Thanks for the welcome to the forums.
As for the post, I mainly submitted it as a response to Jarl's initial post as to what weapons could be used for a melee fonewearl. I added the bit on the dex mag since a lot of fonewearls who want to melee always seem to forget or don't know what stats their mag needs. It was also as a response to the guide submission and something of a different to a more in-depth opinion.
As for whether having a melee FOnewearl would be practical and/or fun, the practicality will always be debatable to the team. I don't dispute the support role. FOnewearls should never and can never go up against the chaos bringer solo, and there is damage cancel, but there are other ways of supporting a team rather than just nuking. Some enemies, at least in ep4, cannot be frozen, etc. which would require other methods of immobilization that ra/gibarta can never provide (holy ray paralysis). And, as I said before, a melee FOnewearl can also stay away from p2 longer to PB with the rest of the party, something pure spellcasters in BB have a very, very difficult time doing. And with proper equipment planned out, the FOnewearl can have quite an impact with specials in ult mode.
For the individual melee FOnewearl, I consider the personal practicality to be much better. In any random party, at least on BB, all characters are usually essentially for themselves, and the FOnewearl is usually relegated to be the only support character with few other characters bothering to help the FOnewearl when she's in a tight situation (eg. resta), let alone provide extra fluids. (I won't even bother with what happens when a rare drops.) The amount of TP regen, if the FOnewearl opts to do it, is a massive bonus. While the difference may not seem that significant compared to the FOmar* classes, the difference adds up through a long ultimate desert run. Plus, I consider pure nukage boring after a while.
Which leads into the fun factor. I find the melee FOnewearl to be quite fun, and no one complains about it. I find it as a matter of play style and the uniqueness that, from what I've seen, no one else really does... at least in BB. And not all parties have the mix of RAs, HUs, and androids. Being able to compensate for the lack of these factors in the party is a challenge that I find to be a lot of fun, since the optimal equipment is usually not there there. The "nuking" HUnewearl is sometimes a necessary must and be relagated made to support while meleeing when there is no FO in the party. Others (as I can name a few) can be said to be a FO reincarnate in a HUnewearl body. It's very similar to the meleeing FOnewearl where she can melee while supporting. It's all really a matter of a drastically different playing style for those who really want to bother with it and how far they want to take it. They can still retain the original role of the character, but expand it to do other things that may not be of a norm, and I find the melee FOnewearl pliable to do exactly just that to my tastes and style.
As for the post, I mainly submitted it as a response to Jarl's initial post as to what weapons could be used for a melee fonewearl. I added the bit on the dex mag since a lot of fonewearls who want to melee always seem to forget or don't know what stats their mag needs. It was also as a response to the guide submission and something of a different to a more in-depth opinion.
As for whether having a melee FOnewearl would be practical and/or fun, the practicality will always be debatable to the team. I don't dispute the support role. FOnewearls should never and can never go up against the chaos bringer solo, and there is damage cancel, but there are other ways of supporting a team rather than just nuking. Some enemies, at least in ep4, cannot be frozen, etc. which would require other methods of immobilization that ra/gibarta can never provide (holy ray paralysis). And, as I said before, a melee FOnewearl can also stay away from p2 longer to PB with the rest of the party, something pure spellcasters in BB have a very, very difficult time doing. And with proper equipment planned out, the FOnewearl can have quite an impact with specials in ult mode.
For the individual melee FOnewearl, I consider the personal practicality to be much better. In any random party, at least on BB, all characters are usually essentially for themselves, and the FOnewearl is usually relegated to be the only support character with few other characters bothering to help the FOnewearl when she's in a tight situation (eg. resta), let alone provide extra fluids. (I won't even bother with what happens when a rare drops.) The amount of TP regen, if the FOnewearl opts to do it, is a massive bonus. While the difference may not seem that significant compared to the FOmar* classes, the difference adds up through a long ultimate desert run. Plus, I consider pure nukage boring after a while.
Which leads into the fun factor. I find the melee FOnewearl to be quite fun, and no one complains about it. I find it as a matter of play style and the uniqueness that, from what I've seen, no one else really does... at least in BB. And not all parties have the mix of RAs, HUs, and androids. Being able to compensate for the lack of these factors in the party is a challenge that I find to be a lot of fun, since the optimal equipment is usually not there there. The "nuking" HUnewearl is sometimes a necessary must and be relagated made to support while meleeing when there is no FO in the party. Others (as I can name a few) can be said to be a FO reincarnate in a HUnewearl body. It's very similar to the meleeing FOnewearl where she can melee while supporting. It's all really a matter of a drastically different playing style for those who really want to bother with it and how far they want to take it. They can still retain the original role of the character, but expand it to do other things that may not be of a norm, and I find the melee FOnewearl pliable to do exactly just that to my tastes and style.

