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Thread: Mage melee gear

  1. #11
    Player Urthdigger's Avatar
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    Urthdigger
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    Fenrir
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    MNK Lv 99
    Yes, one thing I've considered that may make melee mage more useful is to increase the usefulness of energy steal/energy drain, and moonlight/starlight. As it stands, mages don't get a useful MP restoring WS until quite late (66 for SMN and BLM, 70 for WHM and SCH), and by then it's well ingrained that mages are not meant to melee. On top of that, all of the WS would have to be useful enough that a mage wouldn't overly hurt their party by meleeing instead of resting. Otherwise, even with good melee gear they might be discouraged from meleeing simply because doing so means they cannot do their main role effectively.
    (0)
    He once sold his soul to Promathia for a rare drop. He later won it back in a drinking contest, before beating up the twilight god for good measure.
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  2. #12
    Player Karbuncle's Avatar
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    Empyrean Staff WS recovers large portions of MP

    WHM-Mythic does so as well.

    Both are quite useful
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  3. #13
    Player Urthdigger's Avatar
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    Urthdigger
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    Fenrir
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    Both of those are high end, high level staves. By then, a mage has been backlining for his entire career, and there is little incentive to start doing it now, especially with low skill. I'd rather mages be able to learn to do so early on, by having a reason to do so early on.
    (1)
    He once sold his soul to Promathia for a rare drop. He later won it back in a drinking contest, before beating up the twilight god for good measure.
    He's won dance-off trophies from the Republic of Bastok, the Duchy of Jeuno, and the Yagudo Theomilitary.
    He's won entire arguments with a single leer.
    He is the most interesting galka in the world.

  4. #14
    Player Karbuncle's Avatar
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    I think they did underpower the MP recover WS's early on. a boost to those would be nice.
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  5. #15
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    Well, those weaponskills do rely on you fighting a mob that has MP in the first place, the later ones (Boon and Myrkyr) don't, Spiritaker being able to miss despite being a seemingly magical Weaponskill is also kinda wtf.
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  6. #16
    Player Inafking's Avatar
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    Character
    Kingofswords
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    Asura
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    BLU Lv 99
    Quote Originally Posted by Karbuncle View Post
    Empyrean Staff WS recovers large portions of MP

    WHM-Mythic does so as well.

    Both are quite useful
    Okie dokey, then hand them out to everyone without haveing to go through the nightmare of trying to get them.
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  7. #17
    Player Malamasala's Avatar
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    Quote Originally Posted by Raksha View Post
    There's a melee RDM thread, and a melee SMN thread. Neither of which is highly regarded around these parts. All I have to say is good luck with this thread.

    Semi on-topic: No.
    I think the fact that they exist speak enough for melee mage armors. Makes more sense to add this, than to add something nobody is requesting.
    (0)

  8. #18
    Player Bubeeky's Avatar
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    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    there may not be hundreds of threads about the subject, but there are still plenty of melee mages out there, enough to justify SE creating more sets of melee oriented mage gear at a higher level...as a melee mage myself, most of the gear that I have to use is at most lvl 75, and the numbers on the buffs it gives reflect that
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  9. #19
    Player Karbuncle's Avatar
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    Quote Originally Posted by Inafking View Post
    Okie dokey, then hand them out to everyone without haveing to go through the nightmare of trying to get them.
    Empyrean Staff is rather Easy to get, you could probably make it in a week including the NM trials up to it. It takes a little dedication however.

    WHM mythic WS is accessible to anyone who can take the time to complete Nyzul Isle, so its available to all WHM's!

    Obtaining neither is really nightmarish at level 90... Nyzul maybe if you have no friends, because finding people for it is hard, but the Empyrean staff is simple, if only because you'll never have competition.

    Hell you could likely find Sedna groups doing Zone win you could leech Tusks off of.

    Don't even recall what this was a response too >_>
    (0)

  10. #20
    Player Kristal's Avatar
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    Kristal
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    Bismarck
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    PUP Lv 99
    Quote Originally Posted by Karbuncle View Post
    Mystic's Hat
    DEF:30 HP+50 STR+6 DEX+6
    Double Attack +2%
    Haste +5%
    Set: Reduces Damage Taken
    lv.96 WHM/RDM/BLM/SMN/PUP/SCH

    Mystic's Tabard
    DEF:58 STR+9 DEX+9
    Triple Attack +2%
    Haste +4%
    Set: Reduces Damage Taken
    Lv. 96 WHM/RDM/BLM/SMN/PUP/SCH

    Mystic's Gloves
    DEF:31 HP+50 Accuracy+15 Attack +15
    Increases Critical hit Damage
    Haste +4%
    Set: Reduces Damage Taken
    Lv. 96 WHM/RDM/BLM/SMN/PUP/SCH

    Mystic's Slacks
    DEF:51 HP+75 DEX+10
    Accuracy +10 Attack+10
    Haste+4%
    Set: Reduces Damage Taken
    Lv. 96 WHM/RDM/BLM/SMN/PUP/SCH

    Mystic's Sabbots
    DEF:31 STR+8 MND+8
    Critical hit Rate +4%
    Haste +4%
    Set: Reduces Damage Taken
    Lv. 96 WHM/RDM/BLM/SMN/PUP/SCH

    *Set Bonus: Damage Taken -4% for 2 pieces, +2 for each after (total -10%)
    *This set would give 21% Haste, Only needing Goading Belt to cap 26%
    *"Increases Critical hit Damage" on hands is +10%, same as WAR+2 Feet.
    Fixed job list.
    (0)
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