I was wondering something, with the current armory system and point allotment, is there anything stopping me from using a GLD, put all points in INT, MND, equip only THU and CON spells and have a heavy armor, sword and shield wielding mage?
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I was wondering something, with the current armory system and point allotment, is there anything stopping me from using a GLD, put all points in INT, MND, equip only THU and CON spells and have a heavy armor, sword and shield wielding mage?
You're nukes would be useless without Magic Potency.
nothing can stop you, go ahead and kick some ass! :D thats the whole purpose of the armory system
Well, I suppose a paladin type build is plausible of you stack intoVIT, and MND, and STR.
INT is kinda broken, so it would be difficult to make an effective battlemage.
hes going to stack INT and mind so he has magic potency, tru his spell will hit less but hes def will be high compensating with longer life in battle so while a CON will hit harder 2 hits will kill the con.. using gld will hit less but he can cast 1 more spell before he dies.. its the same thig at the end.. diferent play style
That is not what those stats do XD
It's basically what I have been doing for my Gladiator. I've been playing it much like a Red Mage job from the beginning.
i play thm on a tank build with some tweaking from stat conversion traits and gear. its pretty effective.
i forgot to mention that i use allot of shield and glad skill too, and second wind 2 to save mp.
really?? i though INT gives Mgk potency, PTY gives MGK accuracy, MND gives mana pool + cure potency.
The point allotment would have been really cure if it had as much of an impact as it does in other mmos... everytime i add points somewhere, i don't feel that it change anything at all except for HP and Mana pools.
If it made more of a difference then i could have a Battle mage or CAP STR and then DEX and have a warrior that deals devastating blows... sure HP and DEF will be lower but isn't a good offense the best defense?
i do feel stats effects on DOL and DOH.
on DOM and DOW barely(?)
The stats all have diminishing results. The only thing you really see effects from right now are VIT and MND which increase HP/MP defense and mag defense. Things like STR, INT, DEX, and PIE just make things like acc, attack, etc more consistent but have diminishing results after a certain point depending on the mob you are fighting
It doesn't end up working out that well though I have tried it. I find you will have more 'success'(subjective in these games), by utilizing the buffs/debuffs/utility from the mages rather than their nukes. Between cast time, high resist, low potency, it makes it not that worthwhile to end up trying to nuke on the glad(unless its got some kinda debuff youre looking for).
Gl
did you use "one with nature"?
I think it'd be cool that the DoW classes will get different types of spell effects to the con and thm spells.
Instead of having to cast a simple spell. They will cast a frontal AoE spell instead. Just a small area in front of them, kind of like Leg Sweep.
I had originally hoped you couldo something with the spells and the elemental weapon skills but not really, both kinda suck.
My Elezen is equipped with Marauder as her class. But has mostly all of the DoT Thaum and Conj Spells equipped. All the Magic Potency Accesories she can fit, Mnd, Int, Pie gear, and stats pushed to those three and Vit.
Two Dots and a Axe Weaponskill and most monsters are done.
I leveled thm as my first 50 and then got to 40 on conj. Now anytime I play to level a DoW at all, I pretty much do this, and have been doing so for a long time.
Some may say your m.acc will suffer, but frankly I don't really notice. I also disreguard anything anyone says about spell damage droping. I say this because when I was a level 1 archer casting poison/bio/dia II or banish/scourge II the difference betwen 750 and 680 in damage on a level 10 mob becomes highly irrelavent when its total HP are 590.
Sleep from mid/late conj 30s is handy on any class. Any DoW benefits from all the absorbs too. Paralyze as well.
This is such a retarded justification did you read it? You're basically saying, "It's awesome because at level one I can use a level 50 spell on a level 2 mob with capped out stats in everything(and likely twinked out also in your scenario).
Play that at 50. it don't work. Don't be retarded.
Reimburse me the cost I paid for my disc and I will play it your way, otherwise shut your pie hole friend.
I earned the high end spells with the time I put into leveling the other classes. It is an armoury systems designed to allow me to do just that. If you do not like the fact that I use cross class spells that I earned, well tough crackers cry baby.
Whats being retarded your assuming to tell anyone how they can play there own character.
Here here!
I get really tired of it. I really wanted a system where there was no restrictions on cross class when they original described XIV's Armoury System, I was kinda upset there were so many restrictions but still you do awesome damage cross classing.
XIV was supposed to be a Horizontal Leveling Game not a Singular Vertical game (like WoW)
It's possible, put in enough Int for mag. attack, Pie for magic acc. and equip a sword that offers high magic potency (and yes, there are a few with such as hidden stats.) I can't say it would hit like a Con or Thm's spells though, and you wouldn't be able to use AoEs. I used to include Thunder in my action bar as an arc, mostly when in a crab party, I'd get resisted more often, but I could continue to deal some damage when the crab raised it's guard.
On that note, my Archer has somewhat high max MP for a DoW (573 at r50, and 628 with my usual gear) my mag. potecy is 17 (given by my bow) and mag. acc is 117 so my elemental spells won't land as hard or as often, but it sounds like it would be adequate for DoTs/heals/buffs at least.