Job Adjustments - What Would You Do?

Eorzea Time
 
 
 
Language: JP EN FR DE
Version 3.1
New Items
users online
Forum » FFXI » General » Job Adjustments - what would you do?
Job Adjustments - what would you do?
First Page 2 3 4 5 6 7 8 9
 Lakshmi.Buukki
Offline
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-18 16:22:24
Link | Quote | Reply
 
SimonSes said: »
Lakshmi.Buukki said: »
Nariont said: »
Carby also mentioned (i brought up that hate wipe in the rng thread when v25 arebati was current and was told its recast is too long, was skeptical on that tbh, cant see you hitting the ceiling -that- quickly even spamming sarv)

We used Ruby in triple V15/20/25 RP boss runs back in the day on a couple of the T2s where you could take hate over time from the tank under certain circumstances. The SMN (who was not a pro by any means) would use it occasionally every 2-3 other BPs in his rotation among other things, and he would alternate which DD he used it on. Nobody ever took hate from the tank over the course of 15 minutes, and this was without using it back-to-back. You could just as easily save Apogee for Pacifying Ruby and plant it on the RNG twice, for like a ~40% hate reduction, instantly. Idk, I think its definitely doable, BPs are like 30 second recast without max favor bonus? You wouldn't need to spam it all fight long (though you could for an even faster recast and safer approach)

There is one thing that people might do wrong here and think it doesn't work (I did it myself). You might be too far away from the target. I think Carbuncle or SMN or both need to be under 25 or 20 yalms from the target which hate against someone you want to reset.

I didn't know about this, but again I am a scrub SMN and we played it as an additional job. I'm sure a pro would know better, and in the case of Arebati, they could coach a lot clearer on positioning to make sure it works. Now when we did it for Matamata it was fine because we were all bunched up, so that little distance thing is relevant with a shooting strategy. But good callout.
Offline
Posts: 3193
By Nariont 2025-08-18 16:32:17
Link | Quote | Reply
 
Just wondering, if nothing was changed with smns bps, would seperating rage/wards by avatar be too bad? Would help with its flexibility tremendously
 Asura.Eiryl
Offline
Server: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2025-08-18 16:34:40
Link | Quote | Reply
 
Flexability no make number go up
 Lakshmi.Byrth
VIP
Offline
Server: Lakshmi
Game: FFXI
user: Byrthnoth
Posts: 6441
By Lakshmi.Byrth 2025-08-18 17:28:09
Link | Quote | Reply
 
Splitting timers doesn't really matter anymore because buff durations are so much longer than modern fights. SMN gets some of the longest buff durations in the game.

Also, even if the timers were split, a full buff wipe would take too long to fix. In that case, split timers only matters for a single dispel situation.
Offline
By K123 2025-08-18 17:36:59
Link | Quote | Reply
 
Nariont said: »
M
ifrits WC is 11~12% at 99 that blocks actual warcry
I wasn't suggesting the buff remains the same. Make it +500 that can be full timed or something so people can SAM+DRK all the things.
Offline
Posts: 150
By Genoxd 2025-08-18 17:38:52
Link | Quote | Reply
 
There's also the cast time + positioning issue. You're realistically looking at 5-6 seconds per action if you're standing with the group and the avatar spawns in a good AoE spot.
It's worse if the avatar needs to move as there's also about a 1 second movement lock from the animation before travel time. Some areas also have bad pathing which is it's own headache especially with large size mobs
Offline
Posts: 3193
By Nariont 2025-08-18 18:45:45
Link | Quote | Reply
 
Lakshmi.Byrth said: »
Splitting timers doesn't really matter anymore because buff durations are so much longer than modern fights. SMN gets some of the longest buff durations in the game.

Also, even if the timers were split, a full buff wipe would take too long to fix. In that case, split timers only matters for a single dispel situation.

It would be more to allow flexibility in debuffs/healing without having to risk losing another needed debuff or other. Youd still be having to use 5~ seconds just to recall+resummon+use bp and thats if its on self. If its a target or a player at range you now have to engage to move it over, and then youre losimg favor bp reduction swapping around so theres still incentive to stay on 1 avatar depending on circumstances
Offline
By K123 2025-08-19 05:33:13
Link | Quote | Reply
 
I think Kakka: Ichi only giving STP+10 is lame too. These should scale with skill and give more at high levels of Ninjitsu, up to +25 say. The enmity +/- spells should start at 10 and scale to 30. Migwari should start at 1 attack blocked and scale to 3 or something. Make Slow/Blind/Para/Poison 10-30 points/%. Make Aisha 0-20% and add a def down one at the same value.

Shun damage is piss poor, should be fTP2. Chi to Chi not making scission then gravitation sucks too, like Jinpu can be used to chain endlessly (or this should be nerfed, either or). Blade Ten not skillchaining with itself isn't great either.
[+]
 Asura.Sechs
Offline
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10687
By Asura.Sechs 2025-08-19 06:14:41
Link | Quote | Reply
 
Shun should have its fTP scale with TP, and have the Att boost being a fixed bonus, like many other WSs.

I guess we could make an argument for many other WSs which could still be viable today if they had a scaling FTP instead of a scaling "additional effect".
Quite a shame, wonder if they will ever "fix" that. Would be fast but would it change anything in an era dominated by Savage Blade and prime WSs? Single hit high FTP WS more in general, I suppose.

I dunno, even in a scenario where those mentioned WS don't become the new meta but the gap is much smaller and they become way less than a loss to use than they are now, well, it seems like a better scenario than the current one if you ask me.


The scaling thing for buffs is a "problem" for Enhancing Magic too. Very little spells scale with enha skill and it's a shame.
I can think mainly of Adloquium and Animus but that could apply to several other enha spells as well.
Offline
By K123 2025-08-19 07:25:18
Link | Quote | Reply
 
Asura.Sechs said: »
Shun should have its fTP scale with TP, and have the Att boost being a fixed bonus, like many other WSs.
Yeah sure, but it needs to be more powerful. Fixing Shun alone would make NIN way more usable.
 Lakshmi.Byrth
VIP
Offline
Server: Lakshmi
Game: FFXI
user: Byrthnoth
Posts: 6441
By Lakshmi.Byrth 2025-08-19 07:34:25
Link | Quote | Reply
 
Kamu needs a hard buff, too.

Mandalic less so but still a little.

+ Ascetic's Fury of course.

The attack boosted WSs from the mythics all got a little screwed
Offline
Server: Sylph
Game: FFXI
Posts: 258
By Sylph.Timepassesbye 2025-08-19 08:26:59
Link | Quote | Reply
 
jobs I'd like to see adjustments to

SMN- as many have mentioned- some adjustments and balance changed to their wards. the durations are fine, though many of the potencies are trash tier at best. also, make their astral flow abilities useful again. give them some reason to use them outside of alexander. make atmos functional as well. make manacede actually functional, or turn into a toggle ability. give the elementals access to level 99 spells and also give smns access to dual elementals as pets.

BLM-introduce an ability that allows blm to surpass the damage limit cap, or perhaps allow subtle sorcery to do that, though I'd be fine with a sublimation type charge system where you have to pop an ability to choose which spells you want to try to break the cap on. but having it on a 10 or even 5 minute timer for a single cast feels too underwhelming. remove the requirement of elemental seal to cast meteor, and perhaps make it omni-elemental so it can be burst off multiple elements. the spell was niche at best when introduced, but I never see people cast it these days. That should also be allowed to break the damage cap, especially if cast by multiple blms. Give blm all elemental ws on staff. there's little reason that the job with the highest elemental skill can't use sunburst, earth crusher and cataclysm. introduce a grip that's comparable to ammurapi shield so the job that's designed to use staves, it's having to use clubs because they are a better magical option.

THF- adjust the timers of SA/TA, I would actually be fine with them being on the same 30 second timer since in most instances, you're using one over the other, and with that, merit to -1 second for both per merit as was already suggested. they should also have the ability to steal stats if steal fails. dispoil can steal buffs, so let steal take dex. as was also suggested, expand the range of accomplice/collaborator and untie their CD. minor, but add another tier to gilfinder.

SCH- give scholars the basic enfeebling spells natively. they have the skill, yet don't have a single spell.

GEO- give geomancers an ability called "true north" which allows them to set a virtual compass on the ground to force specific cardinal chant directions. north would become the position you're facing at the time of activation. it's a niche ability at best so allow them to control which bonus they get.

some abilities/trait changes.
magic crit. make it function just like critical hits, giving it a base 5% activation rate. adjust the damage from a flat 10 mab to a more meaningful 5% damage. make magic crit gear give 1/2 the value to damage like fast cast. or make magic crit damage a separate buffable stat.

in the absence of a grip to counter ammurapi shield, make staves have an innate magic damage/acc affinity like the old elemental staves. or, expand on the existing magean trials for all weapons to give 119 variants.
 Siren.Satsui
Offline
Server: Siren
Game: FFXI
user: Satsui
Posts: 19
By Siren.Satsui 2025-08-19 09:29:01
Link | Quote | Reply
 
PLD- Fix Atonement dmg, at least add a zero.

WAR- Aggressor is a joke of an ability right now. +25 Acc and -25 Eva.. super out dated (Not that war needs to be buffed, might make subbing War more beneficial to other jobs.)

DRG- Wyvern Breath dmg

BRD- I feel like outside of Honor March and Aria BRD hasn't been buffed. Both locked behind an ultimate weapon. COR and GEO (Idris dependant) give way better attack buffs.
 Lakshmi.Buukki
Offline
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-19 09:59:52
Link | Quote | Reply
 
Siren.Satsui said: »

BRD- I feel like outside of Honor March and Aria BRD hasn't been buffed. Both locked behind an ultimate weapon. COR and GEO (Idris dependant) give way better attack buffs.

Bard has been given some phenomenal gear options for melee in recent years to allow it to participate in battle more. Honor March is a huge bonus, and it was given Moonbow Whistle to boost it's potency even more. I don't agree that COR has better attack buffs than BRD either, it's only one roll and completely dependent on the dice number you roll. GEO is a different story with attack, but it's weaker and less flexible than BRD in many settings. Idk if BRD needs more buffs, you have to try really hard to find an event where you wouldn't favor it over the other buffers.

Imo the only fix BRD needs is to Tenuto. The ability is complete trash. It should be able to be paired with Piannisimo to give unremovable buffs to other players so you can lock certain songs on people.
[+]
Offline
Posts: 3193
By Nariont 2025-08-19 10:25:15
Link | Quote | Reply
 
Asura.Sechs said: »
Shun should have its fTP scale with TP, and have the Att boost being a fixed bonus, like many other WSs.

I guess we could make an argument for many other WSs which could still be viable today if they had a scaling FTP instead of a scaling "additional effect".
Quite a shame, wonder if they will ever "fix" that. Would be fast but would it change anything in an era dominated by Savage Blade and prime WSs? Single hit high FTP WS more in general, I suppose.

Shun(and kamu i guess) are special in that they give a lot of atk vs the other weaponskills, but its kind of the same as def down WS in that they're hard to find a real slot for and once you get sufficiently buffed they hit their ceiling way sooner than other WS, in theory you could add in PDL to compensate but there's not enough additional PDL to change it/worth using over a better dmg slot(wsd usually) but id say they're valuable to have still, just need an ftp bump so that their not as far behind alternatives. Also obligatory buff katana WS'

As for add effect WS it's either go the lazy route and make them all scaling or doing a modest bump to ftp/increase their additional effects. Kamu for example is a measly -10 acc, at 75 you could call this okayish but at this stage that's pitiful, make it -20/30 acc or even have that be what scales with TP, again with a modest bump to ftp, kamu should be 3~4ish at least with a 300% effctive atk boost thad atleast make it okay as a dmg+debuff ws

Death blossom's even worse cause its add effect got replaced with frazzle which is orders of magnitude better and not tied to a WS and should either be made its own meva down or just replaced altogether with again; modest ftp boost or changing how it works entirely crit, replicating, ftp boost any of them could work to make it better.

There's other add effect WS(that arent def/atk down) but cant remember them off top of my head, but yeah add effect needs to go up in most cases.
 Asura.Sechs
Offline
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10687
By Asura.Sechs 2025-08-19 11:51:43
Link | Quote | Reply
 
I get what you're saying Nariont, but I think we're talking about slightly different aspects.

Mordant Rime
FTP is fixed at 5.0, raising TP increases the potency of the Gravity.

Blade: Kamu
FTP is fixed, raising TP increases the duration of the acc-

Death Blossom
FTP is fixed, raising TP increases... it's unclear, the "chance" for the Meva- to stick, so I suppose its inherent macc?

Pyrrhic Kleos
Fixed FTP, TP increases the duration of the shitty effect. But this is probably not a good example though



I could keep the list going on. Pyrrhic not a good example as I said because with the right conditions and Terpsi MH it's a decent option.
Mordant Rime is not THAT bad, but the gap with Naegling's Savage Blade is way too big, and it's a shame. Used to be a nice WS, it could probably be solved if they changed the TP effect.
Kamu always sucked, plain & simple.

And so on, the same applies to many Merit WSs as well.
Now I don't care if they don't want to adjust all those level 50 or lower WS, who cares.
But at least the ones who are bound to Merits or RMEAs, they should be "fixed" and being, if not awesome, at least DECENT alternatives. Which means they're inferior to the meta WS but the gap is not insanely big.
Some of these effects made sense in the level 75 era when they were created, they just don't make sense now and changing the WS to a Damage scales with TP would solve the issue for most of them, I feel.
 Asura.Eiryl
Offline
Server: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2025-08-19 11:56:42
Link | Quote | Reply
 
Every ws should scale with tp, the additional affects should all just apply. No chances. No potency. It just works, fully.

Chance of critical ws can still retain chance of crit and scale ftp (but a more more modest scale, no 13ftp evisceration)
Offline
Posts: 3193
By Nariont 2025-08-19 12:02:52
Link | Quote | Reply
 
I did say they could use a modest bump in ftp . A lot of the ftp stuff comes back to the usual "Player can wear 1k TP bonus in OH" ontop of atleast 250 TP bonus in the ear some get more. I just think making everything damage scaling is a lazy path and just increasing the floor while working on the additional effects is more interesting, some of them anyway as again a WS like death blossom doesn't really have a place since a simple spell from even a non-rdm does more.

If we take mordant for example and bump it up to 6~7 it's more than fine for a 1k spam WS. Can't say i like to compare every WS to savage as its not even savage its savage +15% innate WSD bonus and at least +10% atk bonus. But naeglings busted, dead horse like magian OHs, which i guess if its never addressed then 1k values on non-dmg varies mayswell be akin to the 2k values of dmg varies WS' to keep up but that just seems to be replacing 1 issue with another
 Asura.Sechs
Offline
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10687
By Asura.Sechs 2025-08-19 15:28:34
Link | Quote | Reply
 
Nariont said: »
I just think making everything damage scaling is a lazy path
I agree. But change the few relevant WS (like those bound to a RMEA) to scale with TP sounds good to me.
They don't need to do it to ALL the WS in-game.
I'd do it just for the RMEA ones that need it, and some of the Merit WS ones.
 Lakshmi.Byrth
VIP
Offline
Server: Lakshmi
Game: FFXI
user: Byrthnoth
Posts: 6441
By Lakshmi.Byrth 2025-08-19 19:11:39
Link | Quote | Reply
 
Looking at comps...

I think if they bumped Kamu up to 5fTP base (basically doubled its fTP), it would be at the low end of usable.

Bump Ascetic's up to 2.25 fTP base and we are cooking with a bit more gas.

Mandalic could be 4/9/12 without rustling any feathers meaningfully.

Mordant could easily be 8fTP. Its uses are super limited (bard where skillchains don't matter, maybe semi-solo, spamming at 1k TP.) it isn't like BRD is going to outparse a WAR if you give an 8fTP Mordant. What is there to worry about? (Do it SE buff my bard I've been a good boy or a bad bad boy whatever you're into, man.)

Pyrrhic getting pushed to 2.25 is probably fine. It would make Terpsi more usable again, although honestly that weapon needs a rethink anyway. Its special effects (other than looking equal parts cool and impractical) don't matter.

Mercy Stroke to 7 fTP for the lulz!
[+]
 Lakshmi.Byrth
VIP
Offline
Server: Lakshmi
Game: FFXI
user: Byrthnoth
Posts: 6441
By Lakshmi.Byrth 2025-08-19 19:25:35
Link | Quote | Reply
 
Aftermath adjustments:
* AM3 overwrites AM3 now
* AM2 overwrites AM2 and you get the higher potency of the two
* AM1 overwrites AM1 and you get the higher potency of the two
* Aftermath overwrites Aftermath
* Aeonic AM3 now has the level 3 skillchains property at last priority so you can Shijin -> VS -> VS starting with AM2 up.
* Mythic aftermath lasts 50% longer.

RMEA adjustments:
* 1H RMEAs now get stats and hidden/normal effects in the offhand, except WS enhancement and AM.
* Relic weapon hidden effect procs can now affect any swing with the weapon
* H2H AM can now proc on any punch with the weapon
* Relic additional effects now overwrite themselves.
* Gugnir no longer overwrites more potent forms of Def down.
* Can now AG Ochain and Aegis using the same process as weapons.
[+]
 Quetzalcoatl.Wakmidget
Offline
Server: Quetzalcoatl
Game: FFXI
Posts: 1401
By Quetzalcoatl.Wakmidget 2025-08-19 19:50:59
Link | Quote | Reply
 
They should update WHM cureskin so you can use it with -aga spells.

We also need more gear with actual Cure + on it. After you cap your Cure potency/ Cure Potency II There's really no other way to enhance the power of your cures on WHM other than Healing Magic Skill and MND. And if I remember correctly the only piece of gear WHM can equip with Cure + is the Raetic Rod +1. WHM has so much stat bloat on cure sets now, you end up running out of stats to use on it and just end up filling the gaps with Conserve MP.
 Carbuncle.Maletaru
Offline
Server: Carbuncle
Game: FFXI
user: maletaru
Posts: 3576
By Carbuncle.Maletaru 2025-08-19 20:31:07
Link | Quote | Reply
 
Quetzalcoatl.Wakmidget said: »
They should update WHM cureskin so you can use it with -aga spells.

We also need more gear with actual Cure + on it. After you cap your Cure potency/ Cure Potency II There's really no other way to enhance the power of your cures on WHM other than Healing Magic Skill and MND. And if I remember correctly the only piece of gear WHM can equip with Cure + is the Raetic Rod +1. WHM has so much stat bloat on cure sets now, you end up running out of stats to use on it and just end up filling the gaps with Conserve MP.

Cureskin on Curaga would be absolutely busted as hell.

When /SCH is available, Ascension cures can give a type of curaga with cureskin and it's amazing.

Prime club has cure+, but it's finnicky to use since it's on the AM.

I put very little Conserve MP in my cure set. After capping cure potency, cure potency II, -enmity, and DT (which I think are basically essential), plus getting MP back with the empy legs and adding to cureskin with empy body/JSE back, there are...very few slots left. For example:

ItemSet 393695
[+]
Offline
Posts: 3193
By Nariont 2025-08-19 21:02:43
Link | Quote | Reply
 
-ga cureskin would just make whm braindead imo, idk if they really need more cure power either unless the goal is to keep allowing whm to use lower cures i guess? I'd sooner look at trying to find a place for the misery side of its stances. Or do something with divine seal such as lowering its recast or shifting it to a charge based system, same for ele seal imo
 Asura.Eiryl
Offline
Server: Asura
Game: FFXI
user: Eiryl
By Asura.Eiryl 2025-08-19 21:26:53
Link | Quote | Reply
 
Making the job braindead is ok, cause the alternative is only bots are willing to play it.

It's an acceptable tradeoff
[+]
Offline
Posts: 85
By Dildonunchucks 2025-08-19 21:42:10
Link | Quote | Reply
 
Do you need all that cure potency II
because you don't use Cure VI?



I DON'T UNDERSTAND THIS!!!
WTF DOES IT MEAN!!!
I DIDN'T FINISH SCHOOL!!!
I RAGE QUIT IN GRADE 3!!!
TO PLAY FINAL FANTASY 11

God i would love to smack you in the mouth
 Carbuncle.Maletaru
Offline
Server: Carbuncle
Game: FFXI
user: maletaru
Posts: 3576
By Carbuncle.Maletaru 2025-08-19 21:49:17
Link | Quote | Reply
 
Dildonunchucks said: »
Do you need all that cure potency II
because you don't use Cure VI?

I don't understand
The meaning of your questions
When you use weird line breaks
Like that but
I don't cast Cure VI because it's overkill 99% of the time
And also Cure Potency II is a good stat for cures
Regardless of if you're using Cure VI or not
So IDK what your point is supposed to be.
[+]
Offline
Posts: 96
By CrAZYVIC 2025-08-19 21:53:44
Link | Quote | Reply
 
well… gather ‘round, ladies and gentlemen, because mini-Grok is here.

First thing on the chopping block, folks: the BUFFS BRD, COR, GEO. And here’s the deal: they’re AoE, they hit eighteen lucky souls. That’s the vision

GEO? Starts with two buffs. Cute, right? But you bring in the Mythic weapon and suddenly you’re packing four. Slap a Prime weapon on top, and boom five buffs.

COR? It starts with two, but oh baby… four rolls are on the table. But guess what? You’ll need the Empyrean and the Mythic weapon to get those two extra dice… and yes, the Prime weapon if you’re greedy enough to want a fifth.

BRD? Six songs, max. That’s your ceiling, baby.

And here’s the kicker… you can’t stack buffs from the same job. Doesn’t matter if it’s a different song, a different dice roll, a different geomancy bubble the system slaps you across the face with: ‘The spell, dice, geomancy has failed.’ And you know what? I love it. It’s punishment, it’s justice… it’s a love letter to the true-blue CORs, BRDs, and GEOs.


Now, aftermaths on Prime weapons oh boy. Every single one has the golden phrase: ‘Occasionally attacks for quadruple damage.’ And I say, if you’re gonna bust your back for a whole damn year to make one of these beauties, it better be worth more than anything else in your arsenal.

Here’s how I’d crank it up:

Aftermath Lv.1 → 40% Quadruple damage, 120 seconds.
Aftermath Lv.2 → 45% Quadruple damage, 240 seconds.
Aftermath Lv.3 → 50% Quadruple damage, 480 seconds.

And cherry on top? Weapon Skill Damage +10%, applying to every single WS, every single hit. That’s the kind of spice that makes the grind taste sweet.

So yeah, the purists will scream: ‘But FFXI is horizontal progression! Get back to WoW scripts with your AI, Grok!’ And I’ll just grin, because deep down we all know… you wanna swipe that Visa and feel the power.”**

Now… let’s talk toys. The shiny, drool-worthy weapons that make grown adventurers cry tears of joy. And yes, I’m talking about the big guns — Prime, Mythic, Relic — the cream of the crop. Let’s line ‘em up.”

Ukonvasara (Great Axe) [All Races]
DMG: 340 Delay: 482
STR +50
Great Axe skill +269
Parrying skill +269
Magic Accuracy skill +228
Slashing damage +10%
“Ukko’s Fury”
Aftermath: Occasionally attacks for triple damage
Afterglow
Lv. 99 WAR
<Item Level: 119>

Augments - R30 (Max)
DMG: +30
Ukko’s Fury damage +20% (affects all hits of the WS and turns into fTP replicating weaponskill)
STR & DEX +40
Critical hit damage +20%
Changes aftermath Occasionally attacks for triple damage:

Aftermath Lv.1 → 40% Triple damage, 120 seconds
Aftermath Lv.2 → 45% Triple damage, 240 seconds
Aftermath Lv.3 → 50% Triple damage, 480 seconds

“This axe? Ukonvasara. It doesn’t just hit it sings. It takes ‘Ukko’s Fury’ and turns it into a damn fireworks show. You think you’ve seen numbers before? Wait ‘til you see this beast replicate WS like a copy machine gone rogue.”

Liberator (Scythe) [All Races]
DMG: 330 Delay: 528
Magic Accuracy +50
Magic Damage +21
Scythe skill +209
Parrying skill +269
Magic Accuracy skill +242
Augments “Absorb” spells V
“Insurgency”
Aftermath: Increases Accuracy and Attack, Occasionally attacks twice or thrice
Afterglow
Lv. 99 DRK
<Item Level: 119>

Augments
DMG: +51
Insurgency: Damage +30% (affects all hits of the WS)
Accuracy +50, Magic Accuracy +50
Store-TP, STR, INT +25
Augments Absorb spells VI: Adds an additional +15%-II potency
Changes aftermath to:

Aftermath Lv.1 → 40% Triple attack chance, 120 seconds
Aftermath Lv.2 → 45% Triple attack chance, 240 seconds
Aftermath Lv.3 → 50% Triple attack chance, 480 seconds
Triple attack damage +10

“Liberator the scythe that makes DRKs walk taller. It doesn’t just slice, it feeds. Absorbs like a damn vampire, then spits that power back with Insurgency that hits like a freight train. Oh, and triple attack? Yeah, it’s here, baby. At level 3, you’re practically juggling death.”

Spharai (Hand-to-Hand) [All Races]
DMG: 182 Delay: 116
Attack +60
Hand-to-Hand skill +269
Guarding skill +269
Magic Accuracy skill +228
Enhances “Counter” effect VI
“Final Heaven”
Aftermath: Kick Attacks occasionally deal triple damage (10%)
Kick Attacks +15
Afterglow
Lv. 99 MNK
<Item Level: 119>

Augments
DMG: +54
Final Heaven: Damage +50% (fTP replication, affects all hits of the WS)
“Counter” damage +50%
Trade as well a Sagitta-R0 to add your Spharai this:
Chance of double damage +75%
Store TP +35
HP +500
Kick attacks can proc into WS following QA, TA, DA, KA hierarchy

“Spharai. Gloves? Nah, more like divine wrecking balls. Every punch is a sermon, every kick is a damn earthquake. And when Final Heaven replicates across all hits? You’re not just fighting you’re rewriting physics. Monks, rejoice.”

Aeneas (Dagger) [All Races]
DMG: 140 Delay: 200
AGI +40, Magic Damage +15
Dagger skill +269
Parrying skill +269
Magic Accuracy skill +228
“Store TP” +10, “TP Bonus” +500
“Exenterator”
Aftermath: Increases skillchain potency
Ultimate Skillchain
Lv. 99 THF/BRD/DNC
<Item Level: 119>

Main Hand Augments
DMG: +18
Exenterator: Damage +50% (affects all hits of the WS)
Accuracy +50, Magic Accuracy +50
TP Bonus +750 (stacks with weapon’s 500 TP and other gear)
Critical hit chance +25%

Changes aftermath:

Exenterator procs Umbra and Radiance after using a Quested WS, Empyrean WS, or Mythic WS.

Increases skillchain potency +15%-II (can break damage gap to 109,999)
Critical hit damage +25% for 60s

“And finally, Aeneas. A dagger so filthy it turns skillchains into nuclear detonations. Stack that TP bonus, trigger Umbra and Radiance, and watch the battlefield melt. Thieves, Dancers, Bards congratulations, you just became gods of flash and style.”

And last but sure as hell not least here’s the grand finale, folks:

Open up Odyssey for 18-man runs.
Open up Sortie for 18-man runs.
Unlock those High-Level Battlefields for 18-man chaos.
Turn Limbus into a Dynamis Divergence-style event.
Slap on a Wave 4 to Dynamis Divergence.
And give Einherjar the full Divergence revamp treatment.


“So there you have it four weapons, four legends, each one juiced up like they’ve been hitting the gym for twenty years. They’re not just upgrades… they’re statements. And the statement is: grind hard, play dirty, die smiling.”
[+]
 Asura.Melliny
Offline
Server: Asura
Game: FFXI
user: melphina
Posts: 748
By Asura.Melliny 2025-08-19 23:07:21
Link | Quote | Reply
 
And this, ladies and gentleman, is why game development companies have to screen the people they allow to design their content.
[+]
First Page 2 3 4 5 6 7 8 9