Class System
The armoury system we have now spawned the super-class monsters you see in Ifrit videos. Everyone using powerful skills cherry-picked from their full arsenal of level 50 classes. The announced class changes for 1.20 are more than I was expecting, but I like the bold move. These new versions of the classes have fewer actions and more identity. Those few actions can be leveraged into more effects (including debuffs) through self-combos. Once these changes have been out for a while, a new version of battle regimes can make a comeback allowing for even more effects (including more debuffs). I like the looks of this new direction better than I do the current armoury system.
It is strange to have no offensive water spell, especially considering the elemental wheel would make a logical foundation for future battle regime effects.
I am used to mages being the source of debuffs. A system where debuffs are the realm of self-combos and party-wide battle regimes sounds intriguing though. Maybe silence will come from using offensive wind magic as part of a battle regime.
Gear Value
There is a spectrum of materia-augmented gear and a spectrum of NM dropped gear. If Ifrit weapons are on par with double materia crafted weapons, that would seem about right to me. Are they? I don't know. I haven't looked at their stats closely aside from the lance. The NM drop will not gimp you in any way and will also have the looks/trophy value. Some people will find it easier to acquire the NM drop and some the crafted weapon and most will never see either. Looking at pre-materia NM drops, sure it looks bad for raiders, but all of that gear was put in before the stat adjustments. It might as well have the "dated" prefix. We'll see how future NM drops measure up.


Reply With Quote








