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  • New Class Specific Gear

    I'm going to add in the stats for the new jobs as I find them: Starting with WHM

    Healer's Circlet

    Level: 49
    Requires: WHM
    Defense: 52
    Healing Magic Potency +25, Mind +7, MP +22, Attack Magic Potency -5

    Healer's Robe

    Level: 50
    Requires: WHM
    Defense: 117
    Enhances "Cure", Mind +7, MP +20

    Healer's Culottes

    Level: 46
    Requires: WHM
    Defense: 86
    Reduces "Presence of Mind" Recast, Mind +6, Piety +6, Healing Magic Potency +3

    Healer's Gloves

    Level: 47
    Requires: WHM
    Defense: 49
    Healing Magic Potency +7, MP +20, Mind +5

    Healer's Boots

    Level: 45
    Requires: WHM
    Defense: 45
    Enhances "Regen", Mind +3, MP +20


    Wizard's Petasos

    Level: 49
    Requires: BLM
    Defense: 52
    Reduces "Convert" Recast, Magic Crit Potency +22, Magic Accuracy +4, Intelligence +5, MP +10

    Wizard's's Coat

    Level: 50
    Requires: BLM
    Defense: 117
    Enhances "Excruciate", Attack Magic Potency +7, Intelligence +6, Magic Accuracy +1

    Wizard's Tonban

    Level: 46
    Requires: BLM
    Defense: 82
    Magic Crit Potency +22, HP -40, HP +40

    Wizard's Gloves

    Level: 47
    Requires: BLM
    Defense: 44
    Hp -30, Enmity -10, Magic Accuracy +5, Magic Crit Potency +65 (has to be a typo)

    Wizard's Crackows

    Level: 45
    Requires: BLM
    Defense: 45
    Reduces "Resonance" Recast, MP +30, Intelligence +9


    Temple Circlet

    Level: 49
    Requires: MNK
    Defense: 65
    Intelligence +25, Strength +5, Evasion +10

    Temple Cyclas

    Level: 50
    Requires: MNK
    Defense: 146
    Conserves MP cost of Fist actions, Attack Power +7, Evasion +7, Intelligence +5

    Temple Gaskins

    Level: 46
    Requires: MNK
    Defense: 95
    Reduces "Shoulder Tackle" Recast, Strength +10, Evasion +7, Intelligence +3

    Temple Gloves

    Level: 47
    Requires: MNK
    Defense: 53
    Attack Power +40, MP +50

    Temple Boots

    Level: 45
    Requires: MNK
    Defense: 51
    Enhances "Fists of Wind", Intelligence +3, Attack Power +3, Evasion +3


    Drachen Armet

    Level: 49
    Requires: DRG
    Defense: 76
    Critical Attack Power +40, Strength +2, Piety +2

    Drachen Mail

    Level: 50
    Requires: DRG
    Defense: 165
    Enhances "Invigorate", Attack Power +7, Strength +7, Piety +7

    Drachen Breeches

    Level: 46
    Requires: DRG
    Defense: 130
    Reduces "Jump" Recast, Strength +10, Piety +7

    Drachen Gauntlets

    Level: 47
    Requires: DRG
    Defense: 62
    HP -30, Enmity -10, Attack Power +40

    Drachen Greaves

    Level: 45
    Requires: DRG
    Defense: 60
    Enhances "Elusive Jump", Enmity -15, Strength +3


    Fighter's Burgeonet

    Level: 49
    Requires: WAR
    Defense: 93
    Enhances "Antagonize", HP +60, Vitality +5, Strength +2, Crit Rate +10

    Fighter's Curiass

    Level: 50
    Requires: WAR
    Defense: 171
    Enhances "Vengeance", HP +50, Attack Power +6, Accuracy +6, Vitality +7, Evasion +3

    Fighter's Breeches

    Level: 46
    Requires: WAR
    Defense: 130
    Enmity +10, HP +20, Vitality +9, Strength +11, Crit Rate +10

    Fighter's Gauntlets

    Level: 47
    Requires: WAR
    Defense: 72
    Reduces "Collusion" Recast, HP +30, Attack Power +10, Accuracy +8, Vitality +7

    Fighter's Jackboots

    Level: 45
    Requires: WAR
    Defense: 68
    Parry +5, HP +70, Vitality +7


    Choral Chapeau

    Level: 49
    Requires: BRD
    Defense: 56
    Accuracy +10, Dexterity +3, Piety +4

    Choral Shirt

    Level: 50
    Requires: BRD
    Defense: 122
    Enhances "Ballads", Dexterity +7, Piety +10

    Choral Tights

    Level: 46
    Requires: BRD
    Defense: 86
    Enhances "Paeons", Dexterity +7, Piety +7, HP +10

    Choral Ringband

    Level: 47
    Requires: BRD
    Defense: 50
    Enhances "Minuets", Piety +7, Desterity +7, Evasion +5

    Choral Sandles

    Level: 45
    Requires: BRD
    Defense: 45
    Piety +10, HP +10, Accuracy +2


    Gallant Coronet

    Level: 49
    Requires: PLD
    Defense: 89
    Healing Magic Potency +15, Enmity +5, Mind +16, MP +20

    Gallant Sircoat

    Level: 50
    Requires: PLD
    Defense: 180
    Enhances "Cover", MP +40, Mind +12, Healing Magic Potency +3, Enmity +3

    Gallant Cuisses

    Level: 46
    Requires: PLD
    Defense: 130
    Enhances "Divine Veil", Vitality +7, Mind +7, MP +10, Enmity +2

    Gallant Gauntlets

    Level: 47
    Requires: PLD
    Defense: 73
    Enhances "Holy Succor", MP +30, Vitality +2, Enmity +4

    Gallant Sollerets

    Level: 45
    Requires: PLD
    Defense: 68
    Block Rate +3, Vitality +2, MP +20, Enmity +1
    Last edited by Yygdrasil; 03-09-2012, 03:03 PM.


    Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
    99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
    99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

    Yyg's Blog: Tree of Awesome!

  • #2
    New Class Specific Gear

    Moved my project from the 1.21 thread here...


    Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
    99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
    99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

    Yyg's Blog: Tree of Awesome!

    Comment


    • #3
      Re: New Class Specific Gear

      And there goes Yggy abusing his mod powers again. >_<



      Also Dovahkiin armor and Drachen. Finally being a DRG will be a reason of pride instead of something you need to hide from your family and friends.
      sigpic
      "In this world, the one who has the most fun is the winner!" C.B.
      Prishe's Knight 2004-Forever.

      その目だれの目。

      Comment


      • #4
        Re: New Class Specific Gear

        Are these "AF" armors quested or crafted?

        Comment


        • #5
          Re: New Class Specific Gear

          Originally posted by Hayde View Post
          Are these "AF" armors quested or crafted?
          Quested.

          Which makes me wonder what exactly they're doing with the whole crafting thing. I dunno. Personally, I always want to wear my AF, no matter the stat boosts of other gear.
          sigpic

          Comment


          • #6
            Re: New Class Specific Gear

            The BLM armor makes me want to lvl THM just for that. lol

            Comment


            • #7
              Re: New Class Specific Gear

              The BLM and WHM armor are epic. I'm glad i didnt spend much anima on me mage gears. The other gear for the different races have some good some bad. The DRG head piece is epeen.
              75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
              RANK 10 Bastok
              CoP: Done
              ZM: Done
              ToA: Done
              Assault rank: Captain
              Campaign Medal: Medals
              Wotg: Complete the quests already and I'll start

              Originally posted by Etra
              This thread brought to you by Malacite's lack of understanding.

              Comment


              • #8
                Re: New Class Specific Gear

                Err, you really should have titled this Job-specific gear man because there actually IS Class-specific armor coming in a future update last I checked.

                Also glad to see they haven't gotten over using vague-as-fuck descriptions for enhancements -_-'

                EDIT 2: Jesus-titty-fucking-Christ they didn't even change the names from XI, wow.

                Come on Yoshi...
                Last edited by Malacite; 03-09-2012, 05:35 PM.
                sigpic


                "BLAH BLAH BLAH TIDAL WAVE!!!"

                Comment


                • #9
                  Re: New Class Specific Gear

                  Originally posted by Etra View Post
                  Quested.

                  Which makes me wonder what exactly they're doing with the whole crafting thing.
                  These are the preliminary introductory pieces which I feel may only be available pre-2.0. Once 2.0 rolls around, they'll revamp the quests and reintroduce the jobs/class concept. I also read somewhere that the "tier 2" of these "AF" set would only be available through the "raid' system.

                  (As for crafting, they'll have the standard "general" type of sets, which will still look good and convey good stats, but won't be considered "AF")

                  Comment


                  • #10
                    Re: New Class Specific Gear

                    Originally posted by Etra View Post
                    Quested.

                    Which makes me wonder what exactly they're doing with the whole crafting thing. I dunno. Personally, I always want to wear my AF, no matter the stat boosts of other gear.
                    I don't like that FFXIV (pre 2.0 at least) is still so heavily dependent on crafting pre-50--before you get this "AF" set. Since I recently re-rolled onto Selbina to group with Yyg, I left my old character behind; granted it wasn't very high...something in the mid 30's on Trabia but it had a few craft's leveled up and I was able to fend for myself as I leveled to a degree. However, on this server most of the markets on every city state is empty for the lower levels.

                    I keep getting told "just buy from the NPC's near the Adventurer's Guild!" Well, I'll give you that the prices are great since it was not affected by the ridiculous inflation that's plagued over the past year (come on, 300,000 gil for a level 12 piece that's NOT an HQ or NM drop!?) but the moment you hit your lower and mid 20's, the NPC's listing does not scale with you and thus you're on your own once again at that point.

                    I don't know how viable it is to level 50 without ever upgrading your gear, at least for those who are not getting power leveled by a 50. At this point, it really doesn't matter even if I had 10,000,000 gil--the market wards are pretty empty and every time my glimmer of hope shines, it's some guy keeping a piece on their retainer for vanity purposes--and thus having a price tag of 100 million or 999 million, clearly without any intention of selling that piece.

                    For the record, I try not to update my gear that frequently--about roughly every 10-15 levels, and even then it's pretty hard. I still have a few level 5 pieces without any real substitution for them.

                    Fact stands is before Abyssea and 99 content garnered interest for FFXI fans to return both new and old, the auction house for lower level crafted items was a ghost town--and I'm feeling that right now with FFXIV. With so few willing to pay a sub for the current game, it's pretty hard to survive as a newbie in a game so heavily focused on player crafting, trading, and selling. I am seriously considering taking a break when my conjurer hits 30 and leveling a craft or two up. Thankfully, the process is painless comparably to FFXI, so it's just going to take some gathering, material buying, and some patience.

                    Comment


                    • #11
                      Re: New Class Specific Gear

                      Originally posted by Hayde View Post
                      I don't like that FFXIV (pre 2.0 at least) is still so heavily dependent on crafting pre-50--before you get this "AF" set. Since I recently re-rolled onto Selbina to group with Yyg, I left my old character behind; granted it wasn't very high...something in the mid 30's on Trabia but it had a few craft's leveled up and I was able to fend for myself as I leveled to a degree. However, on this server most of the markets on every city state is empty for the lower levels.

                      I keep getting told "just buy from the NPC's near the Adventurer's Guild!" Well, I'll give you that the prices are great since it was not affected by the ridiculous inflation that's plagued over the past year (come on, 300,000 gil for a level 12 piece that's NOT an HQ or NM drop!?) but the moment you hit your lower and mid 20's, the NPC's listing does not scale with you and thus you're on your own once again at that point.

                      I don't know how viable it is to level 50 without ever upgrading your gear, at least for those who are not getting power leveled by a 50. At this point, it really doesn't matter even if I had 10,000,000 gil--the market wards are pretty empty and every time my glimmer of hope shines, it's some guy keeping a piece on their retainer for vanity purposes--and thus having a price tag of 100 million or 999 million, clearly without any intention of selling that piece.

                      For the record, I try not to update my gear that frequently--about roughly every 10-15 levels, and even then it's pretty hard. I still have a few level 5 pieces without any real substitution for them.

                      Fact stands is before Abyssea and 99 content garnered interest for FFXI fans to return both new and old, the auction house for lower level crafted items was a ghost town--and I'm feeling that right now with FFXIV. With so few willing to pay a sub for the current game, it's pretty hard to survive as a newbie in a game so heavily focused on player crafting, trading, and selling. I am seriously considering taking a break when my conjurer hits 30 and leveling a craft or two up. Thankfully, the process is painless comparably to FFXI, so it's just going to take some gathering, material buying, and some patience.
                      When we land on Ragnarok, I'll have stuff from my inventories opened up for the LS members. I'll document what I have and post to a thread here for all to peruse. Assuming I've still got anything useful for you all (a lot are "dated" gear which I couldn't sell and just hoard from 1.14 onwards)

                      Comment


                      • #12
                        Re: New Class Specific Gear

                        Originally posted by Aeni View Post
                        These are the preliminary introductory pieces which I feel may only be available pre-2.0. Once 2.0 rolls around, they'll revamp the quests and reintroduce the jobs/class concept. I also read somewhere that the "tier 2" of these "AF" set would only be available through the "raid' system.

                        (As for crafting, they'll have the standard "general" type of sets, which will still look good and convey good stats, but won't be considered "AF")
                        This makes sense, now that I've seen every level 50 running around in full AF already.
                        sigpic

                        Comment


                        • #13
                          Re: New Class Specific Gear

                          The nice thing about having an LS full of crafters is we can make all our own stuff.

                          And you're going to have to get used to it, crafting is central to everything in XIV that's part of the game's theme.
                          sigpic


                          "BLAH BLAH BLAH TIDAL WAVE!!!"

                          Comment


                          • #14
                            Re: New Class Specific Gear

                            Originally posted by Malacite View Post
                            The nice thing about having an LS full of crafters is we can make all our own stuff.

                            And you're going to have to get used to it, crafting is central to everything in XIV that's part of the game's theme.
                            I don't think you're reading my message properly. I'm not against crafting--but I'm against crafting in the sense that it's wonderful in a thriving community, and a nightmare in a ghost town. I had no problems or complaints with crafting even when it was at its absolute worst for XIV's launch in September 2010. While the UI was cumbersome, and the materials that was required for each piece required several different craft...you at least had a server full of people, and market wards/bazaars full of items. Nowadays, you can still find a decent amount of items for the higher level's (40+) though you'd be hard-pressed to find much of any gear for the 1-35ish range.

                            Sure enough, the NPC's can more or less cover you for the initial 10 or 20 levels, but the selection is obviously limiting in that you'll probably find your class equipped half of its slots with average or non-optimal gear, and empty for the rest.

                            The dependency on the LS/crafting factor is actually quite similar to XI; outside of AF, relic, empyrean, and some other odds and ends of rare/ex gear--you virtually relied on crafted gear for leveling up, and even cursed gear which remained dominantly popular for end-game wear for the duration of the 75 cap and then some. The problem is, I had an easier time finding gear last April when I came back to FFXI, despite the ghost towns of Bastok, Sandy, and Windy. This was before the implementation of GoV's, and FoV's were limiting and required you to run back to the book every time--so not many people were playing then.

                            I get that having that social connection is more or less a must in an MMO, no question on that. However, even in your scenario--if you left the game for a few months and came back to a dead LS (much like what happened to me on Trabia), you are basically fending off for yourself until you find a new group to hang with, hoping that these people have the necessary crafts leveled. Of course, you always have the option of leveling every crafting job to 50--and while I'm an expert on it, I do believe there isn't a limit unlike FFXI's crafting system. Sounds like a daunting task...but as I'm writing this to you, it may not necessarily be a bad idea (not *every* craft, but getting 2 or 3 to 50) and I may consider doing that for the sake of having steady income and being able to make what I need.

                            Comment


                            • #15
                              Re: New Class Specific Gear

                              see, mew? Maybe if Yoshida considered learning from Final Fantasy V, there wouldn't be as much money and gear problems people are having.

                              They should just have crafters sell directly to NPC shops and get full price value for them. And people that want that gear can buy them at NPC shops (which have infinite supply). So it's a win/win situation, mew. And people can still give crafted gear to fwends and stuff.

                              even mmorpgs should think about the full time adventurers instead of making the crafters the ones that hold the advantage. Even in a world like FFXIV, standard supplies should be available and affordable. And even joining Companies should have good rewards so people don't get stuck with gear problems and tedium.

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