I for one, am very happy too hear the Magian staves are still on top (except for Meteor). I finished all of them to 99 and every one was a huge pain in the butt to finish. Thank you SE for not letting all that time/gil go too waste!![]()
I for one, am very happy too hear the Magian staves are still on top (except for Meteor). I finished all of them to 99 and every one was a huge pain in the butt to finish. Thank you SE for not letting all that time/gil go too waste!![]()
I guess you don't have inventory space issues, because I personally was looking to get a single staff for nuking rather than stupidly needing 6~8 for it...
Yeah needing 6-8 staves is definately pretty lame and SE should devise a way to combine the magian staves (and many other things, i.e. elemental obi's) I assume they dont b/c there are so many variations of the magian staves. Everyone has inv space issues...untill SE fixes that, porter moogles and mules will be our only reprieve.
Last edited by Ang; 06-25-2013 at 01:27 PM.
The answer is laziness or they intentionally want inventory space to be a concern.
I mean is it really that hard to do something like this:
Rainbow Magian I
(Staff) All Races
DMG: 57 Delay: 366
Affinity: Magic Accuracy+1
Affinity: Magic Damage+6
Affinity: Casting time -14%
All 8 magic accuracy:
Rainbow Magian II
(Staff) All Races
DMG: 57 Delay: 366
Affinity: Magic Accuracy+6
Affinity: Recast time -14%
Affinity: Magic Damage+1
All 8 perp cost:
Rainbow Magian III
(Staff) All Races
DMG: 57 Delay: 366
Affinity: Avatar perp. cost -7
Affinity: "Blood Pact" Delay: -12
Note: For those who don't know the current final forms of these 3 paths are all suffixed with an I, II, or III respectively.
Affinity is defined as being tied to any element in other words the magic damage/accuracy would still be useless for Meteor. This not only creates more inventory it actually creates incentive for those who may not have all 8 of a given path to actually make them so they could combine them into 1 inventory space instead of 2~8.
Considering the addition of Iridal/Chatoyant Staff there is 0 technical reason as to why these 3 new staves couldn't be created.
Agreed 100%
Technically you can put any stats on it, but keep in mind that these new staves are crafted or drop from a fracture boss. Combining magian staves is simply not possible without an unfeasable amount of work and changes to the system.
It makes more sense to create higher level versions of the chatoyant staff or to give players access to new merits that grant magic affinity.
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
Why? Make a new craft or quest that requires all of them from a specific group to do. As it was pointed out, they each are unique weapons, even if they are considered augmented they are specific weapons, it is impossible to have an II with the stats of an III for instance, so the quest would only need to tell the difference between items, not augments, and quests can do that already, so should be no problem I would think.
But that only works as long as they don't add any further trials to upgrade the augment.
But even if they do get around that, we're still talking about 3 staves that are so insanely powerfull that there would be no reason to every add another staff to the game again because there simply is nothing else. The magian staves can be as powerfull as they are BECAUSE they only affect one element.
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
Except that is completely false, the reason for mentioning Iridal/Chatoyant Staff in my post is to point out they didn't do anything stupid like programming the effects on an individual element level instead of a multi element level.
This doesn't change anything in the system that requires reworking except for allowing these mages to save 2~7 inventory slots. These wouldn't be more powerful than having all 8 of a given staff so I don't see how there needs to be any reworking.
Staves from Delve and Skirmish (although it can edge ahead even for BLM) don't beat out magian staves so I don't get where there needs to be reworking on those. In all honesty these staves simply provide a decent answer for the lazy mages as well as an answer to mages looking for a stronger version of the MAB magian staff and/or current BLM Mythic for Meteor.
They already said they didn't want to continue in the magian trials meaning that's a moot point. Even if they decided to go back on their decision having single staff doesn't stop them from being able to create stupid magian trials that would take just as long as 8 separate elements. Instead of let's say collect 40 (made up number) _ites you now have to collect 40 of each element.
How exactly is 3 staves that are 100% the same as 24 staves currently in the game "insanely powerful"? Going from 24 to 3 inventory slots I guess qualifies as "insanely powerful".
As to mentioning they can only be as powerful because they are per element, if I want to do awesome magical damage I sure as hell don't hop on BLM and nuke. My MNK does more magical damage when that's actually desired over the course of a battle and it does it while tanking. So if you want to talk about "powerful magical damage" people aren't even looking at mages in this day and age.
So why ask to combine the staves if it is a moot point?
Then use 1 Soothsayer Staff instead of 8 I staves? Or Zamzummim Staff to replace 4 magian staves?
Because BLM is burst damage, not sustained. And MNK can't equip magian staves.
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
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