I liked the Eureka style a lot. :3
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They could make them carry the same weight, but early on back in ARR they said that they didn't want to tie people to relics permanently because they like people to have a reason to acquire the other weapons as more than stopgaps.
I just love the FFXI REMA progression. I've only ever finished Relics and Empyreans myself (Haven't taken on a Mythic or Aeonic yet nor those new Voracious Resurgence Dark Relics). But I'm familiar with all the processes, and was more or less just basing this silly theoretical grind off of that.
TomsYoungerBro has the right of it. They don't read the English forum at all, unless it's a gigantic magnum of a thread, and even then, it's more likely to be a community rep or mod making them aware of it and listing it as a data point rather than something they read.
Oh no, I get it! And I totally agree. The REMA process really is superior. Both in grind and situational dps. I kinda wosh we had those options lol. I'd like my job to have a one guaranteed, but know that I could also use others in situations that calls for a more tankier build or crit/speed, or magic defense, etc. I'd grind for those without a second thought lol
Relic grinding zones were scrap for Criterion Dungeons (amazing content with HORRIBLE reward structure). Honestly relic could had been tie to Criterion would have been great (lol who am I kidding avg 14 player can't clear it on normal)
Step 1: Introduction and Story setting
Step 2: Mild grind (Glowing weapon step)
Variant Dungeons
Normal Raids
Roulettes.
Step 3: Continued Storyline
Step 4: Mild Grind (Glowing weapon step)
Current XPAC fates, Normal Raids, Roulettes.
Step 5: Continued Questline, setup for the finale.
Normal Trial
Extreme Trial with alternate rewards.
Step 6: Finale (Complete Relic)
24 man raid, around the same difficulty as current alliance raids
Alternate Savage version like DRS with a unique mount reward
This way you get a comprehensive story, Renewed focus on older content from the expansion that does not see much play, and a normal and extreme trial and a 24 man alliance raid with savage alternative.
Now you have a relic that allows anyone to complete it, requires a small time investment in each, funnels players into content like Variant/Criterions and Normal Raids.
This not only speeds up queue times for content that casual players enjoy to run, but gives options for better players to do Extreme and Savage versions of each trial/raid.
I've been giving feedback on the relic quest for 3 expansions and it keeps getting shorter, worse and further away from the ARR model each time so I'm done.
Design weapons for the new expansion jobs released in the past 10 years and let me farm an ARR relic on those jobs. That's all.
Design a relic weapon grind?
Dun have to.
Step 1. Farm zone to get base weapon which has dmg 1 and delay of 999
Step 2. Get 3 material items that are expensive to craft plus 500 token items which drop at a low rate in increments of 1 from normal enemies in said grind zone or very rarely increments of 100 from a specific boss. Wait an entire in game day for upgrade to be done.
Step 3. Get 3 other weapons of the same type as your relic + 1600 of the previous token items. Wait 2 in game days for upgrade to complete.
Step 4. Get weapon specific item drop from a specific named monster in grind zone + 6200 of the previous token items. Wait an in game day for upgrade to complete.
Step 5. Obtain 2 specific untradable items from 2 specific enemy types in grind zone + 10,000 of the previous token items. Find hidden clicky spot and trade stuff + your relic to it and instantly get final upgrade... :P
I'd like to see an FC workshop-type relic, where you submit materials to craft the weapon stage by stage. Crafters/Gatherers could craft the necessary materials as Expert Crafts, PvE players could do PvE content to earn tokens they can trade for materials, and gil whales can outright buy materials with gil from a vendor at an exorbitant cost.