Geomancer is getting a mythic, so thats good, cause all the staves suck anyway. They will be put on magian staff im sure, which is the best staff anyways.
Runefencer be able to use ragnarok might be broken and they might have a valid point. Its supposed to be a tank job.
Not addind mandau on dnc is just HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. Blu with excalibur would make blue a beast but its more useful to have a blu then a freaking rdm. Cor should get relic gun... I mean 99 empyrean is already better for cor I think anyway. COR can't use the bullets that RNG can so it would still gimp and balance the relic gun.
I think they should add them to relics and I think they should fix claustrum still lol. It sucks.
I notice the last 3 Posts from the (DEV) team were all negative ones.
1. NO TH gear for you BST even though we said we would add TH gear for pet jobs.
2. LOL RDM sucks and will continue to suck with no updates. The healing got replaced by whm post 75, the nukes got replaced by BLMs who nbow have convert, refresh and good mp supply. The DOTs and enhancing magic have been replaced by SCH and now geomancer will ruin any other hopes rdm has, like certain spells. Rune fencer will ruin rdms en-spell abilities exclusive.
3. Now they talk crap about relics and empyreans not on other jobs ever (which we knew already, just the principle that they keep posting negative crap on that forums for the playerbase instead of positive ones).
1. TH doesn't affect coins by much. I still get 3-4 coins a kill from the proc system. Your logic fails SE.
2. RDM needs something, egomancer and sch are shitting on them. You also removed nearly every rdm proc in VW.
3. Don't make a 4th line of relic weapons. Relic, mythics and empyreans to 99 are hard enough to get. I dont want my weapon to be obsoleted by a new empyrean line. Make alex easier to obtain in Neo-salvage. Make it so that 1 person can enter salvage alone and not 3 ppl needed. Add a proc system to salvage if you have too. Thanks bye.... They need to play their own game sometimes.
And you need to *** right off with your solo ***and for suggesting procs,you nees to go light yourself on fire,stab yourself in the face with falling off a 40+ story building inhaling carbon minoxide. Get the *** back to abyssea and off the bandwagon
Geomancer is getting a mythic, so thats good, cause all the staves suck anyway. They will be put on magian staff im sure, which is the best staff anyways.
Runefencer be able to use ragnarok might be broken and they might have a valid point. Its supposed to be a tank job.
Not addind mandau on dnc is just HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. Blu with excalibur would make blue a beast but its more useful to have a blu then a freaking rdm. Cor should get relic gun... I mean 99 empyrean is already better for cor I think anyway. COR can't use the bullets that RNG can so it would still gimp and balance the relic gun.
I think they should add them to relics and I think they should fix claustrum still lol. It sucks.
I notice the last 3 Posts from the (DEV) team were all negative ones.
1. NO TH gear for you BST even though we said we would add TH gear for pet jobs.
2. LOL RDM sucks and will continue to suck with no updates. The healing got replaced by whm post 75, the nukes got replaced by BLMs who nbow have convert, refresh and good mp supply. The DOTs and enhancing magic have been replaced by SCH and now geomancer will ruin any other hopes rdm has, like certain spells. Rune fencer will ruin rdms en-spell abilities exclusive.
3. Now they talk crap about relics and empyreans not on other jobs ever (which we knew already, just the principle that they keep posting negative crap on that forums for the playerbase instead of positive ones).
1. TH doesn't affect coins by much. I still get 3-4 coins a kill from the proc system. Your logic fails SE.
2. RDM needs something, egomancer and sch are shitting on them. You also removed nearly every rdm proc in VW.
3. Don't make a 4th line of relic weapons. Relic, mythics and empyreans to 99 are hard enough to get. I dont want my weapon to be obsoleted by a new empyrean line. Make alex easier to obtain in Neo-salvage. Make it so that 1 person can enter salvage alone and not 3 ppl needed. Add a proc system to salvage if you have too. Thanks bye.... They need to play their own game sometimes.
And you need to *** right off with your solo ***and for suggesting procs,you nees to go light yourself on fire,stab yourself in the face with falling off a 40+ story building inhaling carbon minoxide. Get the *** back to abyssea and off the bandwagon
wtf does equivalent weapons to relix empy mythic means? how do they plan to institute that? are they going to release a Gsword for Rnc thats not mythic that will put relic and empy to shame? even still i bet plds/wars/drks will be able to use it too.
When you first warp to Adoulin you load in an unfamiliar jungle surrounded by trees blocking out the sun. Sticking with a direction making your way out of the thick of the forest you discover a dirt path heading away from town. You start to head right making your way towards the high walls protecting the city of Adoulin.
As you walk you hear strange unfamiliar noises in the distance, with the occasional flock of birds flying out of canopy above. You hear rustling nearby as you make your way towards town. Nervous, you unsheathe your weapon and pick up the pace to make it to town. Bushes start to shake and leaves crunch as something is moving closer to you.
Ahead you see a mound to the side of the road. After getting closer, you discover that it was the first group of adventurers to reach Adoulin. Something jumps out of the forest onto the pile and you stagger tripping over your feet falling down. Looking at you with its dark beady eyes is a rabbit, green and orange fur covering its body with its nose wiggling. It looks at you for what seems like a minute while you start trying to scoot backwards. As you start to get on your knees the rabbit attacks. You reach for your weapon, but the rabbit was too quick and kicked you 10 feet backwards as you tumble across the path.
New music starts to play out of nowhere as you engage battle with an unfamiliar foe. You use a potion and make your move attacking the rabbit. It jumps evading your swing throwing dust into your eyes blinding you. As you stop to clear out your eyes it pushes you into the dirt, knocking you over, and hops closer to you as you crawl back trying to get away. You dig through your satchel looking for eye drops while trying to keep your distance. After clearing your eyes, you see the rabbit in front of you looking at you with those eyes, while wiggling that nose. Too frighted to move, you lay there on the ground looking at it, regretting that you rushed to get to Adoulin before most players finished the quest. Finally, the rabbit finishes you off using whirl claws throwing you into the pile of adventurers, who like you, were so eager to visit this new land of Adoulin just to be defeated from a small bunny on the side of the path.
I remember trying to comprehend why there are rabbit mobs over level 30 in the game, from a canon perspective. Can these naturally occuring, seemingly harmless level 70-80 rabbits really be so strong that one of them could fell countless level 30 soldier NPCs from any nation? Hell one of the level 62 rabbits from Cape Terrigan alone could technically solo Shadow Lord. which according to the game was mighty and felled armies. But yet, after all all he's only a level 50 demon NM with like 2,000 HP. I wonder if storyline-wise, creatures are really as powerful as they are or is it just for gameplay purposes, cos a 99 Fear Dearg could technically beat Promathia from CoP pretty easily in a battle and he's a diety.
When you first warp to Adoulin you load in an unfamiliar jungle surrounded by trees blocking out the sun. Sticking with a direction making your way out of the thick of the forest you discover a dirt path heading away from town. You start to head right making your way towards the high walls protecting the city of Adoulin.
As you walk you hear strange unfamiliar noises in the distance, with the occasional flock of birds flying out of canopy above. You hear rustling nearby as you make your way towards town. Nervous, you unsheathe your weapon and pick up the pace to make it to town. Bushes start to shake and leaves crunch as something is moving closer to you.
Ahead you see a mound to the side of the road. After getting closer, you discover that it was the first group of adventurers to reach Adoulin. Something jumps out of the forest onto the pile and you stagger tripping over your feet falling down. Looking at you with its dark beady eyes is a rabbit, green and orange fur covering its body with its nose wiggling. It looks at you for what seems like a minute while you start trying to scoot backwards. As you start to get on your knees the rabbit attacks. You reach for your weapon, but the rabbit was too quick and kicked you 10 feet backwards as you tumble across the path.
New music starts to play out of nowhere as you engage battle with an unfamiliar foe. You use a potion and make your move attacking the rabbit. It jumps evading your swing throwing dust into your eyes blinding you. As you stop to clear out your eyes it pushes you into the dirt, knocking you over, and hops closer to you as you crawl back trying to get away. You dig through your satchel looking for eye drops while trying to keep your distance. After clearing your eyes, you see the rabbit in front of you looking at you with those eyes, while wiggling that nose. Too frighted to move, you lay there on the ground looking at it, regretting that you rushed to get to Adoulin before most players finished the quest. Finally, the rabbit finishes you off using whirl claws throwing you into the pile of adventurers, who like you, were so eager to visit this new land of Adoulin just to be defeated from a small bunny on the side of the path.
I remember trying to comprehend why there are rabbit mobs over level 30 in the game, from a canon perspective. Can these naturally occuring, seemingly harmless level 70-80 rabbits really be so strong that one of them could fell countless level 30 soldier NPCs from any nation? Hell one of the level 62 rabbits from Cape Terrigan alone could technically solo Shadow Lord. which according to the game was mighty and felled armies. But yet, after all all he's only a level 50 demon NM with like 2,000 HP. I wonder if storyline-wise, creatures are really as powerful as they are or is it just for gameplay purposes, cos a 99 Fear Dearg could technically beat Promathia from CoP pretty easily in a battle and he's a diety.
I'm pretty sure that in regards to anything in the storyline regular mobs are complete and utter trash no mater what level they are, while NMs, important NPCs, and such are as strong as they should be. I'm basing this mostly on a Windurst CS where Ajido-Marujido runs through Castle Oztroja chainspell stunning (while running) absolutely everything like a boss so he can have a chat with the Yagudo SMN NM.
To answer the question about "why can't these new jobs also use relics?"
The main reason why rune fencers and geomancers will be unable to equip Relic and Empyrean weapons is because those weapons were created and balanced around the jobs that existed at the time. This is also the reason that blue mage, corsair, puppetmaster, dancer and scholar were never given access to relic weapons.
However, as Mythic weapons are job-specific, it won't be a problem to design a weapon that is best suited specifically for rune fencers or geomancers.
As an additional note, when we release content for these new jobs in Seekers of Adoulin, they will be able to earn the equivalent of Relic equipment, Empyrean equipment, and Mythic weapons. We simply used these terms to make it clearer and we haven't officially decided on what names these types of equipment will take.
We would like to provide further explanation as to why Relic Weapons will not be expanded to other jobs.
Relic weapons were created based on the current weapon types available in Vana'diel and not based on the available jobs. Since there are differences between which weapons certain jobs can equip, this is something that cannot be completely equal.
So SE said in a interview that Geo and Rune fencer will not be able to use Relics and Empyrean weapons.
Either way the issue as a whole.
Firstly DNC and SCH
These 2 jobs fit the lore of relic weapons massively so i really think at the least DNC should be able to use mandau and SCH should be able to use club or staff
Now PUP COR and BLU
All 3 Weapons wouldn't make any of the jobs overpowered but the gun would help COR alot when wildfire (it's prome source of DMG) isn't available either way i think BLU is a skilled enough swordsman to weild an Excalibur and COR gunman to weild Annihilator and PUP worth enough to wield the hand 2 hand.
Finally GEO and RUN
They definitely should have the option to wield empyrean the gsd emp and staff emp arn't ground breaking weapons so i see no reason why they shouldn't have emps
Then Relics well it depends w/ the above if BLU COR and PUP get access so should GEO and RUN
Honestly only having mythics as a final weapon is kinda sad
In summary my suggestion is this There should a be a relic and empyrean for every job in the game
In addition to the aforementioned reason, in order to make it possible for these jobs to equip relic weapons, we would have to make changes to the current stats on relic weapons, and since this would affect other jobs as well it is not such a simple thing to do. This doesn't just pertain to only adjustments, the same can be said for if we were to add new weapons, as they would affect currently existing items.
After a thorough discussion, we have decided to keep Relic Weapons as they are in the case new weapons are added. These new weapons will be designed around their respective jobs.
Also, in regards to mythic weapons, these weapons are similar to artifact and relic gear as they are job specific, so we plan on releasing mythic weapons for any new jobs that are introduced moving forward.