
Originally Posted by
Economizer
Store TP fails pretty hard for one handed weapons generally, unless you aren't sacrificing much to get it. For the weapon, I'd think you'd be sacrificing higher damage in general for it, so it might be too big a cost. TP Bonus doesn't really help Club all that much unless you are focusing on Black Halo, although it has some effects on Hexa Strike. The WS Damage one seems like the way to go for me.
A while back I even made one to a certain point before I thought I'd ever be able to get my hands on something stronger. Due to the difficulty of getting a killshot on mobs with a weapon skill I haven't really been working on finishing it, although I recently started working on it again for now - I think it might have some use yet.
The WS damage boost club only functions in the main hand as far as I know. As for the use, 10% extra damage generally won't outperform a much higher damage rating like the Empyrean, or back at lower levels, even the fake Relic. For a While Mage that can't get their hands on one of the super clubs, it is a fairly valid choice, but as we go up, you'll still have options that either compete strongly with or outperform the club, like the Molva Maul or the Moepapa Mace.
The biggest strength I see for now with the 10% damage boost club is that it will perform quite well during Primeval Brew compared to other clubs, particularly if you are relying on Flash Nova over Hexa Strike when using the weapon - which you generally will be doing if you cannot gear your atma to improve Hexa Strike. That said, the last time I was tasked with using a Primeval Brew on White Mage, many months ago, I believe I was using a Molva Maul and doing ~6k damage Hexa Strikes, and ~10k damage Flash Novas, without gearing for magic attack, light damage, or critical hits in the slightest.