ok, heres an idea: dont make singular trials for the artifacts. dont let it be like Empyrean questing, make it like weapon questing, where you can pick a tree and Evolve within that tree. the nomenclature of the equipment would vary based on which path youve chosen to evolve that gear in therein allowing you to make a piece of gear for each path if you so choose.
Some Examples of paths!
Job Path: this would be Akin to the Emperyan Weapon trials, it would focus on enhancing Existing job abilities and job traits.
Examples:
Before Trials
Warlock's Chapeau
[Head] All Races
DEF: 23 MP +20 INT +3
Elemental magic skill +10
Enhances "Fast Cast" effect
Lv. 60 RDM
After Trials
Warlock's Chapeau +2
[Head] All Races
DEF: 29 MP +40 INT +7
Elemental magic skill +15
Enhances "Fast Cast" effect II (15%)
Augments Spontaniety ( lasts for 2 casts)
Lv. 99 RDM
DPS path: this path would focus on enhancing the relative melee skills on the piece, certian aspects of the gear will be sacrificed to make room for More effective stats, and effects that the job already posseses that enhance their DD capabilities.
Example
Before Trials
Warlock's Gloves
[Hands] All Races
DEF: 16 MP +12 DEX +4 Resist Vs. Dark +10
Parrying skill +10
Lv. 54 RDM
Furious Warlock's Gloves +2
[Hands] All Races
DEF: 21 STR+8 DEX+8 Haste +4%
Enspell Damage +10
Enhances Temper ( +1% DA per 100 Skill on cast)
Lv. 99 RDM
Magic DPS path: This path would augment their offensive magical capabilites and any related spells.
EXAMPLE
Before
Warlock's Tabard
[Body] All Races
DEF: 44 MP +14 CHR +5
Spell interruption rate down 10%
Enfeebling magic skill +15
Lv. 58 RDM
After
Arcane Warlock's Tabard +2
[Body] All Races
DEF: 44 MP +75 INT +8
Magic Attack bonus +8
Augments Elemental Magic ( Increases enfeebling Potency of matching Nuke by 1%)
Lv. 58 RDM
Supporting Path: this path would focus on enhancing the enhancing magic, or supporting abilities of the job
Example
before
Warlock's Tights
[Legs] All Races
DEF:33 MP +13 MND +3
Healing magic skill +10
Enhancing magic skill +15
Lv. 56 RDM
after
Soothing Warlock's Tights +2
[Legs] All Races
DEF: 40 MP +40 MND +10
Healing magic skill +15
Enhancing magic skill +20
Augments Phalanx (gives phalanx1 & 2 a 2% chance to absorb incoming damage as HP)
Lv. 99 RDM
Pet Path: Doesnt apply to Redmage however, this path would focus on enhancing the atributes and power of pets.
Defensive Tanking Path: would focus on enhancing the defensive aspects of the job
Example
Before
Warlock's Boots
[Feet] All Races
DEF: 13 MP +11 AGI +3 Resist Vs. Water +10
Shield skill +10
Lv. 52 RDM
After
Sturdy Warlock's Boots
[Feet] All Races
DEF: 25 HP +50 Vit +10
Shield skill +20
Shield mastery +2
Augments Protect ( increases Healing recieved by 3%)
Lv.99 RDM
Evasive Tanking Path: same as the defensive path but focused more on evading damage
Example
Before
Warlock's Boots
[Feet] All Races
DEF: 13 MP +11 AGI +3 Resist Vs. Water +10
Shield skill +10
Lv. 52 RDM
After
Agile Warlock's Boots +2
[Feet] All Races
DEF: 19 AGI +10
Blink Spell casting time -25%
Augments Blink (increases shadows granted by 1)
Evasion skill +15
Lv. 99 RDM
i would honestly like to see something like this, VS just a cheap upgrade to what was cool looking armor, but for the most part, useless gear.


Reply With Quote