Yeah, I too agree that AF1+2 would have been just the addition players need to make it as done as much as the original. Sadly, SE did indeed address the possibility and felt that the new gear + Homam/Nashira upgrades would be enough of an incentive. Not to mention, only two new areas + new boss areas isn't much room for AF1+2. I honestly feel they took the easy way out of making the content interesting for level 99 players. Einherjar was addressed well, since people only did it for Odin / alternative to kings abjurations anyways unless they were mainly after ampoules.

I'll be the first to say: No, it's not enough incentive. If you want to revive an event, it should offer everything the original did, in level 99 form, although I can appreciate their attempt to make more job accessible gear (Murzim/Shedir). This is why I pray Neo-Salvage gear rewards is done right. I am well aware they plan on creating gear in the Limbus mindset (Upgraded Ares/Morrigan/Marduk/Skadi/Usukane) along with new gear that also factors DNC/SCH.

Back then, as well, though - Homam hands/legs/feet was pretty much best in slot for TP for the jobs that could wear it, with the head being useless and the body being situational. Enif doesn't share this trait very well, but alas, the game has evolved quite a bit gearwise. Enif body sure is nice though - I'll give them that. The head retained uselessness, and I could see Paladins wanting Enif hands. I suppose the set also retains a nice HP boost for Souleater if DRKs choose to go that route.

I'm not sure what the general feeling is about Murzim, but I sure don't hear much about it. As a Dark Knight though, I can't think of too much reasons to want Murzim over Enif, except for Murzim Corazza for one without a Store TP body. Considering the only option is the augmented Adaman/Armada Hauberks, it's not a bad alternative, even if the augmented Hauberks are preferred along them all.

From a mage standpoint (reminder: Adhara: Lv99 Nashira, Shedir: New). Spoilered because it would make people scroll down otherwise!

Adhara turban
[Head]All Races
DEF:38 Magic Accuracy+7
"Magic Attack Bonus"+7
Enmity-6 Haste+3%
Spell interruption rate down 20%
I remember using the old Nashira for dark magic back then, but it was for dark magic. Not really sure what one'd want this for at 99.

Shedir turban
[Head]All Races
DEF:38 Magic Accuracy+4
Singing skill +4 Haste+5%
Song recast delay -3
Pure bard piece, doesn't stand out for anything else. This is the only song recast delay- on the head slot, which does make it unique. I suppose one could use this in conjection with Aoidos' Calot +2, as I'm pretty sure the delay- part takes effect when the spell goes off, not at the beginning like song spellcasting time- does.

Adhara manteel
[Body]All Races
DEF:63 Magic Accuracy+5
Healing magic skill +13
Dark magic skill +13
Blue magic skill +13
Haste+4%
Finally, a really decent dark skill body piece, with magic accuracy for Stun on top of it. That alone is reasoning... except..... for the fact people don't really abuse Stuns from any job but Scholar (Hi Legion), making this body a bit of a tease. Great for BLM though for sure.

Shedir manteel
[Body]All Races
DEF:63 Accuracy+10 Attack+10
Magic Accuracy+5
"Magic Attack Bonus"+5 Haste+4%
Potency of "Cure" effects
received +3%
Only thing that needs to be said is this: A melee body for mages that like to wield a weapon once in a while.

Adhara gages
[Hands]All Races
DEF:28 Magic Accuracy+6
"Magic Attack Bonus"+6 Enmity-5
Avatar perpetuation cost -2
Haste+2%
Still only useful for Summoner, and even then I don't know how many would actively want it.

Shedir gages
[Hands]All Races
DEF:28 Sword skill +10 Club skill +10
Staff skill +10 Divine magic skill +10
Healing magic skill +10
Enfeebling magic skill +10
Am I the only one that reads these stats and thinks "Really? Are you kidding me?" I just don't get what's good about these...if anything. Mage melee piece I guess if you've got capped haste elsewhere.

Adhara seraweels
[Legs]All Races
DEF:40 Magic Accuracy+4
Divine magic skill +11
Healing magic skill +11
Enfeebling magic skill +11
Enmity-3 Haste+3%
If only enfeebling magic was worth it... if it ever becomes useful, I could see quite a few Red Mages wanting upgraded Nashira pants for accuracy purposes. Highest on the slot I do believe.

Shedir seraweels
[Legs]All Races
DEF:40 Enhancing magic skill +15
Elemental resistance spells +15
Enhances "Stoneskin" effect
Enhances "Aquaveil" effect
Easily the best piece of the Shedir set. Sure, it's no Cleric's Pantaloons +2 for White Mages, but it's pretty darn good otherwise, and the best enhancer for Stoneskin in the legs slot, offering +35 HP to Stoneskin. I could be a bit biased on this, seeing as barspells are incredibly essential on the right targets, but even then.. you'd want a White Mage anyway.

Adhara crackows
[Feet]All Races
DEF:27 Magic Accuracy+3
Enhancing magic skill +8
Elemental magic skill +8
Summoning magic skill +8
"Conserve MP"+4 Haste+3%
An item that could be more useful once again, but it falls behind Rubeus Boots. The only use here I could think of is for a summoning magic build and Rubeus has +10.

Shedir crackows
[Feet]All Races
DEF:29 "Blood Boon"+3
Avatar: Enhances magic accuracy
Enhances "Magic Attack Bonus"
Increases "Blood Pact" damage
This is just one of those things that makes me wonder why it isn't just SMN specific.


tl;dr: I realize this got long with the Temenos gear observing and thoughts. In the end, only a very few amount of pieces would be desired from Temenos II. They could've done better for mages as a whole.

tl;dr #2: Again, this post is essentially in agreement that there wasn't enough incentive done to the Limbus expansion to make it very desirable. I don't feel that 3 gear drops in the initial level 99 areas is enough incentive to make up for it, either. Limbus at 75 was a very successful event because of all that it offered, even if some boss drops weren't omgamazing, AF+1 availability made up for it.