I'd like to see better stats on mage food! conserve MP, magic accuracy %, magic attack %, pet: magic accuracy%, pet: magic attack %, magic critical rate etc.... use your imagination... mp and INT food is outdated.
I'd like to see better stats on mage food! conserve MP, magic accuracy %, magic attack %, pet: magic accuracy%, pet: magic attack %, magic critical rate etc.... use your imagination... mp and INT food is outdated.
This, a million trillion gazillion times. I've made a thread about it some time ago, but it can't be said often enough.
Conserve MP (and blood boon), cure potency, MAB, magic acc, fast cast, equivalent stats for pets, and refresh that stacks with spell refresh and doesn't last just a minute or two.
These stats on food, along with the regular int, mp, mnd and chr, would be very welcome for mages all over vanadiel. Mages are already lagging massively behind melees in damage output, and it doesn't help that mages get no food that is anywhere near as potent as melee food is. Melee food is extremely powerful compared to mage food.
It would also make money move around in the economy more than it does now. As it is, very few mages bother with using food, and considering a substantial portion of a group is going to be some sort of caster, there's a lot of money that could have moved around from food purchases that does not.
Last edited by Mirage; 05-20-2013 at 10:58 AM.
3rd'd
Mages just dont eat. Mage food effects are negligible @99. They only make a noticeable difference in level cap fights.
M.acc, element affinity, +%MAB, quick cast, free cast, +%INT, conserve mp, magic burst bonus, magic crit rate/DMG, magic damage dealt+ (see goetia +2 set), smn equivalent of above mentioned. Starving mages everywhere need to eat or they'll die out, I hear rdm already bit the dust and blm & smn are on death's door.
(death (DRK) told them they look more like an undead skeleton than him)
Actually food does make a big difference, people dont use them because everyone is use to the abby temp/cruorbuff/atma system where things are handed to everyone freely. As for level cap only comment well, i dont understand people wanting to attend big events without arriving with skills capped first, that should be the basic requirement, to me thats like inviting someone who fc to 99 in less than 6 hours and does not have high enough skill to contribute to the alliance.
Redmage is still good, and now get alot of invites in adoulin, back in the day enfeebles landed and there was no resistance, then SE changed it to make it an effort for mages to enfeeble, when people found out that it actually takes work and money to get the proper gear, food, buffs, gotta skill up and know the job and gears ^^.
Yes there are some issues with RDM however that could be fixed, for example, too many mobs have complete resistance to spells like Gravity II.
But i agree with Kiakasha that there is not magic accuracy foods, and since adoulin is end game content, we need new higher buff items to help us explore the new areas better ^^
New Delve weapons: Lol these weapons are suppose to be massive, can we get some unique graphics to go with them?^^
My Soothsayer staff looks exactly like earth staff D:
In a way its like buying an iphone4 from apple and upgrading to iphone4s =p
Voidwatch: The ability to pass items we dont need to other players, i threw away so many good equipment that could have gone to someone else who could benefit or wanted that, its sad to see another player who dedicate all that time trying to get something and then they have to watch another person get it 3-5+ times and throw those away.
Also i am 0/2000+ Coruscanti on Qilin... I watched more than 4 people get the dagger twice, ive watched new players who just started get the dagger in less than 10 rounds and pulse it in my face D: Ive tried playing several different types of jobs and came to the conclusion that it is not worth the time and effort for this, there is definately some kind of flaw with how the vw drops work.
For example one riff at Celaeno doesnt drop robe after 18 rounds, and another riff drop more than 6 robes out of 18.
Also how is it the same people are getting the big items more than once in a round of 6? Ive seen people get 2 ogiers helm, ogiers coat, rubeus spats, rebeus boots. This ive seen at all other NMs too.
And im sure the majority of players can agree, how many gorgets from qilin, eye of mantis etc do we need?^^ some of us get 5/6 in our inventory during a round of 6.
WoE: Before everyone at WoE use to do various fluxes, now everyone only spam 11,12 and 13, and well, no one wants to do 15 on our server anymore so all these fluxes are just sitting there being useless. Ever since the new update lowered mob levels, all the items that were worth decent gil have massively dropped in value like how windbuffet belt was 2.5mil and now dropped to 300k, and because of implementing pouches for devious die and liminal residue, WoE is no longer interesting when everyone is only spamming the same fluxes over and over without much effort, strategy and technique. So an adjustment on the item drops would be nice or adding some new gear would be nice =) There was some of us who went there to make some money and i'm sure pouches are great but not when there's more than 30+ players in a flux who enter before some of us can even get out of the previous one and buy another ki only to enter the next one and find that the flux was almost ended [Thats how much easier WoE is now] (Like flux 13)
Last edited by Daemon; 05-20-2013 at 08:10 PM.
highest DMG increase food for mages, cream puff...as far as I know at least. 7 INT. I find MP is a mostly non-issue with refresh2, ballad 1,2,3, evok. roll, indi/geo refresh and diabolos's favor available, I don't really consider MP on food all that important. That 7 int on a well geared Mage is an insignificant increase in DMG.
So I actually contribute:
Please display food's effect & duration for players.
Hi. These are the suggestion to items I'd like to see:
ToAU/CoP/RZ items Upgraded (rings, earring, etc.)
Upgrades for the Evoker's Ring, Thief's Knife, Yinyang Robe, and other NM Job specific equipment pieces, transforming those that can be sold in R/Ex items
Make the Trial Staves, swords, torques, etc able to be stored by the moogles
Make the Avatar Reward items able to be stored by the moogles
+2 to Artifact armors
Upgrades to Artifact weapons to make them let relic, Mythic, and Emp.
"What is a man? A miserable little pile of secrets. But enough talk... Have at you!" Lord Dracula - [Castlevania:SotN]
Would like to see an overhaul of the lower items lists..mainly, remove obsolete gear/food/etc nobody uses anymore. (when's the last time anyone equipped a white cloak?)
Streamline the lower level gear since their use is minimal at best (for example, keep baron's/seers gear for mages, noct for rangers, etc) and remove items that really have little purpose left in the game (wool robe, linen robe etc)
Add Red Mage and Bard to light damage-dealer armor such as Manibozho, Thurandaut, Thaumas, Epona's Ring, Twilight Belt, Honed Tathlum, etc.
The two jobs are able to equip the best swords and daggers in all of Vana'diel. Why not supplement that with actual melee gear?
Last edited by Tanama; 05-20-2013 at 10:53 PM.
Tanama - Monstrosity Enthusiast
Ask a BLM who's trying to keep up with melee damage (not that he could, lol) output if he would like more refresh, Chimera.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |