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  1. #1
    Player Moldtech's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    28
    Character
    Moldtech
    World
    Fenrir
    Main Class
    SMN Lv 99

    Elemental Staff Trials

    So, here we are now at lv99 with lv99 staves. Now SE needs to add one more trial to the elemental staff paths in my opinion and in the opinion of many of the other players. Specifically, the magic damage, magic accuracy, and avatar perp. staff paths.

    For example, add a final trial to the elemental staff paths that require all 8 of the elemental staff trials to be completed to lv99 and then the final trial combines them into one staff with augments like:

    "Elemental Magic Accuracy +5
    Elemental Magic Damage +10
    Elemental Magic Casting Time -25%
    "

    I do believe I'd do every trial if I had that to look forward to instead of only the 2 or 3 I’m limited to because of a lack of space. The same goes for magic accuracy staff paths:

    "Elemental Magic Accuracy +10
    Elemental Magic Damage +5
    Elemental Magic Casting Time -25%
    "

    And let us not forget the combining of the avatar perp. cost staves:

    "Avatar Perp. Cost -10
    Blood Pact Ability Delay -25
    "

    Of course, I'm just throwing a number out there on these for the purpose of the example but you all see my point. Just leave the specific element assignment out of the augment so it is a general use augment that can be used for all those types of spells. The reward doesn't have to be exactly as I've described of course, but, the combing of the staves should be the ultimate goal.

    It seems counterproductive to me for SE to consistently use the excuse of PlayStation 2 limitations while at the same time being a big part of the problem of the limitations by simply not being efficient with the end results of player base efforts. You've tailored Relic/Mythic/Empyrean weapons for the melee player base so extensively; why not stop alienating your mage player base and make life a little easier on them too? By the mechanics of the game, a good mage would literally need at least 24 staves by the standards you have laid out right now. Mages require tons of other gear to be effective as well and reducing that massive amount of staves down to 3 would be dramatically beneficial for everyone and would give the mage community a positive outlook towards SE. After all, everyone likes it when a job is done right. It's just simple common sense.

    Thank you for listening,
    Mold
    (3)

  2. #2
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Honestly, I'd be perfectly happy with just all the staves combined, even at the same stats as just now. Yours sounds a bit too overpowered. Maybe for the absolute final trial in two years or something. Still, my inventory just begs for this.
    (1)
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