Hurray!
/10char
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Hurray!
/10char
Several things:
Healing stats on the Conjurer weapon,
Adl' Fire Dmg changed to Cauterize effect on CON weapon: Adl' effect, fire cauterizes wounds and heals for additional amount
Magic Accuracy and Enfeebling Magic Potency on THM weapon.
Adl' Effect: Sear, all offensive spells may cause damage to the target
mages shouldnt be DDing like close in people, because they are not close in fighters, until they build monster mechanics that penalize non hate getting people who attack from range as much as close fighters who attack from range, they shouldnt give ranged DPS superior dmg, though i suppose they could make MP a bigger issue to balance it, but ehhhh.
Far as the stats on weaps, they probably do need to build them more in mind to what mages actually do, well not all the time, its good to have some differing weapon properties, but they should definately be better than they usually make them. That said, i dont expect that any mage besides blm should be at the top of the dmg pool, in if they choose to go that way with blm, they need to have some good balancer for it. Thaum and con though? with all the utility they offer, buffs, debuffs, cures, safe range, they cant be up there in DD as well.
Healing magic potency +30 or so on the CNJ staff would definitely make it worth it on my eyes. CNJs seem to be the healing role what with Curaga and Rebirth being CNJ exclusive. We need more support based stats on our weapons. I still have yet to see anything that gives enhancing potency (other than the bonuses given by VIT I mean.)
You're not going to kill Ifrit as a CON without healing. Once you actually kill ifrit, Much less as a conjurer I'll begin to take your input into consideration. Ifrit's Weapon isn't going to Pigeon hold the two mage classes into roles, Square Enix has already done that.
In all honesty, with the primals I think it would make more sense for each staff to have a +20% or so magic potency rate for each of their stats and the element they are aligned to. That way they will each have a use at some time or another and never really replace eachother.
Got news for you. They can't do that even if they wanted to, since the basic actions and TP attacks are all nerfed into oblivion with wands and staves, almost as if the expect magical damage types. In fact, that magic potency that was 'stripped' from existing weapons is not even the problem, as even the non-dated weapons are completely ineffective for anything, magic or otherwise.
Maybe you don't want to "melee" but I want all of the actions that I learn to be useable. That includes both the absorbs which are so pathetic they're useless and that skills like Flashfreeze and Damnation which used to be useful skills and are now useless garbage.
Players should be able to be creative with their actions, which the original combat system allowed. After all, you can't set all of your actions from your own class, especially on Disciples of Magic. Disciples of WAR can set magic, especially cures and buffs. and so can we set other classe's skills.
In short, please don't project your closed-minded perspective on others. Magic and close combat do not have to be mutually exclusive, as has been demonstrated with classes like blue and red mage in previous games.