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  1. #1
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    The actual item class doesn't matter if you're going to be swapping it around, but staff is kind of convenient for the anti-melee since we lack skill in it. All depends on the stats the items themselves bring. Overall, I wouldn't mind some kind of tiered "Magic Fencer" trait (oh lord, I went there...) that could add +1 Affinity per level up to maybe +5 when wielding a sword or dagger. If they don't have a universal affinity trait hiding in the game somewhere already, I doubt it'd be impossible to add. From there, which weapon you opt to use would depend on the situation, like an INT/MATK sword for a bit more oomph, PDT for defense, and maybe we should petition for a Cure Potency sword path. PLDs could benefit from that, too. Just wouldn't look forward to more Light weather hell. x.x
    (2)

  2. #2
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Seriha View Post
    The actual item class doesn't matter if you're going to be swapping it around, but staff is kind of convenient for the anti-melee since we lack skill in it.
    I'm semi opposed to giving Red Mage Staff skill since I'd much rather see them use a Sword/Dagger, although it does kinda suck, especially since not having Staff skill makes you miss out on Spirit Taker.

    Enspells definitely do reward lower delay single handed weapons though, or at least the tier ones did.

    Quote Originally Posted by Seriha View Post
    All depends on the stats the items themselves bring.
    A high level shield with magic affinity in either half (alligned with skillchains) or all magic that is about equivelant to the NQ/HQ staffs (with its NQ/HQ), or even better, just a tiny step above, would be a wonderful item, for melee based magic users, and crafters alike.

    Red Mages, Blue Mages, Corsairs, Bards, and to a lesser extent Paladins and White Mages would all greatly benefit from an item like this.

    Quote Originally Posted by Seriha View Post
    Overall, I wouldn't mind some kind of tiered "Magic Fencer" trait (oh lord, I went there...) that could add +1 Affinity per level up to maybe +5 when wielding a sword or dagger.
    No. SE doesn't give Black Mage affinity, and they said no to White Mage getting Cure Potency even as a merit. Having a native trait that boosts damage in the way affinity does is bad. There are much better ways to do this.

    One way in particular, aside from gear, would be for enspells to debuff mobs resistance to magic in a very large way, since this would fit the job quite well.

    Another would be to give a low grade (like +1 or +2 like the elemental staves have) affinity for whatever element enspell you have casted on yourself when you have a one handed weapon equipped. But just giving this natively without a spell buffing yourself first, and to all elements seems a bit overpowered, and more importantly, against the feel of not only Red Mage, but all magic using jobs.

    Quote Originally Posted by Seriha View Post
    maybe we should petition for a Cure Potency sword path. PLDs could benefit from that, too.
    Right after White Mage gets a Cure Potency club path. Considering the Tefnut Wand, I doubt it will ever happen.
    (2)

  3. #3
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Seriha View Post
    Overall, I wouldn't mind some kind of tiered "Magic Fencer" trait (oh lord, I went there...) that could add +1 Affinity per level up to maybe +5 when wielding a sword or dagger.
    やっと目を覚ましたみたいタル。>.>;

    Only real issue with Magic Fencer being tiered is whether we're worried about other jobs getting access to it by subbing RDM.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.