Results 1 to 10 of 77

Hybrid View

  1. #1
    Player
    YakushiHinata's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    79
    Character
    Eldyria Valdori
    World
    Moogle
    Main Class
    Arcanist Lv 100
    I know SE has been saying that adding additional effects to gear sets would be a risky move for multiple reasons, but Eureka is the perfect testing ground for something like this to see how the community would like it!
    Add effects to the relic armor and weapons, for example one thing that crossed my mind when upgrading my SMN to +1's and +2's, the Channeler's Horn +2, "Increases damage of Egi attacks." but make those effects only be active inside Eureka, make the gear worth getting and upgrading to be used inside Eureka for more than just bragging rights of being able to dye the final set and for future usage when this content gets expanded on and we can upgrade it to next stage.

    As someone who dedicated quite a bit time into the early days on XI up to the days Abyssea, I'm loving Eureka so far, the grind for next level, the level down risk of running into area you are not meant to be yet, forming exp groups and setting up camp and pull monster after monster, competing with a nearby group to see who could pull and kill their the fastest, the danger of high level monsters killing you, everything!
    (0)

  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by YakushiHinata View Post
    I know SE has been saying that adding additional effects to gear sets would be a risky move for multiple reasons, but Eureka is the perfect testing ground for something like this to see how the community would like it!
    I thought of some additionnal effects that could be interesting to have but not gamebreaking. Imagine if Fang & Claw and Wheeling Thrust still have their native potency of whatever it was at the start (100, IIRC), and the Eureka relic increased them to what the 260 they are now, but keeping the positionnal potency untouched.

    Technically, a perfect player that would hit all positionals would not see a change with it, but for less skilled ones, it could be a good way to catch up a little. And even for good ones, it would help a little for the few times you can't actually hit your position.

    PLD's divine mastery on Clemency is also not that big of a deal in savage raid, where the party don't expect them to heal themselves. So, if the Eureka was the one to hold this effect, if wouldn't change the raid meta, but could help a lot for PLDs who like to play solo.
    (0)