- Joined
- Oct 16, 2004
- Messages
- 1,325
- Location
- Adana, Turkey
- Main Job

- Secondary Job

- Third Job

- Server
- Quetzalcoatl
- Linkshell
- WallofAegis
- FFXIV
- Gregedor
***WARNING! - This thread actually invovles some reading!!! zomg! ***
Celvantes and I were rolling some merits in Lufaise Meadows the other day and got to thinking. I was using my Polearm (yeah my shitty B- polearm) becuase it was outdoing my merited A+ Great Katana on the birds. I was actually doing extremely well with the crummy thing, but had to eat sole sushi to do it. We were at Caedarva Mire earlier and I used my GKT most of the time, but tried Polearm for a little there and the regular hits were probably a little lower, but the Penta Thrust was owning GKT.
Well this is because both areas have bonus to Piercing mobs and reduced damage from slashing. There's been a limbus zone or two like that as well. Considering this (and the fact that SAM/RNG is a blast lol) we thought it might be a good idea to add tier 3 job merits. These would be to upgrade weapons or skills that are not A- or better. Basically, to make your secondary skills worthwhile.
For some job classes this might be great, for others (*cough* MNK *cough*) maybe not so much since there's no reason to use another weapon class. For other jobs (SAM, DRK, etc.) that use multiple weapon types this would be great. Allow you to merit up your alternate weapons so they become viable in certain situations.
Now since they'd be job categories, bonuses from PLD wouldn't apply to WAR and vice versa. So gaining B+ Polearm in SAM can't carry onto WARs and prevent overbalancing other jobs that would get the same merits.
I should think something this potentially useful would be expensive. Tier 1 cost 1 merit point first time and max 10. Tier 2 cost 3 merit points first time and max 6 for the category. Maybe Tier 3 would be 9 for first (and only) and max of 2 of the 3 potential boosts. Perhaps some that I think aren't as powerful can be like 5-6 merits and the best ones be 9.
Below is a list of all the jobs and what I've come up with so far. Yes, I know I don't have 3 for each, but I'm still musing on it. Thanks to Celvantes, Kypdurron, Nikoloi and Draciot for their inputs as well.
WAR
1) Marksmanship - Becomes a C+ weapon.
2) Parry - Becomes a B- combat skill.
3) Shield - Becomes a B combat skill.
MNK
1) Parry - Now effects H2H.
2) Guarding - Grants 2% TP per guard.
3) Asuran Fists - Gains 1 extra attack. (9 fists total)
WHM
1) Staff - Becomes a B weapon.
2) Enfeebling Magic - Becomes a B magic skill.
3) Shield - Becomes a C+ combat skill.
BLM
1) Scythe - Becomes a C weapon.
2) Dagger - Becomes a C+ weapon.
3) Enfeebling Magic - Becomes a B+ magic skill.
RDM
1) Dark Magic - Becomes a C- magic skill.
2) Healing Magic - Becomes a B- magic skill.
3) Elemental Magic - Becomes a B magic skill.
THF
1) Sword - Becomes a C+ weapon.
2) Marksmanship - Becomes a B weapon.
3) Shield - Becomes a C combat skill.
PLD
1) Club - Allows use of Hexa Strike.
2) Great Sword - Becomes A- weapon.
3) Parry - Becomes B combat skill.
DRK
1) Axe - Becomes B+ weapon.
2) Sword - Becomes B+ weapon.
3) Parry - Becomes C+ combat skill.
BST
1) Scythe - Becomes a B+ skill and gains Cross Reaper.
2) Parry - Becomes a B- combat skill.
3) Shield - Becomes a B- combat skill.
BRD
1) String - Becomes a B magic skill.
2) Singing - Becomes a B magic skill.
3) Wind - Becomes a B magic skill.
RNG
1) Throwing - Grants 3 different throwing weaponskills.
2) Axe - Becomes a B+ weapon.
3) Evasion - Becomes a C+ combat skill.
SAM
1) Polearm - Becomes B+ weapon and gains Skewer.
2) Archery - Becomes B weapon.
3) Sword - Becomes B weapon and gains Vorpal Blade.
NIN
1) Throwing - Grants 3 different throwing weaponskills.
2) Great Katana - Becomes a B- skill and gains Tachi: Yukikaze.
3)
DRG
1) Sword - Becomes a B weapon.
2) Parry - Becomes B combat skill.
3) Evasion - Becomes B- combat skill.
SMN
1)
2)
3)
BLU
1)
2)
3)
COR
1)
2)
3)
PUP (hopefully H2H skill becomes higher w/o merits)
1)
2)
3)
Obviously some jobs got more than others. Then again some jobs probably need more than others. DRK and SAM got large boosts to other weapons they do use. I think hexa strike on PLD (which has the highest club skill) is at least interesting to play with, WAR might look bad, but getting higher marksmanship so they can bloody/sleep/poison bolt things is actually useful. All in all I tried to balance and think I got a good mix. Certainly those that I talked to were decently happy with the options. Again it's not to break any one class, but to pose other options for play, up a weakness or better solutions to certain situations.
Personally I think this would be a great addition goes beyond just taking the 12 combat skill merits. Normally you sink the max 8 in your best weapon anyhow and have 4 leftover that doesn't do a whole lot anyways, or goes on your second job. Having now heard my list and idea, I was kinda wondering what others thought, or if other classes even care to up their weaker skills. For me though this would be awesome. Anyway, time to discuss!
Please try to stay civil. =P
Celvantes and I were rolling some merits in Lufaise Meadows the other day and got to thinking. I was using my Polearm (yeah my shitty B- polearm) becuase it was outdoing my merited A+ Great Katana on the birds. I was actually doing extremely well with the crummy thing, but had to eat sole sushi to do it. We were at Caedarva Mire earlier and I used my GKT most of the time, but tried Polearm for a little there and the regular hits were probably a little lower, but the Penta Thrust was owning GKT.
Well this is because both areas have bonus to Piercing mobs and reduced damage from slashing. There's been a limbus zone or two like that as well. Considering this (and the fact that SAM/RNG is a blast lol) we thought it might be a good idea to add tier 3 job merits. These would be to upgrade weapons or skills that are not A- or better. Basically, to make your secondary skills worthwhile.
For some job classes this might be great, for others (*cough* MNK *cough*) maybe not so much since there's no reason to use another weapon class. For other jobs (SAM, DRK, etc.) that use multiple weapon types this would be great. Allow you to merit up your alternate weapons so they become viable in certain situations.
Now since they'd be job categories, bonuses from PLD wouldn't apply to WAR and vice versa. So gaining B+ Polearm in SAM can't carry onto WARs and prevent overbalancing other jobs that would get the same merits.
I should think something this potentially useful would be expensive. Tier 1 cost 1 merit point first time and max 10. Tier 2 cost 3 merit points first time and max 6 for the category. Maybe Tier 3 would be 9 for first (and only) and max of 2 of the 3 potential boosts. Perhaps some that I think aren't as powerful can be like 5-6 merits and the best ones be 9.
Below is a list of all the jobs and what I've come up with so far. Yes, I know I don't have 3 for each, but I'm still musing on it. Thanks to Celvantes, Kypdurron, Nikoloi and Draciot for their inputs as well.
WAR
1) Marksmanship - Becomes a C+ weapon.
2) Parry - Becomes a B- combat skill.
3) Shield - Becomes a B combat skill.
MNK
1) Parry - Now effects H2H.
2) Guarding - Grants 2% TP per guard.
3) Asuran Fists - Gains 1 extra attack. (9 fists total)
WHM
1) Staff - Becomes a B weapon.
2) Enfeebling Magic - Becomes a B magic skill.
3) Shield - Becomes a C+ combat skill.
BLM
1) Scythe - Becomes a C weapon.
2) Dagger - Becomes a C+ weapon.
3) Enfeebling Magic - Becomes a B+ magic skill.
RDM
1) Dark Magic - Becomes a C- magic skill.
2) Healing Magic - Becomes a B- magic skill.
3) Elemental Magic - Becomes a B magic skill.
THF
1) Sword - Becomes a C+ weapon.
2) Marksmanship - Becomes a B weapon.
3) Shield - Becomes a C combat skill.
PLD
1) Club - Allows use of Hexa Strike.
2) Great Sword - Becomes A- weapon.
3) Parry - Becomes B combat skill.
DRK
1) Axe - Becomes B+ weapon.
2) Sword - Becomes B+ weapon.
3) Parry - Becomes C+ combat skill.
BST
1) Scythe - Becomes a B+ skill and gains Cross Reaper.
2) Parry - Becomes a B- combat skill.
3) Shield - Becomes a B- combat skill.
BRD
1) String - Becomes a B magic skill.
2) Singing - Becomes a B magic skill.
3) Wind - Becomes a B magic skill.
RNG
1) Throwing - Grants 3 different throwing weaponskills.
2) Axe - Becomes a B+ weapon.
3) Evasion - Becomes a C+ combat skill.
SAM
1) Polearm - Becomes B+ weapon and gains Skewer.
2) Archery - Becomes B weapon.
3) Sword - Becomes B weapon and gains Vorpal Blade.
NIN
1) Throwing - Grants 3 different throwing weaponskills.
2) Great Katana - Becomes a B- skill and gains Tachi: Yukikaze.
3)
DRG
1) Sword - Becomes a B weapon.
2) Parry - Becomes B combat skill.
3) Evasion - Becomes B- combat skill.
SMN
1)
2)
3)
BLU
1)
2)
3)
COR
1)
2)
3)
PUP (hopefully H2H skill becomes higher w/o merits)
1)
2)
3)
Obviously some jobs got more than others. Then again some jobs probably need more than others. DRK and SAM got large boosts to other weapons they do use. I think hexa strike on PLD (which has the highest club skill) is at least interesting to play with, WAR might look bad, but getting higher marksmanship so they can bloody/sleep/poison bolt things is actually useful. All in all I tried to balance and think I got a good mix. Certainly those that I talked to were decently happy with the options. Again it's not to break any one class, but to pose other options for play, up a weakness or better solutions to certain situations.
Personally I think this would be a great addition goes beyond just taking the 12 combat skill merits. Normally you sink the max 8 in your best weapon anyhow and have 4 leftover that doesn't do a whole lot anyways, or goes on your second job. Having now heard my list and idea, I was kinda wondering what others thought, or if other classes even care to up their weaker skills. For me though this would be awesome. Anyway, time to discuss!
Please try to stay civil. =P