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  1. #1
    Player Sarick's Avatar
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    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Trisscar View Post
    I like your idea here and the ethereal weapons would be a good thing to implement. My chief concern is that for half the jobs this would not good for.

    For example, the weapons would be good for Monk, Samurai, or Paladin because they are spiritual warrior archetypes and lend themselves well to any kind of ethereal weapons, whereas Dragoon, Blue Mage, Dark Knight or Warrior.... Okay, actually I'm liking this idea more and more.
    Al jobs could be useful for them just not have the same capacity. This is no different then how the staff and clubs to almost worthless to mages because they've been designed for MELEE like normal TP weapons. This is why so few players upgrade them.

    The basic trial weapons are better suited for the mage jobs then the EMPY and relic weapons. In the case of the ethereal weapons their role is reversed. Instead of going off melee based stats they are empowered by the spiritual and intellectual powers of their wielders. This would shift them from being physical damage while benefiting the players magical weapon skills and casting potential.

    These would more defensive weapons because the main goal is to do magic damage instead of physical damage. Could you imagine weapons where they upgrade magic attack bonuses on them? A MNK wielding a staff could be just as deadly with a spiritual weapon as their H2H or PLD/WHM with a club could dish out some holy justice because their magic banish, holy etc. actually rocks.

    These other jobs might get the benefits strong elemental weapon skills for a change. I'm sure these wouldn't be ultimate weapons for every situation or job but having them would unlock magical attack based alternatives.
    (1)
    Last edited by Sarick; 10-16-2012 at 02:08 PM.
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  2. #2
    Player Dragonlord's Avatar
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    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    Well if SE expands the number of merits allowed for WS category it wouldn't be an issue. I only suggested it because putting work into an ultimate weapon i feel should net you the full result of the weapon.

    I main blu also. The only times i would currently use requie over CDC is on mobs w/ PDT or damage shields like NM puddings and Pil. Or very rarely if i need a light based skillchain for something. Having an ultimate weapon for this ws that would say, eliminate the attack penalty of the WS or otherwise boost it, and offer a blu-related aftermath, could be greater than almace. If these weapons were created, i'd like the aftermath to severely boost blu attack in order to make our physical spells potent in zerg situations. It'd give us a unique way to compete vs. high end zerg DDs.

    Basically, what i want out of the weapons is to benefit each job uniquely, in ways that currently R/M/E lack. Mythics got close to this with the add effect benefits, but the aftermaths were all the same (and relic aftermaths are pretty lackluster overall barring barring a few).
    (0)

  3. #3
    Player Kincard's Avatar
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    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    Square said they wouldn't be making anymore legendary weapons like Relics/Empyreans/Mythics.
    Hm, really? Can someone link to where they said that?

    Personally, I think instead of ultimate weapons, they need to add JSE ultimate armor pieces. I think the head or chest slot is the best choice, because those are the most prominent, visually, for your character. And this way they can slowly build up...have a relic helm now, then 2 years down the line they introduce relic body, and so on until you have a full set of clown super relic gear if you were really, really dedicated to a job.

    These items would need to be very difficult to obtain, and in addition to being really amazing pieces of gear, they would also be space-savers by removing a great deal of gear swapping. Their stats are justified by their difficulty of obtainment.

    I gravitate towards helms, because I think they're the most "symbolic" of a job, personally.

    The big problem with items has always been the five-stat limit though. Though, since this can be worked around using the augment tags I don't see how they can't make very impressive gear. You can even make the Augment an additional stage for the armor. With this in mind, some examples I can think of for an ultimate helm are things like:

    Talekeeper's Visage
    [Head] All Races
    DEF:45
    HP+70 STR+25 DEX+10 VIT+25
    Haste+7%
    "Store TP"+8
    Attack+20
    Double Attack +5%
    Set*: Augments Double Attack (2% Double Attack ODD)
    Lv. 99 WAR
    *Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
    Augment: Enhances "Restraint" (+50%)

    Yomi's Somen
    [Head] All Races
    DEF: 40
    HP+50 STR+10 DEX+15 INT+10 AGI+15
    Haste +8%
    Enhances "Dual Wield Effect" (+10%)
    Critical Hit Rate +5%
    Magic Attack Bonus +20
    Set*: Augments "Dual Wield" (Offhand has a ~2% chance to deal triple damage)
    Lv. 99 NIN
    *Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
    Augment: Augments "Innin" (Add Double Attack. Removes -evasion, directional penalty. Decay floor is increased to 15 Crit/Acc/NinDam.)

    And how about this for a more swap-heavy class:

    Schultz's Mortarboard
    [Head] All Races
    DEF: 35
    MP+100 MND+25 INT+25 CHR+25
    Enhances "Fast Cast" Effect (+15)
    Cure Potency +15%
    Magic Critical Hit Rate +15%
    Magic Attack Bonus +25
    Set*: Enhances "Grimore" Effect (All appropriate magic skills +15 in their respective Grimore)
    Lv. 99 SCH
    *Set Bonus is activated when wearing any armor with the term "Set" attached at the end.
    Augment: Enhances Rapture (+20%), Ebullience (+20%), Perpetuance (+100%), and Immanence Effect (+20).

    Just a random idea.
    (0)
    Last edited by Kincard; 10-16-2012 at 06:31 AM.

  4. #4
    Player detlef's Avatar
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    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    I do think that we've reached the point where SE can't really add any more ultimate weapons without obsoleting some. Sure you can give some niche uses but then it becomes difficult to justify making something for a niche use. In the end, the purpose of a weapon is generally to do damage. If you add something stronger than a Ragnarok, people will complain about their work being negated. If you add something weaker then people will complain that it is pointless.

    My suggestion would be to think about adding something complimentary. An ultimate grip for two-handed weapons. Maybe there would be multiple grips designed to pair up with specific weapons. Maybe the GK one adds GK skill and STR. Or ultimate off-hand weapons that compliment daggers, katana, etc. A matk grip. An animator. Some kind of ultimate quiver that dispenses a stack of ultimate ammo every 24 hours or a super jug that dispenses a handful of botulus jugs.

    Basically, I'd like to see something kind of new weapon/gear that doesn't already duplicate what R/M/E weapons give us.
    (1)

  5. #5
    Player Dragonlord's Avatar
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    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    Quote Originally Posted by detlef View Post
    I do think that we've reached the point where SE can't really add any more ultimate weapons without obsoleting some. Sure you can give some niche uses but then it becomes difficult to justify making something for a niche use. In the end, the purpose of a weapon is generally to do damage. If you add something stronger than a Ragnarok, people will complain about their work being negated.
    Some will be stronger in some situations, other will be stronger in another situation, and some may trump in every situation. This is the same story that's happened over the past 7 years. Relics were once king, then mythics stepped in and beat some relics. Now emps were introduced and beat some relics and mythics. New gear/weapons will always be released as is the point of MMOs. People got over their salvage gear being replaced by AF3+2 and other gear, they've gotten over relics being trumped by mythics and empyreans. The same will happen if new ultimate weapons are released.
    (1)

  6. #6
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    Severely lacking? lol

    I'm not sure it even qualifies as "existing".

    We still don't even know what the Empyrean weapons are or where they came from, there is literally nothing in the game other than the Magian Moogle giving the weapon's description in verbal fellatio (When you get the useless 80 form to boot). How can the Magian Moogle know what it is if it came from another world? Well actually, the weapon and armor's backstory that is there isn't even consistent with itself...supposedly the Empyrean Armor was worn by the "Champions of Abyssea" that mysteriously disappeared at some point, yet the Empyrean weapons are just supposed to be weapons imbued with Magian Moogle Magic. Even the most basic backstory of the Empyrean weapons/armor is a total mess, just shows how much of a hurry they were to get us into the MMO skinner box when even basic common sense isn't being satisfied. >_>

    Relics and Mythics, by comparison, had pretty simple backstories. Relics were high-quality armor donned by the Hydra Corps. Simple. The Relics might have some origins beyond that but they've never really been explained much, we just know who wielded what. We're not even entirely sure how the Aegis got passed from the Campaign NPC to the guy in the Aegis reward cutscene. Mythics were collected by some rich asshole with a enthusiasm for weapons. Mythics were a step up because they actually went through the trouble of giving each individual weapon their own unique backstory, giving that feeling that Balrahn truly did travel far and wide just to collect (Probably steal) these weapons, one by one, because they were just that amazing.
    (0)

  7. #7
    Player Hohenheim's Avatar
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    Mar 2011
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    29
    Character
    Hohenheim
    World
    Leviathan
    Main Class
    RNG Lv 99
    I wouldn't mind new ultimate stuff, but a non-weapon type equipment would be cool!

    Legendary bolt quivers! Unlimited ammo with trueflight damage + 100%!
    (0)

  8. #8
    Player Trisscar's Avatar
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    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Hohenheim View Post
    I wouldn't mind new ultimate stuff, but a non-weapon type equipment would be cool!

    Legendary bolt quivers! Unlimited ammo with trueflight damage + 100%!
    Legendary straps, kneck pieces, earrings, rings, tathlums and such? Yeah, I like it!
    (0)
    Last edited by Trisscar; 10-16-2012 at 04:23 PM.

  9. #9
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Just make it so once you have all 3 at 99 with an afterglow, you have to beat the VW finale for 100, 1% drop, Rare/EX items so you can merge them all together into a super weapon.
    (0)

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