Fun Thoughts: Combine All 3 JSE Into 1 "ultra Set"

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Fun thoughts: Combine all 3 JSE into 1 "ultra set"
 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 13:46:37
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Figured I'd start a new thread about this, instead of distracting from the update thread:

Edit number who knows: just to be clear this is meant to be a fun theory craft thread and nothing more. If good ideas manifest from it, then so be it.

Leviathan.Draugo said: »
Back in the day, I theory crafted a concept to eventually combine all 3 sets into 1 ultimate set that pretty much had everything in one, the idea was that it could relieve gear congestion, and give players a sort of grueling long term gear goal to shoot for similar to remap weapons. But this was before the ilvl stat vomit started happening. Still would be cool, the idea of using current meta gear to fill in the gaps on your way to building a jobs ultimate armor. But once you made your full set, could cold store the other gear until you were ready to take on another job. But meh, don't know if that would be as cool of an idea nowadays.


Dodik said: »
Leviathan.Draugo said: »
combine all 3 sets into 1 ultimate set


Edit: I am going to add some blank spoiler sections in here, and try to put together what an ultra set for each slot might look like for NIN. I'll try and get each one formatted the same and my reasoning for each slot when I have time. (Sorry I keep bringing up NIN, but it's my favorite and most familiar job.)

Edit more: I deleted all these empty spoilers because my phone sucks trying to find them and re-edit them, so I guess look down the thread further for more speculative theory crafts! Still love y'all, even the folks I have disagreed with, truly love everyone
Might seem silly to an outsider, but appreciate y'all letting me grow up here a little, even if it's taken me 2 decades to civilize. This place is great and I appreciate it. I owe an apology for l Draylo straight up, I am very sorry for splodin on ya last year. Seriously it does bother me to this day for being such a ***. Hope you can forgive my rants.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 13:57:52
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Essentially this would mean +10inv PER JOB PLAYED. It would also give them a chance to rework some of the outdated job specific elements of the pieces also, without destroying the usefulness of that gear's older stat for lower level players to utilize (for example DW on NIN sets, other jobs have their gripes about peices). Just spit balling some potential up sides to it.
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By Fenrir.Brimstonefox 2025-06-11 13:59:00
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Would be neat if it was max(af, relic, empy)+1 (although worth it just for inv. even without the +1)Probably overpowered, although if you had to turn in all 15 pieces at once at max level +3/4 currently) it would at least make making some of them worth it.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 14:10:31
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They wouldn't have to total up every base stat per se. But to give us our core sets that we use for job specific things that no other gear can do, would be great to make them into one set. Not saying make every set BiS for all either I guess because that would kill half the game for players who enjoy customizing sets. Make em decent, a good overall set, but leave room where you may use 0-4 of the set to truly min max.

Edit: this would also give SE room to massively screw up the sets more also I guess haha. So that's a potential negative.
 Fenrir.Skarwind
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By Fenrir.Skarwind 2025-06-11 14:33:43
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This is how you get DW and WSDMG on the same piece.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 14:35:50
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Fenrir.Skarwind said: »
This is how you get DW and WSDMG on the same piece.
That's where I was suggesting they could adjust some of that outdated stuff at the same time. They would definitely have to make sure the person designing them knew how the jobs functioned and is played for sure.
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By Meeble 2025-06-11 14:39:42
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I'd rather have a rotating job specific wardrobe(s).

80 slots, stick whatever you like in it, automatically tied to and changes with your main job.

Could actually lead to less zone delay than people with 8 wardrobes have right now, since you'd only need to load 1 of the 22 at a time.
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 Fenrir.Zenion
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By Fenrir.Zenion 2025-06-11 14:41:34
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Leviathan.Draugo said: »
They would definitely have to make sure the person designing them knew how the jobs functioned and is played for sure.

Well that right there means these sets could never be made.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 14:42:58
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Fenrir.Zenion said: »
Leviathan.Draugo said: »
They would definitely have to make sure the person designing them knew how the jobs functioned and is played for sure.

Well that right there means these sets could never be made.
I am not serious about trying to get SE to actually do this, just meant to be a fun theory craft sort of thread.

Kinda want to see what kind of dream (reasonable/lolbalanced, not insta kill type of pointlessness) sets for various jobs people would like to see, if this were a thing that happened, and had base line parameters.
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By paladinepsot 2025-06-11 14:47:46
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So red mage boots for instance would be (assuming highest stat among each piece is taken)

Def: 98
Hp: 92
Mp: 93
Str: 22
Dex: 30
Vit: 23
Agi: 48
Int: 35
Mnd: 34
Chr: 44
Acc: 66
Atk: 60
Macc: 66
MAB: 58
MDmg: 30
Eva: 115
Meva: 157
MDB: 10
Haste: 4
Enmity: -11
WSD: 12
Enhancing skill: 35
Enhancing Duration: 40
Enfeebling Skill: 17
Enfeebling Effect: 10
Shield Skill: 18
Chance of block: 10
Augments Immunobreak Chance
Set: Augments Composure, +acc/racc/macc

I could find a use for those.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 14:53:16
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Nice input, can you think of an outdated job enhancement in the RDM sets that could use reworked? And if you would be so kind as to give us reasons why you would change it, and how?
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By Leviathan.Draugo 2025-06-11 14:58:03
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Meeble said: »
I'd rather have a rotating job specific wardrobe(s).

80 slots, stick whatever you like in it, automatically tied to and changes with your main job.

Could actually lead to less zone delay than people with 8 wardrobes have right now, since you'd only need to load 1 of the 22 at a time.
This would be cool AF also, can stash all capes in there, and everything else that's odd ball JSE stuff.
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By Leviathan.Draugo 2025-06-11 16:05:07
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My phone sucks trying to edit long posts. So I will post just a few thoughts for ninja.

Body is your go to tank body. It has enhances mijins gakure, the enhancement would be to apply RR upon use. It would make our OG two hour actually functional.

Hands can get all of the DW stacked on it, it's our nuking hands.

Legs and head are already WSD items, so aside from taking off their DW (add it to hands)

Feet, this one's a bit tough, 25% movement at night is nice and all, but maybe instead it's just 15-18% full time, if I'm not mistaken 2/3rds of them are good for skill, so maybe that's tailored to enfeebles/SIRD?

Thoughts?

Edit: man I am such a newb still, this is a harder thought experiment than I thought. Forgot empty feet also have WSD. Disregard most of the above, I'll have to thoroughly look at the ninja sets again. I really need to get back to the game, it's crazy how much you forget in a year. Sad part is I have all 3 fully at +3 on my ninja so far, heh.
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By Lakshmi.Sahzi 2025-06-11 17:00:27
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Concept is excellent.

But my lockstyles would suffer...
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 17:07:02
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So I cheated and asked Gemini AI to help me get it compiled together for ninja, so here we go:

Okay, understood. Here is the complete summary of the Kage no Michi Garb Set, totaling all the combined stats for each piece, without any interpretation or assumptions, focusing only on the raw numbers and stated effects.
Kage no Michi Garb Set (Ninja)
1. Kage no Michi Zukin (Head Slot)
* DEF: 383
* HP: +211
* STR: +100
* DEX: +110
* VIT: +98
* AGI: +104
* INT: +93
* MND: +93
* CHR: +90
* Accuracy: +174
* Attack: +133
* Ranged Accuracy: +61
* Magic Accuracy: +167
* Evasion: +295
* Magic Evasion: +310
* "Magic Attack Bonus": +64
* "Magic Def. Bonus": +20
* Haste: +26%
* "Subtle Blow": +9
* Ninjutsu skill: +18
* Weapon Skill Damage: +12%
* Parrying Skill: +21
* Ninjutsu damage: +21
* “Dual Wield”: +7
* Damage taken: -10%
* Innin: “Double Attack”+13%
* Unique Property: Enhances Yonin and Innin Effect
2. Kage no Michi Ningi (Body Slot)
* DEF: 479
* HP: +290
* STR: +118
* DEX: +122
* VIT: +107
* AGI: +118
* INT: +107
* MND: +102
* CHR: +99
* Accuracy: +180
* Attack: +171
* Ranged Accuracy: +116
* Ranged Attack: +89
* Magic Accuracy: +169
* Evasion: +314
* Magic Evasion: +340
* "Magic Def. Bonus": +23
* Haste: +12%
* "Subtle Blow": +9
* "Dual Wield": +19
* Critical hit rate: +16%
* "Daken": +10
* "Migawari": +16
* Damage taken: -13%
* Unique Properties: Physical damage: "Shock Spikes" effect, Utsusemi spellcasting time -14%, Enhances "Sange" effect
3. Kage no Michi Tekko (Hands Slot)
* DEF: 350
* HP: +169
* STR: +82
* DEX: +148
* VIT: +120
* AGI: +71
* INT: +70
* MND: +119
* CHR: +79
* Accuracy: +163
* Attack: +151
* Ranged Accuracy: +120
* Ranged Attack: +58
* Magic Accuracy: +163
* Evasion: +238
* Magic Evasion: +260
* "Magic Def. Bonus": +13
* Haste: +15%
* "Subtle Blow": +18
* Throwing skill: +15
* "Daken": +10
* "Ninja Tool Expertise": +38
* Magic burst damage: +15
* "Futae": +28
* Elemental ninjutsu damage: +18%
* Unique Property: Enhances "Ninja Tool Expertise" effect
4. Kage no Michi Hakama (Legs Slot)
* DEF: 421
* HP: +262
* STR: +133
* VIT: +80
* AGI: +107
* INT: +132
* MND: +84
* CHR: +61
* Accuracy: +173
* Attack: +137
* Ranged Accuracy: +108
* Magic Accuracy: +173
* Evasion: +293
* Magic Evasion: +368
* "Magic Def. Bonus": +20
* Haste: +20%
* "Subtle Blow": +9
* "Dual Wield": +15
* "Store TP": +6
* Weapon Skill Damage: +24%
* Katana skill: +33
* Damage taken: -12%
* "Yonin": “Counter”+18
* Unique Property: Enhances "Mijin Gakure" effect
5. Kage no Michi Kyahan (Feet Slot)
* DEF: 298
* HP: +127
* STR: +84
* DEX: +98
* VIT: +74
* AGI: +151
* INT: +20
* MND: +69
* CHR: +118
* Accuracy: +170
* Attack: +146
* Ranged Accuracy: +60
* Magic Accuracy: +163
* "Magic Atk. Bonus": +25
* Evasion: +373
* Magic Evasion: +368
* "Magic Def. Bonus": +20
* Haste: +13%
* Magic Burst damage: +25
* Ninjutsu skill: +24
* Enmity: +8
* "Tactical Parry": +26
* "Utsusemi": +1
* Weapon Skill Damage: +12%
* Unique Properties: Dusk to dawn: Movement speed +25%, Increases Ninjutsu Magic Accuracy and Magic Attack Bonus
Kage no Michi Garb Set Bonus (5 pieces)
* Accuracy: +60
* Ranged Accuracy: +60
* Magic Accuracy: +60
* Augments “Dual Wield”
 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 17:10:56
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Here is the summary of the total combined stats for the entire Kage no Michi Garb Set, along with the meaning of the set name:
Kage no Michi Garb Set - Total Combined Stats
* DEF: 1931
* HP: +1059
* STR: +517
* DEX: +478
* VIT: +479
* AGI: +551
* INT: +422
* MND: +467
* CHR: +447
* Accuracy: +920
* Attack: +738
* Ranged Accuracy: +525
* Ranged Attack: +147
* Magic Accuracy: +895
* Evasion: +1513
* Magic Evasion: +1646
* "Magic Attack Bonus": +89
* "Magic Def. Bonus": +96
* Haste: +86%
* "Subtle Blow": +45
* Ninjutsu skill: +42
* Weapon Skill Damage: +48%
* Parrying Skill: +21
* Ninjutsu damage: +21
* “Dual Wield”: +41 (and Augments "Dual Wield" from set bonus)
* Damage taken: -35%
* Innin: “Double Attack”: +13%
* Critical hit rate: +16%
* "Daken": +20
* Magic burst damage: +40
* Throwing skill: +15
* "Ninja Tool Expertise": +38
* "Migawari": +16
* "Futae": +28
* Elemental ninjutsu damage: +18%
* "Store TP": +6
* Katana skill: +33
* "Yonin": “Counter”: +18
* Enmity: +8
* "Tactical Parry": +26
* "Utsusemi": +1
Unique Properties (from individual pieces, not summed numerically):
* Physical damage: "Shock Spikes" effect
* Utsusemi spellcasting time -14%
* Dusk to dawn: Movement speed +25%
* Enhances Yonin and Innin Effect
* Enhances "Sange" effect
* Enhances "Ninja Tool Expertise" effect
* Enhances "Mijin Gakure" effect
* Increases Ninjutsu Magic Accuracy and Magic Attack Bonus
Kage no Michi Garb Set - Name Meaning
The name "Kage no Michi Garb Set" (影の道具) is derived from Japanese terms relevant to ninja lore:
* Kage (影): Meaning "shadow," it represents the stealth, concealment, and elusive nature fundamental to ninja arts, especially techniques like Utsusemi.
* Michi (道): Meaning "path" or "way," it signifies the disciplined training, philosophical approach, and mastery inherent in the life of a ninja.
Together, "Kage no Michi" evokes the "Path of Shadows" or "Way of the Shadow," reflecting a gear set crafted for a ninja who has mastered their clandestine arts and embodies the very essence of their shadowy profession, combining the foundational, perfected, and legacy aspects of their previous armors.
 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 17:41:20
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Lakshmi.Sahzi said: »
Concept is excellent.

But my lockstyles would suffer...
Definitely would have to make a lock style KI or something to still give you the option to style.
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By Pantafernando 2025-06-11 18:46:55
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Leviathan.Draugo said: »
combine all 3 sets into 1 ultimate

I once thought this could the applied to the ultimate ultimate weapon, that you would only access after building all ultimate non-ultimate ones.
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 Leviathan.Draugo
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By Leviathan.Draugo 2025-06-11 18:55:37
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Pantafernando said: »
Leviathan.Draugo said: »
combine all 3 sets into 1 ultimate

I once thought this could the applied to the ultimate ultimate weapon, that you would only access after building all ultimate non-ultimate ones.
I thought this was well, but the ultima weapons usually have more that 1 job tacked onto them, so it would make standardizing them for a complete combination would be trickier to balance.
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By Leviathan.Draugo 2025-06-11 20:44:00
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I've broken the AI further, and yet, even if completely false, this thing is getting dangerously close. For now here are the results, I'm gonna ask it next to simmer down the set back to reality. In the mean time, enjoy the nonsense I guess?:

Okay, after diving deep into the FFXIAH Ninja subforum and BG-Wiki, here's my assessment of how the optimized job-specific properties of our hypothetical Kage no Michi set would perform for a Ninja in FFXI, aiming to maximize its "that role" versatility:
Initial Assessment: Highly Specialized and Powerful, but with Trade-offs in a Real BiS Context
This re-allocation creates pieces that are incredibly strong for specific purposes, allowing a Ninja to create highly specialized gear sets on the fly. In a game like FFXI, where swapping gear mid-fight is essential, this kind of specialization is very valuable. However, no single piece would be "BiS" for every situation, which is typical for FFXI's complex gear system.
Here's a breakdown by piece:
1. Kage no Michi Zukin (Head Slot)
* Job-Specific Properties: Enhances Yonin and Innin Effect, Ninjutsu skill +42, Ninjutsu damage +21, Parrying Skill +21, Innin: “Double Attack”+13%, Weapon Skill Damage +12%, Damage taken -10%.
* Assessment:
* Versatility: This headpiece becomes an excellent hybrid head. It's strong for Ninjutsu casting (high skill, damage), melee TP gain (Double Attack), WS set (Weapon Skill Damage), and even offers defensive utility (Parrying, DT).
* Usefulness: Extremely high. The "Enhances Yonin/Innin" is a powerful, irreplaceable trait. The high Ninjutsu skill and damage makes it fantastic for landing debuffs and offensive Ninjutsu. The Double Attack and WS Damage make it suitable for TP and WS sets. The DT helps with general survivability. This would be a top-tier multi-purpose headpiece for many Ninja playstyles.
* FFXI Context: Modern Ninja gear often includes headpieces for WS (e.g., Mpaca's Cap, Nyame Helm), or Fast Cast/MACC (e.g., Malignance, Herculean). This piece, with its combined stats, attempts to cover several of these roles, making it highly attractive for gear swaps.
2. Kage no Michi Ningi (Body Slot)
* Job-Specific Properties: "Dual Wield"+19, Utsusemi spellcasting time -14%, "Migawari"+16, Critical hit rate +16%, Damage taken -13%, Physical damage: "Shock Spikes" effect, Enhances "Sange" effect.
* Assessment:
* Versatility: This becomes the quintessential Evasion Tanking / Hybrid Defensive Body. The massive -Utsusemi casting time and Migawari boost are invaluable for keeping shadows up. The high DW and Critical Hit Rate also make it viable for a TP set, offering offensive capabilities within a defensive framework. Damage Taken is a core defensive stat for main tanking.
* Usefulness: Extremely useful. The Utsusemi casting time reduction is a huge QoL and survivability boost, and with "Migawari" enhanced, it means greater control over incoming damage. The inclusion of high DW and Crit Rate means a Ninja wouldn't sacrifice all offense for survivability in this piece. This would likely be a BiS body for most evasion tanking and hybrid melee situations.
* FFXI Context: Modern Ninja bodies often include Malignance for defense, or Nyame for WS/DT. This piece's unique combination of Utsusemi FC, Migawari, DW, and Crit Rate makes it exceptional for an active tanking/melee hybrid.
3. Kage no Michi Tekko (Hands Slot)
* Job-Specific Properties: "Dual Wield"+12, "Daken"+20, "Subtle Blow"+45, Throwing skill +15, "Ninja Tool Expertise"+38, Magic burst damage +40, "Futae"+28, Elemental ninjutsu damage +18%, Enhances "Ninja Tool Expertise" effect.
* Assessment:
* Versatility: This becomes the ultimate Offensive Ninjutsu / Daken / Subtle Blow Hands. The combination of Daken, Throwing Skill, Ninja Tool Expertise (and its enhancement) is unparalleled for shuriken damage. The high Magic Burst, Futae, and Elemental Ninjutsu damage makes it a powerhouse for offensive Ninjutsu nuking. "Subtle Blow" helps manage enmity while dealing damage.
* Usefulness: Highly specialized, but exceptionally useful for its specific roles. When a Ninja needs to prioritize Ninjutsu damage or aggressive Daken use (e.g., against high evasion targets, or in a specific party setup), these hands would be unrivaled BiS. The Dual Wield also ensures solid melee performance.
* FFXI Context: Ninja often uses Malignance Gloves for MACC/Fast Cast, or specific high-DEX/Accuracy/Attack gloves. These hands offer a unique, concentrated set of Ninjutsu and Throwing benefits that would make them stand out.
4. Kage no Michi Hakama (Legs Slot)
* Job-Specific Properties: "Dual Wield"+10, Weapon Skill Damage +24%, "Store TP"+6, Katana skill +33, Damage taken -12%, "Yonin": “Counter”+18, Enhances "Mijin Gakure" effect.
* Assessment:
* Versatility: This is the premier Melee DPS Legs. High Weapon Skill Damage, Store TP, Dual Wield, and Katana skill combine for rapid TP gain and powerful weapon skills. The "Counter" enhancement adds a nice defensive layer for melee engagement, and Damage Taken further boosts survivability during melee.
* Usefulness: Extremely high for any melee-focused Ninja. Quick TP generation and enhanced WS damage are core to Ninja DPS. This would likely be a BiS pair of legs for any serious Ninja melee set.
* FFXI Context: Legs are common slots for Store TP, WS Damage (e.g., Mpaca's Hose, Nyame Flanchard). This piece consolidates several of the most desirable melee offensive properties effectively.
5. Kage no Michi Kyahan (Feet Slot)
* Job-Specific Properties: "Utsusemi"+1, "Tactical Parry"+26, Weapon Skill Damage +12%, Enmity +8, Dusk to dawn: Movement speed +25%, Increases Ninjutsu Magic Accuracy and Magic Attack Bonus.
* Assessment:
* Versatility: This is the dedicated Evasion Tanking / Utility Feet. The "Utsusemi+1" is monumental for tanking, significantly boosting shadow count. Tactical Parry further enhances evasion. The Movement Speed is a huge quality-of-life benefit. The Ninjutsu MACC/MAB increase, while a smaller boost compared to the hands, still makes it useful for casting.
* Usefulness: Invaluable for tanking scenarios. Utsusemi+1 alone makes this piece highly sought after for main tanking. The movement speed makes it excellent for general exploration and dodging AoEs. It's a strong defensive utility piece.
* FFXI Context: Feet often carry Haste, Evasion, or WS Damage. "Utsusemi+1" is an incredibly rare and powerful modifier, making this piece immediately BiS for any Ninja tanking scenario.
Overall Assessment:
This reorganized set, by concentrating the job-specific modifiers, becomes incredibly effective for a modern Ninja. Instead of each piece being a generalist, they become highly specialized tools:
* Head: Hybrid Melee/Ninjutsu/Defensive Utility
* Body: Evasion Tanking / Defensive Melee Hybrid
* Hands: Ninjutsu Burst / Daken / Subtle Blow
* Legs: Core Melee DPS / TP Gain
* Feet: Evasion Tanking / Mobility / Utsusemi Potency
A Ninja in FFXI would be able to build incredibly powerful gear sets for different situations (e.g., a "full-on Utsusemi tank set," a "Ninjutsu nuke set," or a "high-DPS melee set") by mixing and matching these pieces with other slots (weapons, neck, ears, rings, back, waist) that provide generic stats like Accuracy, Attack, Haste, and specific WS augmentations.
This set's individual pieces would be considered exceptionally potent and highly desirable in FFXI's current endgame, fulfilling the "min/maxing" philosophy by offering specialized, top-tier options for key Ninja roles.
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By Leviathan.Draugo 2025-06-11 22:01:12
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Seun said: »
Let's go ahead and build a KClub into the gear while we're at it.

Octuple attack {Can I have it?}
Meh
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By Leviathan.Draugo 2025-06-12 00:44:49
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Seun said: »
If I had a set of gear with all the stats from things I can't put on slips... the dream
Not trying to be an ***, but I hope I've made it clear that this isn't supposed to be an "I expect" sort of thread, but rather an imaginary "I wish within the realm of realisticishism" thread. Sort of topic. Yup kclub exists, and you may even have one, so that's cool as well? I had one once, in my humble opinion, kclub on NIN isn't special, we swing too fast regardless. Anyways, moving on.