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Recap: What enhancements did we get again?Follow

#102 Jul 10 2014 at 3:58 PM Rating: Default
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Got it.. I don't know what the caps are.
#103 Jul 10 2014 at 7:01 PM Rating: Decent
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Side note, I don't think Ferraris are worth it..
#104 Feb 16 2015 at 5:04 AM Rating: Default
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This upcoming update seems promising. Job points are always nice.
#105 Feb 18 2015 at 5:38 AM Rating: Good
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Unless the +1 duration per JP is a percentage and not a flat second rate, I'm having a hard time feeling the investment worth the cost. If it's flat, it better serves Bind and Sleeps. If it's percentage, it better serves the other debuffs which are also more likely to be useful on hard stuff. As always, though, I feel we could better benefit from some hybrid-friendly gear with a side of possibly distancing us from needing the Emp set to buff others for more tolerable durations.
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#106 Mar 04 2015 at 8:36 PM Rating: Good
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SE wrote:

A new magic spell will be added.

Ardor (RDM Lv.64, affects a single ally)
Increases damage from the target's next skillchain based on the number of preceeding melee hits.

The following enfeebling spells will be adjusted.

The damage over time dealt by Poison and Poison II will be increased and spell duration tripled from thirty to ninety seconds.

The effects of Blind and Blind II will increase based on the difference between the caster and target's MND. Additionally, they will now have a fixed duration of 180 seconds rather than a variable duration.

Paralyze, Paralyze II, and Silence will now have a fixed duration of 180 seconds rather than a variable duration.


I like this update..
#107 May 14 2015 at 5:56 AM Rating: Excellent
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So, Addle II, Frazzle and Distract III from CP. Then the SC spell. What I'm particularly interested in is seeing how they buffed Enspells. 15th can't come fast enough there.

On the gear end, I didn't really see anything exciting for us. This felt more like an olden update where other jobs get all the cool stuff. However, augments are a wild card and I guess augmented Alluvion gear is still pretty good there. Plus the future is still a mystery.

Getting Excalibur and Murgleis also become less time sink-y with the Rhapsody KIs. Still a lot of grinding involved, but now it's more at the player's pace instead of enforced daily cooldowns.

Edit: Seeing numbers of T2s at 420 skill hitting 110 per attack, double T1s. Both seem to start at the same values. Suppose I'd say T2s are worth using now, barring possible MACC concerns.

Edited, May 14th 2015 12:03pm by Seriha
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#108 May 14 2015 at 5:19 PM Rating: Good
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I'm so far behind... Thanks for the update. I wasn't even aware of this.
#109 May 17 2015 at 6:38 AM Rating: Good
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T1s for me are hitting for 70, with 540 enhancing. So almost 1DMG for every 8 skill. T2s are hitting 110. T1s are almost triple their end value from what they used to be.
T2s are still situationally useful, in the sense of wanting to get a DNC samba, or lowering a resist, the amount of DA RDM gets native and from gear makes T1s still the optimal option for single and dual wielding.

DW+T1s is pretty crazy DPS, id even go out on a limb and say RDM is probably the #1 Single Hand DPS right now because of this. Im hitting most "of level" stuff for about 140+70, per hit, with ~40% DA... Its like being a freaking 2H that swings twice as much.




Edited, May 17th 2015 8:40am by rdmcandie
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#110 May 23 2015 at 11:28 AM Rating: Good
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Anyone remember what changes SE made that killed Cdagger enspell soloing?

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#111 May 23 2015 at 3:46 PM Rating: Excellent
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I don't think they ever targeted it specifically. We just wound up with superior stats over time via level increases and such that made flooring ourselves difficult. Otherwise, open world popped content being more heavily timered could be considered a deterrent.

Anyway, I'm more inclined to say BLU edges out on melee DPS. Nature's Meditation gives me 183 ATK, and that's before food or Berserk. Erratic Flutter also keeps them on par with Haste II. Native DA isn't hard to attain alongside gear with +1-3% here and there, or even TA. Can also pump up to DW5 if you max out +point JP/merits. I think the bigger edge RDM has in the comparison would be Dia, as using Frightful Roar or Benthic Typhoon doesn't fit much into good melee builds anymore. I think the best blessing to both, though, is how strong Savage Blade has become.

I just wish I could get my hands on some Taeon to start augmenting for both jobs, but right now all I can really seem to manage is chipping away at pages for AF/Relic upgrades.
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#112 May 27 2015 at 7:04 PM Rating: Good
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I noticed the Savage Blade damage. What change was that? I'm hitting for 4-7k..
#113 May 27 2015 at 7:48 PM Rating: Excellent
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I forget when exactly, but I think when they revisited the one-hander damage formula, they also tweaked a bunch of WS. SB was among them. I think their bigger objective with it was to promote sword/board WAR with their Fencer traits, but we just kind of benefited secondarily. Best SB I had broke 10k, but I didn't really pay attention to TP of hits landed or what I used it at. Just kinda made an o.O face at the screen then went on to slaughtering twitheryms.
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#114 May 28 2015 at 1:51 PM Rating: Good
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What do the new Enhancing magic gear sets look like? I've been out of the loop since Kamihr Drifts was added. It seems the AF hands replace Relic, but how much time does that actually add? Is that +16 seconds or +16%?

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#115 May 28 2015 at 3:17 PM Rating: Good
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Seriha wrote:
I forget when exactly, but I think when they revisited the one-hander damage formula, they also tweaked a bunch of WS. SB was among them. I think their bigger objective with it was to promote sword/board WAR with their Fencer traits, but we just kind of benefited secondarily. Best SB I had broke 10k, but I didn't really pay attention to TP of hits landed or what I used it at. Just kinda made an o.O face at the screen then went on to slaughtering twitheryms.
Same here. I really wasn't paying attention, but I think I did Savage Blade in around that amount of damage. I remember being joyous for breaking 500..and thinking 1k was impossible.
#116 May 28 2015 at 8:02 PM Rating: Excellent
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StylinOfGilgamesh wrote:
What do the new Enhancing magic gear sets look like? I've been out of the loop since Kamihr Drifts was added. It seems the AF hands replace Relic, but how much time does that actually add? Is that +16 seconds or +16%?

Without dipping into shenanigans with augments...

Neck: Enhancing/Colossus's Torque (+7)
Ear: Augmenting Earring (+3) and Andoaa Earring (+5)
Head: Befouled Crown (+16)
Body: Vitivation Tabard +1 (+19)
Hands: Vitivation Gloves +1 (+20)
Back: Estoqueur's Cape (+6)
Waist: Olympus Sash (+5)
Legs: Atrophy Tights +1 (+17)
Feet: Leth. Houseaux +1 (+25)

Feet are likely out for a lot of people since they'll require Vagary clears. The upgraded AF/Relic can all be eventually soloed via buying pages with Sparks, but that could take a while. I think if you don't mind swapping weapons, there's a grip for staves that would add +3, but we also have a couple weapons that now add +10 or so. I'm actually not seeing a direct source on the crown, so it may be a synergy synth. So good luck there. Plan B is an Umuthi Hat, but it's +13.
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#117 May 29 2015 at 2:26 PM Rating: Good
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Befouled Crown drops from Plouton Mega Boss in Vagary :)
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#118 May 30 2015 at 2:27 PM Rating: Good
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Seriha wrote:
I don't think they ever targeted it specifically. We just wound up with superior stats over time via level increases and such that made flooring ourselves difficult. Otherwise, open world popped content being more heavily timered could be considered a deterrent.

Anyway, I'm more inclined to say BLU edges out on melee DPS. Nature's Meditation gives me 183 ATK, and that's before food or Berserk. Erratic Flutter also keeps them on par with Haste II. Native DA isn't hard to attain alongside gear with +1-3% here and there, or even TA. Can also pump up to DW5 if you max out +point JP/merits. I think the bigger edge RDM has in the comparison would be Dia, as using Frightful Roar or Benthic Typhoon doesn't fit much into good melee builds anymore. I think the best blessing to both, though, is how strong Savage Blade has become.

I just wish I could get my hands on some Taeon to start augmenting for both jobs, but right now all I can really seem to manage is chipping away at pages for AF/Relic upgrades.



That could be the case, perhaps our stats just out grew the content. RDM DPS stuff was mostly hyperbole, but text doesn't translate that well sometimes.

Taeon is pretty sick. I already have a gear plan for it that i think will be very nice and "should" allow me the opportunity to self SC consistently simply from TPing.
(@4/5 currently with only the body missing, and @1/3 wings for it)

I will be going TA, ACC/ATK, and Phalanx i believe.

I wrote a bunch of stuff. If you saw it, it is probably wrong. Was unaware SE also changed TP gain, I thought they simply moved it by a decimal. I still think TA better in the end, will update.

Edited, May 30th 2015 6:54pm by rdmcandie
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#119 May 31 2015 at 9:24 AM Rating: Good
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Ok so i banged out some numbers using my weapons/stats.
Breifly
461 Delay
+9 DW
+1 QA
+4 TA
+31 DA
+13 STP
Measuring for TP/s @ 80% ACC

It appears the ~best~ option is 15% DW/4% TA.
- Allows both /DNC and /NIN to hit the delay reduction cap (under march)
- Under march both DNC and NIN generate in excess of 100TP/s (sc window of 10s = >1KTP for self SCs)
- Without march both DNC and NIN generate in excess of 90 TPs allowing for ~almost~ consistent self SC with TP carry over from opening WS.

DNC TP/s =
no March = 95.5
March = 116.77
NIN TP/s =
no March = 94.06
March = 108.24

When you account for carry over TP from opening WS /DNC should be able to SC reliably within the 10s SC window both subjob options will be able to self SC without march, assuming opening WS is at least a 2 hit WS (2+1 Offhand hit) This would apply to any WS you will likely use Savage, CDC, Req, DBlossom.

You can make that window even smaller with 20%DW/2%TA with /DNC and /NIN hitting 97TP/s without march, and over 100TP/s with march. @ 25% however /NIN can only hit 94TP/s and its TP/h is not large enough to reliably self SC.

5% DW ~ comes up just short in terms of TP/s to facilitate reliable SC for both subs
10% DW ~ comes up just short in TP/s for /NIN
15% DW - both subs can self SC
20% DW - both subs can self SC
25% DW - NIN can not self SC

The Single Hand Factor.
Since 15% and 20% DW are the only options available that facilitate reliable self SC without march, the coin flip comes down to 2% more TA providing around 4% more attacks/round. As such if you Single Wield in any fashion (sub job, or sword and board) 15% DW and 4% TA provide you with a slight edge while single wielding. Of course you could always make a second set purely for TA as well, but -inv is precious.

If I were to rank the options
15% DW,4% TA > 20% DW 2% TA > 25% DW > 10% DW 6% TA > 5% DW 8% TA

But wait there is more...

If you can ensure you are getting March, then TA actually becomes the TP/s leader...so as long as you have a pocket BRD, pure TA is the best option for both subjobs. Generating
140TP/s DNC
128TP/s NIN

/DNC will actually generate TP in 5 rounds, despite having the attack speed to get in 6 rounds per 10s. This is the easiest method to self SC as you are not dependent on TP carry over from opening WSs and have flexibility to account for even more misses should you not have 80% ACC.

(Assumes Victory March capping your magic haste in all cases.)







Edited, May 31st 2015 2:30pm by rdmcandie

Edited, May 31st 2015 2:31pm by rdmcandie
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#120 Jun 16 2015 at 12:27 AM Rating: Good
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Just to update

Taeon 10% DW, 6% TA is what I have currently. I don't think I will change from that, I do want 2 more pieces with 2% TA on them just for SW situations or max haste situations.

Attack crazy fast, many times, WS. I decided to start using Korumoru even on RDM so I can just keep my WS macro ready (get an extra slot now so why not). Self SC can happen, but my ACC is not quite "reliable" level yet, should get better as i transition to ACC/ATK modding now (Altana save my wallet.)

Every group nm (unity mostly) ive fought in past 2 weeks I end up tanking it. I am a bad DD. Good news is, /NIN RDM is practically invincible still. 9 second SS that cast as fast as Ni is retarded. Magic Damage or Physical Damage doesn't much matter with Genbu and Beatific shield options. Puk +1 is crazy awesome. I can't wait to get Phalanx+ on my Taeon as well its going to be sick.

Also PSA, if you don't want to tank, don't heal party members, if you want to tank heal party members, especially the "tank".

Taeon makes RDM pretty freaking potent i think, and enspells...enspells are retarded. Lots of damage. Basically its like casting 3.78 Blizzard I's every 1.53 seconds. Man if SE ever gave RDM ************ that would be sick. Especially on a 9s recast. I wish RDM still had flash.

Anyhow get taeon and either 10% DW with 6% TA or 15%DW with 4% TA you will not regret it. Its an RDD guarantee.

I am going to be working on a new set from skirmish as well. A Helios Set with +Occult Accumen, and I will be attempting a /DRK setup 37.5% MP cost returned in TP, if i did my math right this would be ~ 116TP for Blizzard 2 and 138 for thunder which can be spammed for ~pretty much~ ever in a 1/2/1/2/1/2 cycle. Both are instant cast for RDM pretty much. So basically you are looking at single hand melee @ ~1.9 Atks/round + ~127 spamming blizz/thunder.

Im not quite sure how it will work out, ive never made use of occult accumen before to be honest, but it has an interesting utility for ******* around perhaps.

(also RDM/NIN is all kinds of **** if you pick up Puk+1 off Arke, Can be trio very easy by BLU and RDM.+ Trust)






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#121 Jun 16 2015 at 12:31 AM Rating: Good
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im not sure what the first line of stars is for, but smexy minus the m...give me a break.
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#122 Jun 23 2015 at 9:53 PM Rating: Good
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Chlamydia Swords are nice will be DW them about 10 minutes after i type this, going for ACC, DA, QA on them mmm mmm mmm

They are as nice as a i thought. =D

Edited, Jun 24th 2015 1:06pm by rdmcandie
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#123 Jun 24 2015 at 2:43 PM Rating: Good
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Good stuff, RDD. Looks like I'll have to get a hold of this Taeon armor.
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#124 Jun 24 2015 at 3:39 PM Rating: Excellent
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Might wanna get acc/attk, double attack and DMG+19 instead :p
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#125 Jun 24 2015 at 10:54 PM Rating: Good
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You know, I didn't even see the Weapon Damage numbers until your post. It says "refer to the above table" and i looked up and saw no WD numbers, but now I see them next to the actual weapon in the list. Durrrr.

Will have to crunch the numbers, but obviously in terms of raw damage +DMG is better not a whole lot though i don't think (less than 2-3% TPDPS thanks enspells!), except on WS (10-15% I reckon), depending on how much easier it facilitates self SC (5-10% probably) will be my deciding factor. If QA lets me shave a whole attack round off between SC's its probably going to be the winner for me.

(maint is on and i did some really quick punching, looking at about 1.5% more TP phase DPS, 13% more WSD, vs ~8% faster TP gain, I haven't put it into the ol spreadsheet yet since I will have to adjust several calculations i used to facilitate new Delay and such will update probably next week when im holiday).

ACC/ATK is likely my end goal, but presently I want to try and max out my ACC on mid tier unity without need of madrigal or w/e geo does, then scale back.(Arkes is 1055 + Distract 2 im @ about 960 atm with around 80 more available to me from Swords and Taeon includes Sushi)











Edited, Jun 25th 2015 1:00am by rdmcandie

Edited, Jun 25th 2015 1:24am by rdmcandie
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#126 Jun 24 2015 at 11:19 PM Rating: Good
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StylinOfGilgamesh wrote:
Good stuff, RDD. Looks like I'll have to get a hold of this Taeon armor.

Its probably the best melee stuff RDM has access to presently, I highly recommend it. I may or may not punch up a google.doc spreadsheet so you all can just punch your stats into it, and it will tell you your, future you.

It can be expensive to upgrade though, I got REALLY lucky when i did mine, less than 1m spent on the Leafslit portion, but it can easily cost much much more depending on your luck with the RNG. However, you can offset the cost pretty easily for the leafslit portion by selling your Dusk stone drops (and Leafslit 2's imo) from running the skirmishes. Presently im about 5m into Snowslits, and still haven't maxed out anything on them, then again 1-20 is a much bigger roll than 1-2(TA) and 1-5(DW). I havent even really touched trying to get Phalanx on it yet. But I have funded everything from doing skirmish runs, no other gil sources being farmed atm...not that there is many outside Salvage and Alex anymore (RIP Dyna Currency).
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#127 Jun 25 2015 at 11:17 AM Rating: Good
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We get new Joyeuse

Demersal degen +1:
DMG 110, delay 218, darkness resist+25
sword skill+242
parry skill+242
magic acc skill+188
occ att twice
unity ranking: "Fast Cast"+1~3%
war/rdm/pld/brd/drg/cor/dnc


DMG is kind of low =( but should be around 4.7 Attacks/round 2.1MH+2.6OH which equates to about 3 attacks per second. with about 67% TP (@13% STP) swing you looking at about 200TP/s which gives you 1200TP in 9 seconds, @ 80% ACC leaves you with 960 TP + ~88TP from WS gives you a SC every 9 seconds or so. Ill clean these numbers up this weekend...im going to be busy on my week off it seems and thats not even playing XI lol.

assuming OAT remains similar to that of Joyeuse.


Edited, Jun 25th 2015 1:57pm by rdmcandie
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#128 Jun 30 2015 at 2:07 PM Rating: Decent
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https://docs.google.com/spreadsheets/d/1PnOMo_qmitQjvk5YFOecLqzk6P1tvZ-rmYMkae4itHI/edit?usp=sharing


Spreadsheet for tinkering with augment options for those interested. I believe it is on open access so please don't change the variables outside of the green fields, but it might be locked too, i dunno ive not used Google Doc before so am not sure exactly how permissions work.

Some stuff
Set Haste Samba using On:1, Off:0
- Returns a 5% JA Haste when on (/DNC effect)

Temper is rolled into DA before the final MultiAttack Parse
= Caps at 500 ENH Magic (20% Effect)
= Floors at 360 ENH Magic (5% Effect)
= 0 To Disable Temper

Will Determine DW or SW based on Value of Weapon Delay 2
Set Weapon Delay 2 to 0
- Will ignore any DW fields, set MultiAttack Rate to SW
- Will calculate TP based on SW Delay, not DW Delay

Set Weapon Delay 2 to 0<
- Will call DW fields, Set MultiAttack Rate to DW
- Will calculate TP based on DW.

All Fields require whole number input to get accurate results.
ie.
DW 30% input as 30, not .30
ACC 80% input as 80, not .80

And so on.

Hope this helps you guys determine some stats before you spend loads of gil on Augments. I may in the future add a base damage profile as well (ie. not including pDif, Cratio, fSTR functions) as kind of a benchmark view for that aspect as well.

If any of this doesn't work for you let me know...im not sure if I have it set for public use or not, nor do I know where that option is, you can always DL it and it will function in excel.










Edited, Jun 30th 2015 4:09pm by rdmcandie

Edited, Jun 30th 2015 4:21pm by rdmcandie
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#129 Jul 01 2015 at 9:55 AM Rating: Default
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Thanks for the information.
#130 Jul 01 2015 at 4:36 PM Rating: Good
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Silly rabbits, RDM can't melee.

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#131 Jul 02 2015 at 10:12 AM Rating: Decent
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Mr. Starfox haven't seen you post in a coons age. Hope you are doing well.
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#132 Jul 02 2015 at 6:13 PM Rating: Default
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Funny how things change.
#133 Jul 03 2015 at 10:46 AM Rating: Good
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RealityBytes wrote:
Silly rabbits, RDM can't melee.

-- Starfox

Sure they can. Mobs just pull a nuclear bomb from their pants and obliterate the party immediately after. Or so the legend goes.
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#134 Jul 05 2015 at 5:39 PM Rating: Default
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Man, do I remember the excuses. Smiley: lol
#135 Jul 24 2015 at 10:21 PM Rating: Decent
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Red Mage
Double Attack spell will break 500 enhancing barrier, and 15 Job Merit Points instead of 10 means...extra **** there too i guess.
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#136 Jul 25 2015 at 5:35 AM Rating: Default
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Can you translate that into an actual rate of double attack?
#137 Jul 25 2015 at 6:14 AM Rating: Default
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Can you translate that into an actual rate of double attack?
#138 Jul 25 2015 at 2:31 PM Rating: Good
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Note was honestly too vague and it didn't even say it was breaking 500 skill, so it's a bit of presumption for now. The fact RUN can also get Temper with JPs makes me think it almost needs to be more RDM-specific unless SE's just being lazy.
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#139 Jul 26 2015 at 3:29 PM Rating: Default
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Didn't know that RUN had access to Temper, so I would agree that it should make it more RD-specific.
#140 Aug 02 2015 at 4:23 PM Rating: Good
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So targeting an ally will display what buffs they have on as well as debuffs. I feel bad for whoever will target me.
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#141 Aug 05 2015 at 12:16 AM Rating: Excellent
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So, Refresh III and Temper II for (current) max CP. Enjoy the grind. x.x
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#142 Aug 05 2015 at 6:13 PM Rating: Default
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So, what's the quickest way to earn CP?
#143 Aug 06 2015 at 1:27 AM Rating: Good
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I don't really know the best spots, myself, and solo is probably inferior to a decent duo or trio. I'd been doing raptors/butterflies near Bio 5 in Basalt Fields (though double CP was going on). Parties would probably be better off in one of the "hidden" zones you can warp to after clearing that zone's WKR. Such might have a higher gear requirement, though, if you're more likely in Eminent and such.

Kind of annoying. Either people literally aren't playing as much or don't share info too often anymore.
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#144 Aug 06 2015 at 4:32 PM Rating: Default
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Maybe it's a lack of knowledge of other jobs, but it seems that RDM got some pretty good gifts in comparison to other jobs. WHM's "Full Cure" seems like a waste of MP.
#145 Sep 26 2015 at 11:07 AM Rating: Decent
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Hot **** 1200 JPs bonus is pretty solid
Refresh 3 and Temper II (triple attack)

To bad I only have 30 JPs.


And....im only almost 2 months late to the discussion lol.

Edited, Sep 26th 2015 1:08pm by rdmcandie
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
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