Please for the love of Altana, make it a static boost. I'm a crafter and a synergist and I want no more to do with random stats...
Give us static stats so we can then choose which pieces to upgrade and keeping them storable is key. I have 9 jobs at 90 and am working on a 10th for fun.
I'm just not really sure if relic is worth upgrading. It's all so situational now. I realise that multiple routes to improved stats is no bad thing but honestly EAF has pushed most pieces back into storage or the occasional macro slot.
Put it this way, I have two +1 relic pieces completed and the ability to +1 4 more. Those -1 pieces have sat in storage for years... because they're not really worth bothering with. I might upgrade my Cleric's mitts... but I have the Cleric's Pantaloons +1 and the Sorceror's Tonban +1 done and that's it. I could be 4/5 on +1 Cleric's gear and I love dynamis but its not worth the cost because I won't use it...
The problem with upgrading the relic, even from +2 is that the base pieces are in many cases completely obsolete and if you follow the same lines as you have in the past, won't be improved by boosting existing or even close stats to a point where they will compete with something else. Let me run though the WHM set as an example...
Cleric's Cap +1
DEF: 25 MP +25 VIT +5 Enmity -5
Enhances "Resist Silence" effect
Lv. 75 WHM
If you +2'd this you would see a rise in defence, some more MP to say 30-35, perhaps some more VIT, you'd expect another -1 or -1 ENM and possibly the addition of another stat, for example MND.You have room to add another Enhancing ability but honestly the EAF +2 is godly, why would you ever use a Cleric's Cap +2? It would have to be very specific or some godly set bonus because no one is going to keep this on otherwise.
Cleric's Briault +1
DEF: 43 MP +29 Enmity -3
Adds "Refresh" effect
Enhances potency of "Regen"
Lv. 75 WHM
With this, its a macro and idling piece at best. More MP isn't going to help, more -ENM is nice but you only cast regen in it. You could add another tic of refresh to it but not many people have this piece right now so CoP dynamis will have to be slightly more accessible (I'm assuming its going the same way as the others) to make this an alternative to the hundred other free/cheap pieces which you can idle in. You could improve the potency of regen I guess and add something else.
Cleric's Mitts +1
DEF: 17 HP +20 MP +20
Enfeebling magic skill +15
Enmity -4
Enhances potency of
"Banish" vs. undead
Lv. 75 WHM
More HP/MP - meh. Add more bloody skill! Or Macc. You could add MND to these and make them godly. EAF+2 hands are situational, as are these. Another -ENM maybe but again they're a macro piece.
Cleric's Pantaloons +1
DEF: 32 MP +17
Healing magic skill +15 Enmity -3
Elemental resistance spells +22
Lv. 75 WHM
The best piece of the set and buffing these would be useful. More MP I don't care about. Healing magic skill would be awesome, if it did anything useful... more -ENM - meh. Elemental resistance spells bonus - {Yes Please}. Hell add Enhancing magic skill or MDB to them...
Cleric's Duckbills +1
DEF: 16 MP +18 MND +6
Enhancing magic skill +10
Enmity -2
I was confused as to why SE made a pair of shoes (EAF+1 and 2) which so directly overwhelm these in the first place. Unless you give them something unique they will never get used...
So unless you're considering going in a new direction with relic, I don't think it's worth +2ing it.

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