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Demonjustin
12-30-2013, 06:56 AM
http://wiki.bluegartr.com/images/d/d6/Murgleis_%28Level_119%29_description.png

I believe this weapon should be altered. RDM is meant to melee but it is also meant to fulfill backline roles as well, Enhancing, Enfeebling, Healing and Nuking primarily.

Now, Healing I am fine with how it is, at most I would say throw some small amount of skill on this and be done with it, the same goes for Enhancing since we now need a specific Dagger for Enhancing Magic which we can not use when meleeing without severely lowering our damage.

For Enfeebling we should have some MND and INT on this weapon, which enhance the potency of our spells, the fact it does not have these most vital of stats means we are to look elsewhere for them, such as Staves. Normally, I would accept this, but this is a weapon for RDM, and RDM alone, I feel as though it is for that reason that it should be given these stats. At the same time, I feel as though this Sword should have the same Magic Accuracy as a Staff.

This Sword is supposed to be the best Enfeebling weapon in the game from what I could tell before Adoulin, yet, Staves are not far behind this in Magic Accuracy and the SCH Mythic even surpasses it. I know it is a sword, but it is for RDM only, it is our Mythic, I think we should have more Magic Accuracy on it and break that trend because of that very reason.

Lastly, for Nuking, I would like you to add Magic Damage, and possibly Magic Attack Bonus to the sword as well. I do not want SCH or BLM levels, but some decent amount to make it worth using. The reason for this is that unlike any other piece of gear, we can not swap out our weapons in combat, which means to really get a good use out of our Elemental Magic we need to have these stats on our weapon we are already using, which to those who wield it, would be this very weapon.



I know some of this probably sounds over powered, but really, think about it. A BLM's primary focus is on nukes, and their weapon is built purely to facilitate that goal. A WHM's primary focus is healing, and their weapon gives a unique and special boost to removal of ailments in an unrivaled way. WAR's Mythic is a powerhouse that throws out damage like no tomorrow. But RDM's is subpar, its focus is melee, it has a place in Enfeebling, but we get more from using Staves than this blade.

Murgleis it is purely for melee in the long run and falls short of Excalibur in that category anyways. By adding more stats to it to make it truly an all around weapon for RDM, it would mirror how the job is meant to be, Jack of all Trades, Master of None, rather than just another sword with some special stats on it.



That all being said, my ideal Murgleis would be...

DMG:111 Delay:224 INT+20 MND+20 "Magic Atk Bonus"+30 Magic Damage+217 Magic Accuracy+30 Enhancing Magic Skill + 10 Sword skill +242 Parrying skill +242 Magic Accuracy skill +255 Augments "Convert" "Death Blossom" Aftermath: Inc. Mag. Acc./Mag. Atk. Occasionally attacks twice or thrice



These changes would put it on par with a Venebulum Staff for nuking, and would make it the best Enfeebling weapon for RDM in both INT and MND, for Accuracy and Potency. It would also make it possible to cap Enhancing Magic while using our Atrophy Gloves +1, and make En-Spell IIs a bit better.

There are no stats here that can not be found on another weapon already in the same amounts, useable for the same goals, the only difference is this would take away the need to swap out your weapon to get their benefits. I feel this is perfectly balanced for that reason.



Can I please get a reply on if this is possible and if it can or will be done?

Damane
01-07-2014, 06:34 AM
actually this is the best debuffing weapon for a rdm, offers the most amount of m.acc on any weapon, if you account for the aftermath increase on it too it is unmatched in the m.acc department, which is imho most important now if you want to do anything on hard or very hard, since landing your debuffs in the first place matters more.

you could say the same thing about SCHs mythic, its entirely build for nukeing and debuffing, yet sch offers many other things like buffing, cureing etc. i really doubt we get an overhaul on any mythic. (wish we could on various of them), but you know what you are getting, so my advice: dont wast your time on this mythic unless you want the most epeen m.acc debuff and convert weapon.

Demonjustin
01-07-2014, 07:31 AM
True, admittedly my entire reason for making Murgleis anyways though is due to a certain amount of passion I have for the job itself. I know the weapon is lackluster, and even at its best it has a minor advantage over other things, but, it would be nice for it to at least fill a spot that would be uniquely powerful among a RDM's arsenal.

This adjustment would allow a RDM to not only cut down on inventory clutter of 10 weapons for various things, but also allowing a RDM to better fill front and back line roles at the same time, after all, right now if you want to nuke half well but at the same time, melee, it is impossible, you would have to swap your blade for a staff, reducing your melee damage significantly, and if you did not swap out your blade for that staff, you reduce your magic damage by just as much. I think this change would at least give it a unique place for RDM and make it a truly worthy goal for someone who is passionate about the job enough so to make a Mythic.

Damane
01-08-2014, 08:16 AM
True, admittedly my entire reason for making Murgleis anyways though is due to a certain amount of passion I have for the job itself. I know the weapon is lackluster, and even at its best it has a minor advantage over other things, but, it would be nice for it to at least fill a spot that would be uniquely powerful among a RDM's arsenal.

This adjustment would allow a RDM to not only cut down on inventory clutter of 10 weapons for various things, but also allowing a RDM to better fill front and back line roles at the same time, after all, right now if you want to nuke half well but at the same time, melee, it is impossible, you would have to swap your blade for a staff, reducing your melee damage significantly, and if you did not swap out your blade for that staff, you reduce your magic damage by just as much. I think this change would at least give it a unique place for RDM and make it a truly worthy goal for someone who is passionate about the job enough so to make a Mythic.

nukeing and meleeing doesnt mix well in FFXI unless you are doing some low lvl solo stuff. It doesnt even matter if your weapon is suited for both nukeing and meleeing, doing both will gimp both at the same time:
you nuke: you loose melee DPS from animation locks, ability/spell animation recovery
you melee: your nuke might get interrupted by a hit

pick one or the other. both never work well if you are looking to maximize your potential in one department.

I play BLU and the same applies there too. Casting BLU magic is detrimental to my melee DPS, no matter how I slice it, ecxept if if i use the JAs once every 3 min, hence the reason why I only cast the bare minimum i really need to cast, may it be enhaning myself, debuffing a mob (via terror) etc.

This is also the reason why DRKs dont cast barely anything, casting cuts down your melee DPS tremendiously (especially in high buff situations). you actually loose more then you gain.

This is also the reason why THFs dont use SA or TA outside of WSing. or Nins dont use spells very often. You loose more then you gain DPS wise, because of the animation recovery delay.

This is also the reason why RUN and PUP DPS suffers alot from keeping runes/maneuvers up (especially PUP).

and this is also the reason why melee RDM will never work. ever at all.


I am working on my Tupsimati (SCH mythic) atm, i know very well what I am getting:
best nukeing staff and best debuff staff for my sch
more would be nice, but I am not askign for it, because i knew before starting it what I would get. So i have the other options filled with somethign else.

I get your passion for the job, but things are like they are and you should try to make the best things out of your Job out of the current state of the game instead of trying to go contradictionary on it.
Fact is RDM meleeing sucks will allways suck , you just need to look at how the job is designed, fact is RDM is better suited on the backline for anything remotly hard. :/ (Fact is also that RDM needs a bit of a help on the backline department). Fact is its the best debuffer in the game.

i know my SCH facts:
Fact is: its the best Stun job
Fact is: its the 2. best nukeing job for short term battles and the best MP battery nuke job for long term battles.
Fact is: its the 2. best healing job and comes close to whm but wont surpass it
Fact is: its a good buffer job, but its buffs depend heavely on the SJ selected.
Fact is: its also a good debuffer job.
Fact is: it totally is ass at meleeing

I know my fact and I will never try to turn my SCH into a melee powerhouse, because it will never get there. however i know where I can suit my SCH in. My mythic will cover 3 of the facts and enhance them greatly and improve the other facts slightly, so to me its worth it.

The question is are you happy with what your mythic covers for you on the RDM facts? If not then I am sorry to say you are wasting your time and should have done something else. If you are however happy that your mythic will turn you into one of the best debuffers then: grats on your mythic and well deserved!

Demonjustin
01-08-2014, 09:14 AM
I'm not expecting it to be changed either, but there are differences between SCH and RDM in the way you are comparing them and there are exceptions to the rules you are talking about. You are talking about SCH, which is a nearly fully backline job which can change weapons without nearly as much of a penalty, and while I would like to see SCH redone in a similar way, its not as vital to the jobs role, where for RDM, it is. Nuking I can agree is near pointless, but Enfeebling, Enhancing, those two are very important when meleeing and suffer the same exact problems, the only stat for nuking alone was the Magic Damage, and in all honesty, its moving to a place of use too. Normally I would agree that nuking while meleeing is foolish and stupid, but with NMs like the ones we have seen in Delve where Magic and Physical damage are equally important and you have to swap between them in some fights, it would be insanely helpful to have the ability to do both without changing our weapon and suffer the penalties that come with that change.

Zarchery
01-08-2014, 02:12 PM
So I had to look this item up, because I had never heard of it or the weapon skill listed in the description. I've never seen it either. Come to think of it, a buddy of mine has a Yagrush, and I think that's the only mythic weapon I've ever seen.

Demonjustin
01-08-2014, 02:47 PM
If I'm not mistaken there are only like... 3 Murgleis that have been made, or something like that.

Ophannus
01-17-2014, 01:48 PM
They should have at least given it Magic Damage like Mjollnir has.

Creelo
02-07-2014, 02:13 AM
Personally, I feel Murgleis should be given "Enhances Temper Effect" that turns Temper's Double Attack into Triple Attack.

This would allow for Temper to not screw over Murgleis' AM3, while also greatly increasing the melee value of this sword, making it by far the best melee weapon for Rdm.


I understand the OP's thoughts, but I cannot really see the dev team adding so much to Murgleis without feeling pressure to add more to other similar weapons (Yagrush comes to mind), which I don't think would settle well with them.

Anyways, I also feel like given the current state of the game, Tier II Enspells need to be changed to be more similar to Tier I Enspells. I mean that Enhancing skill gear should only need to be worn during cast of the spell to affect potency, not needed when actually hitting the enemy. I kinda like the idea that you could have a Tier II Enspell and still possibly receive Samba effects with extra hits from DA, etc. , but perhaps it would just be simpler/stronger/better if Enspell IIs affected every hit in an attack round. In any event, Tier II Enspells need adjusting.