I recall them using clubs much much much more than staffs. Staffs were more for tossing spells than hitting.because they seem to be influenced by the D&D cleric class.
I recall them using clubs much much much more than staffs. Staffs were more for tossing spells than hitting.because they seem to be influenced by the D&D cleric class.
Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Honestly though, I don't get why WHM is locked out of bows. In the past bows were even more of their main attacks than clubs or staffs. I guess they felt like a healing RNG would remove the need for the job RNG. That or SE just wanted to avoid using old content for new FFXI mechanics.
I think it's the influence of "Cleric". Weapons designed to kill aren't allowed. Blunt weapons are defensive, so they're ok. It kind of makes sense when you think the job is dedicated to keeping others alive(I'm aware they still bludgeon things to death, hence the "kind of").
Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Except that blunt weapons are not defensive. They are in fact very effective melee weapons against armor. Put a steel helm on and then let someone hit you in the head with a warhammer or a morningstar and see how well it protects you (it doesn't).
Maces, morningstars, hammers, mauls, etc. were very brutal, nasty weapons. There was nothing "non killing" about them at all.
Last edited by Atomic_Skull; 08-03-2011 at 06:12 PM.
Player
My biggest gripe about weapon skills are that 90% of them are never used besides for staggering. Most weapon skills are very weak as they either are elemental weapon skills, enfeebling ones that really don't seem to help much on enfeebling the mob. Why would I use Full Break if I could just use Raging Rush and do 1-2k damage outside and 4k inside Abyssea for other reasons than stagger the mob?
Basically this thread demands that warriors should get every single red and blue proc, so you might as well skip the other jobs in this game.
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