Re: DRK Post Update (8/27)
Spike Necklace was always godly back in my day. This was pre-CoP. Somewhere along the line, leading up to CoP/ToAU, there were some updates and changes which greatly affected certain mechanics.
When food got adjusted, so did the mechanics of the fight. Back when Mith/Chiefkabobs had uncapped +Atk % (worked for ranged too) +STR items were very much popular with DRKs, MNKs, DRGs and WARs. +DEX was something that THFs were into more though.
Since then, SE moved away from +base stats to direct improvements to specific skills.
In a way, I can draw parallels to the changes that occured in WoW from the expansion and subsequent changes when the level cap got lifted to 70. Many of the new items there steered away from heavy +base stats to direct improvements to specific skill sets.
What we are seeing now is SE re-shifting much of their focus away from specific skill improvements when figuring out point distribution of stats on new equipment. Base stats will always be a favored option on equipment which can be used by multiple job classes. The more job classes that can use a particular item, the less specific the bonus can be. So rather than finding a bonus like +Divine Skill on a piece which ultimately a MNK can equip, they'll add +MND or something like that (that's just a rough example)
(Note: the term is called itemization)
Spike Necklace was always godly back in my day. This was pre-CoP. Somewhere along the line, leading up to CoP/ToAU, there were some updates and changes which greatly affected certain mechanics.
When food got adjusted, so did the mechanics of the fight. Back when Mith/Chiefkabobs had uncapped +Atk % (worked for ranged too) +STR items were very much popular with DRKs, MNKs, DRGs and WARs. +DEX was something that THFs were into more though.
Since then, SE moved away from +base stats to direct improvements to specific skills.
In a way, I can draw parallels to the changes that occured in WoW from the expansion and subsequent changes when the level cap got lifted to 70. Many of the new items there steered away from heavy +base stats to direct improvements to specific skill sets.
What we are seeing now is SE re-shifting much of their focus away from specific skill improvements when figuring out point distribution of stats on new equipment. Base stats will always be a favored option on equipment which can be used by multiple job classes. The more job classes that can use a particular item, the less specific the bonus can be. So rather than finding a bonus like +Divine Skill on a piece which ultimately a MNK can equip, they'll add +MND or something like that (that's just a rough example)
(Note: the term is called itemization)
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