User: Valaineral R Davilles
Job: PLD
Weapon: Sword
Name: Uriel Blade
Effect: Deals light elemental damage to opponents in an area of effect.

Savage Hound Condottie
User: Leonoyne
Job: WAR
Weapon: Great Sword
Name: Spine Chiller
Effect: Terrorizes all enemies in range with a powerful ice-based attack.

Scarlet Boar Esquire
User: Ashmea B Greinner
Job: DRG
Weapon: Sword
Name: Prominence
Effect: Deals fire elemental damage to opponents in a sweeping arc.

Silver Fox Archer
User: Laisavie X Berlends
Job: RNG
Weapon: Archery
Name: Arrow of Apathy
Effect: Deals AOE damage and Paralyze to enemies in range.(cone)

Crimson Wolf Esquire
User: Mieuseloir B Enchelles
Job: DRK
Weapon: Sword
Name: Cruel Riposte
Effect: Drains the life from enemies within range.

Demon6324236
11-28-2013, 05:18 PM
Based off effects alone.


Effect: Deals darkness elemental damage and terrorizes all enemies in range.
Effect: Fires a barrage of life-leeching bolts, draining HP from all enemies within range.
Effect: Pronounces doom on all opponents in range.
Effect: Deals damage to all opponents in an area of effect. Additional effect: Sleep & Magic Evasion Down.
Effect: Violently thrashes with roundhouse kicks at opponents in front. Additional effect: Knockback.
Effect: Fires a barrage of light enchanted arrows. Additional effect: Knockback.
Effect: Delivers an area attack that deals triple damage. Damage varies with TP. Additional effect Stun. AoE range 10-11 yalms.
Effect: Blows enemies away with a powerful blade slash. Additional Effect: Knockback.
Effect: Throws an axe infused with explosive napalm.
Effect: Deals light elemental damage to opponents in an area of effect.
Effect: Terrorizes all enemies in range with a powerful ice-based attack.
Effect: Deals fire elemental damage to opponents in a sweeping arc.
Effect: Deals AOE damage and Paralyze to enemies in range.(cone)
Effect: Drains the life from enemies within range.

AoE Terror, AoE Drain, AoE Doom, AoE Sleep and MEVA Down. These 4, look like they would be either unable to land on anything at all, ever, or they would be super overpowered. Which means their chances of being implemented are as good as BLMs being able to cast Death, or even if they were implemented, every additional effect would have the same chance of taking effect as the broken BLU spells do right now.

Kimjongil
11-28-2013, 05:46 PM
These were used in campaign type events. That is why besieged rieves and such where you have a """ above your head should be ok to use these weapon skills. If they let you use it everywhere that's ok as well. And as for the copy paste, yes that's the job that uses it. But many jobs can equip and use that weapon skill. I think it would be a great addition espicaily if they redo shadowlord fight 2.0 like hey are doing Ark Angels revamp.

As mentioned above adding new content like a smn is hard and takes a long time. These are already in the game so very little programing to carry over.

Demon6324236
11-28-2013, 05:52 PM
The idea of letting us use them in Besieged may be more balanced, already easy content, and large scale battles, so far as Reives though I still see them saying its overpowered, Reives are small scale battles with only 3~5 mobs each outside of Wildkeepers, which means these would be insanely crippling. In WKs it may be a bit more acceptable, but~ I don't know, I could still see them saying no.

I want them unlocked, I am just trying to explain why SE may not be saying anything or why they would possibly say no.

Tanama
11-29-2013, 03:39 AM
Even if all of the campaign weaponskills were implemented, they would be more for utility than anything else. For hard content we would continue to use our highest damage WS. They would have advantages in other places though, I do not see them as game breaking. I'm sure the development team would lower the magic accuracy of the AOE Doom WS and would only land on fodder. AOE Drain doesn't effect undead. AOE Terror would have a short duration.

If this thread were to become a hot topic, I bet Matsui would consider giving them to us seeing the stage FFXI is in now. This game needs every bit of help it can and campaign weaponskills would be a step in the right direction.

Twille
11-29-2013, 03:40 PM
I agree, these would be fun WSs to have. :)