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Disciples of the Hand/Land in fightsFollow

#52 Aug 13 2010 at 8:05 AM Rating: Good
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Yup, I know I was excited to see hints on the main site that they'd at least have some enfeebles to toss at the mobs. Makes me wonder if those kinds of abilities are for much higher level crafters, just haven't been added yet, or won't be added at all. Aside from that, this new info on the crafting & gathering mini games is interesting.
#53 Aug 13 2010 at 8:22 AM Rating: Decent
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Ah, so that's where the discussion comes from. xD Perhaps for some special occassions... Maybe even on-the-spot equipment fixing for boss fights or long runs?
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#54 Aug 13 2010 at 8:24 AM Rating: Good
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I'm surprised noone has mentioned yet something else that has come out of the NDA lifting. That is, the potency of armor and weapons degrades as a function of durability. Depending on how smooth this degradation is, I could easily see people wanting to bring along their very own Armorer or Weaver or Goldsmith as a sort of... reverse buffer. It takes a slightly different view of armor, thinking of armor as more of a buff that you loose over time, but if you look at it that way, DoH at least (I can't speak to DoL yet) could be placed into a buff maintainance role.
#55 Aug 13 2010 at 12:25 PM Rating: Decent
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Weavers = Bandages (Healing)
Cooks = Refreshments
Blacksmiths = Weapon enhancements (sharpening)
Armoursmiths = Armour reinforcement (hardening)
Botany = Lotions and potions
Etc.

Each job giving a TH effect for items of their particular field.

That's the type of things I expect to see. I imagine they'll be quite useful in larger groups, but you're not going to be duoing with them. Mage heavy parties would want a cook, fighting high def mobs you would want a Blacksmith, for example.
#56 Aug 13 2010 at 12:26 PM Rating: Decent
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Hulan wrote:
I'm surprised noone has mentioned yet something else that has come out of the NDA lifting. That is, the potency of armor and weapons degrades as a function of durability. Depending on how smooth this degradation is, I could easily see people wanting to bring along their very own Armorer or Weaver or Goldsmith as a sort of... reverse buffer. It takes a slightly different view of armor, thinking of armor as more of a buff that you loose over time, but if you look at it that way, DoH at least (I can't speak to DoL yet) could be placed into a buff maintainance role.


Except you could just change your weapon between fights and repair your armour..
#57 Aug 13 2010 at 12:33 PM Rating: Good
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Yodabunny wrote:

Except you could just change your weapon between fights and repair your armour..


Yeah some people might be able to do that, for sure but given the amount of time it seems like you will need to invest to master crafts - which looks to be equal to what you need to invest for DoW/DoM jobs... well... until the game has been out for longer and people have spent more time generalizing - I am betting you will see a lot of people who focus a lot on just one or two disciplines.

I would think that especially for DoW classes you are probably going to want/need to level a few jobs in the discipline to get skills from outside of your main job.

Edited, Aug 13th 2010 11:33am by Olorinus
#58 Aug 13 2010 at 12:39 PM Rating: Decent
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I don't imagine you will have to master skills to repair your armour, probably some level of skill, but certainly not high level. Perhaps some material savings or something of the sort with higher levels (perhaps you can only repair to a certain percentage at lower levels) but I imagine armour repair will be a pretty low level skill. I also don't expect you'll have to repair your armour half way through a dungeon all that often.
#59 Aug 13 2010 at 12:47 PM Rating: Good
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Yodabunny wrote:
I don't imagine you will have to master skills to repair your armour, probably some level of skill, but certainly not high level. Perhaps some material savings or something of the sort with higher levels (perhaps you can only repair to a certain percentage at lower levels) but I imagine armour repair will be a pretty low level skill. I also don't expect you'll have to repair your armour half way through a dungeon all that often.


I don't know. I bet it depends on the level of the armor... but I could be wrong
#60 Aug 13 2010 at 3:16 PM Rating: Excellent
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Yodabunny wrote:
I also don't expect you'll have to repair your armour half way through a dungeon all that often.


People spend millions of gil upgrading from a Hauby to a Hauby +1 in FFXI. Given that armor apparently degrades over time, keeping it in tip-top shape (if programmed will, I'm looking at you SE) would be worthy of bring a few master crafters along. I bring up the Hauby and Hauby +1 comparison because let us say that you are doing a party's worth of Guild Leves i.e. 2 x 15 some leves. Now let us assume (because unfortunately until the game comes out we have no way of knowing for sure what tweeks SE will make to the degradation rates) that your armor degrades from the effective stats of a Hauby +1 to a Hauby by the time you get to Leve 7 or 8. Then the gain from having a crafter in the party would be worth the perceived difference between a NQ and HQ Hauby. This is, of course, assuming that armor doesn't degrade faster than that, giving crafters even more potential benefit to being in the party.

As to your other point, I would think that repairing low level gear would be relatively easy, but as the gear gets better and better, the expertise required would increase proportionally.
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