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  1. #1
    Player
    Meta's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    52
    Character
    Meta Tron
    World
    Ultros
    Main Class
    Pugilist Lv 75

    Mages and the weapons they (do not) wield

    I thought I'd share a suggestion with the community that would likely have to wait for the implementation of 2.0.

    After watching this video and seeing the...interesting new weapons, I thought, "Hmm...that BLM/THM staff looks pretty cool in Active Mode. Too bad that never happens."

    SE should provide an incentive for mages to wield their weapons in battle. Obviously, joining the front lines in melee combat would make just as much sense as it did in FFXI, which (sadly) delegated the majority of staves to mere gear swap pieces. The same should not happen in the new FFXIV.

    There a many ways to accomplish this and add a new layer to the combat system for mages. However, we still want to preserve the element of choice between the benefits of Active Mode and the the HP/MP regeneration of Passive Mode. Furthermore, we want to reward mages for using Active Mode rather punish them for not doing so, so let's rule out the simplest solution right now: "Mages can only cast spells while in Active Mode".

    I'll list some general ideas for CNJ/WHM and THM/BLM separately, but they could be interchangeable or fall under the skillset of future Classes and Jobs.

    CNJ/WHM

    -In Active Mode, the mage can target/double-click on a fellow party member, similar to initiating Auto-Attack. However, this will grant a minor continuous support effect to that party member, such as Regen/Refresh, Phalanx, -PDT/-MDT, Haste, etc.

    -Active Mode generates a very light aura effect based on the equipped weapon, such as Elemental Resistances, En-spell effects, or the previously mentioned buffs.

    BLM/THM

    -Ranged Auto-Attack - a very simple suggestion that allows the mage to focus even more damage onto a specific target. To maintain balance, the damage is minimal in comparison to Auto-Attacks and Light Shots from the other classes. Perhaps taking advantage of a monster's elemental weakness could lead to increased damage or other debilitating effects, depending on the weapon's inherent element.

    -Alternatively, mages could trade damage for a light debilitating effect on the targeted monster, such as +PDT/+MDT, Slow, a low chance to paralyze the target for a round, etc.

    -Fast Cast effect while the weapon is drawn, or, if we want to be really crazy, the ability to move and cast at 50% movement speed.


    In both cases, using different type of staves/clubs/etc. could produce different effects. My only worry is that this will result in inventory overload, so it might be best just to delegate "Stance" abilities like Cleric Stance to produce these effects.

    Granted, these would be difficult to balance, but the key is to ensure that Active Mode effects are worth using while MP-consuming abilities and spells are powerful enough to warrant replenishing your MP in Passive Mode. Perhaps the Passive Mode Regen/Refresh rates could be increased to accompany the other changes.

    Ideas? Thoughts? Hate it? And TL;DR: Ever play a mage in Fat Princess or Dragon Age Origins/Dragon Age 2? That's kind of where I'm coming from.
    (2)
    Last edited by Meta; 05-23-2012 at 11:42 AM.

  2. #2
    Player
    Rau's Avatar
    Join Date
    Mar 2011
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    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    I like the idea, but not as extreme.

    For BLM, spells in combo should be given a 10% reduction to MP cost during active mode. Perhaps more potency or accuracy. Maybe even casting speed?
    I'm totally against bringing back movement during spells. Don't want to make it TOO easy.

    The ranged autoattack is a maybe. I can see it getting annoying when you're trying not to attack.

    For WHM? Perhaps an increase to healing potency and enhancement potency.
    (1)
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  3. #3
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
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    Limsa Lominsa
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    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    I thought it would be simple if you didn't get any of the bonus effects unless you had your weapon drawn.

    Example:
    Axe: +3 Strength. You'll never notice the difference unless you actually have your weapon drawn.

    Staff: +3 Intelligence. You'll never notice a difference unless you actually have your weapon drawn.

    For short fights having your weapon drawn may make more sense. For longer fights you might want to put it away to conserve MP. I just think the mage weapons should be just that, weapons, not accessories.
    (0)

  4. #4
    Player
    Estellios's Avatar
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    Mar 2011
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    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Honestly I would settle for either adding a trait that lets us recover MP while in active mode but not actively physical attacking an enemy (maybe attach it to Auto Refresh?), or simply having the weapon do its special effect while casting.
    (1)

  5. #5
    Player
    Asiaine's Avatar
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    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Simpler still:
    Just show us waving around our wand/staff during casting
    (2)

  6. #6
    Player
    Estellios's Avatar
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    Mar 2011
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    Ul'dah
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    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Sure, that would be nice. Just bypass it for instant cast spells since that would look super weird =P
    (0)

  7. #7
    Player

    Join Date
    Apr 2012
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    heck, your bed
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    I'd love to see double MP regen when in active mode. that is all.

    o yeah, and I want to twirl my staff and throw it up in the air when I hit Holy...since Holy is worthless otherwise ^^
    (0)

  8. #8
    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
    I vote for "Bonus when in hand", the same should be apply to all classes.
    With you Sword sheathed, you won't benefit from its stats, too, especially Accuracy and Attack bonus.

    To enhance this, Staves and Wands should have a natural Magic Attack bonus and/or Magic Accuracy bonus (Seriously, who cares about the Damage value ? )
    (1)