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  1. #1
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    No, you can't. Your idea of ranged attacks only at fight start and on a fleeing enemy is quite optimistic. If a melee could hit good as a archer with throwings, they'll stop altogether to go melee, since the general answer to 80% of 1.0 bosses was "go ranged or die".
    Btw in the later game throwing weapons was a common choice for extra tp gain, and i think that place is their
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  2. #2
    Player

    Join Date
    Oct 2012
    Location
    Ul'dah
    Posts
    18
    Quote Originally Posted by yukikaze_yanagi View Post
    No, you can't. Your idea of ranged attacks only at fight start and on a fleeing enemy is quite optimistic. If a melee could hit good as a archer with throwings, they'll stop altogether to go melee, since the general answer to 80% of 1.0 bosses was "go ranged or die".
    Btw in the later game throwing weapons was a common choice for extra tp gain, and i think that place is their
    There's no way a melee class could equal an archer using cross-class weaponskills. First off, only the lowest power archer skills are available cross-class. Second, their damage would be based of your throwing weapon -- which is much weaker than a primary melee weapon. Third, the damage is based off archer stats, which won't be that high on a melee class. And finally, using a cross-class ability negates the chance for combos.

    If someone wanted to stand back and use only their cross-class ranged skill, they'd do less damage than their WEAKEST in-class weaponskill. To play a melee class well, you'd still have to go in melee range. If you want to stay at long range, you play archer or black mage.

    Thrown weaponskills would just give you an extra choice when you're forced out of melee range -- spend TP for a little extra damage, or stick with regular throws and save the TP for later.

    And while you are correct about throws being used for TP gain in 1.0, that mechanic won't be in 2.0 so there's further reason to look at other options for throws.
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