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  1. #1
    Smells like Onions
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    Asura

    rdm soloing/elemental magic

    Rdm is my first mage job, and i never bothered much with learning the ins and outs of elemental magic since its not our specialty, but now i realize how much it is used in soloing. As such, can anyone give me a quick down and dirty on attributes and what takes precedence. I realize that sh*t is situational but generically you all must follow a certain formula in calculating what equipment you wear. i.e. elemental skill > MAB > Macc > Int

    I have no idea if that is at all reliable, i'm really just guessing but I would love it if someone would either point me to a previous post on this sort of topic or as i said before a general flow to follow for rdm's.

  2. #2
    Relic Shield
    Join Date
    Apr 2008
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    http://www.ffxiah.com/members/?q=item_sets&set_id=69265
    Something like this for easy to get stuff, it's what I'll be using when I ding 75.

  3. #3
    King of the Jews
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    Ifrit

    This is my rdm gear for nuking
    http://i138.photobucket.com/albums/q...0-28-41-74.jpg
    Since you probably dont have merciful cape, or morri robe just use prism and errant body. I'd do Ele skill>INT>MAB>M.acc

  4. #4
    Smells like Onions
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    thanks guys for the help.

  5. #5
    Failed Sex Ed
    Join Date
    Aug 2007
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    2,391
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    7

    Earth staff?

    Oh missed your wand

  6. #6
    Salvage Bans
    Join Date
    Sep 2008
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    934
    BG Level
    5

    I have 8/8 elemental merits, coupled with 230 skill is 246. Add gear...
    - Warlock's Chapeau +1 (256)
    - Duelist's Tights (266)
    - Genie Gages (274)
    - Merciful Cape (279)
    - Aquilo's Staff (289) Blizzard III is obviously the best choice for RDM.
    - Elemental Torque (296)

    As far as magic attack bonus goes, RDM has 1.24 already, add Moldavite and Duelist's Boots and you have 1.33.

    As far as INT goes, on Jailer of Faith I notice that my INT is just below the dINT to make the multiplier kick in, so instead of 1.5 it'll be 1. Casting a Burn and a fresh nuke solves that, but I'd like more INT. Problem is, I need all skill I can get to get a reasonable amount of full damage nukes on harder mobs.

    For RDM I always go Skill > Mab > INT > Macc. Depends though, if a slot came up with 10 macc, I'd reconsider, but the bonuses are usually too small to use for nukes.

    Just remember what I said about the dINT: there's a certain amount of INT you need to have over the mob, or else the 1.5 multiplier for Tier III won't kick in. I want more, and already I'm Taru ; ;

  7. #7
    Drunken Red Mage
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    Auspice Lasserott
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    Hyperion
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    Cerberus

    Quote Originally Posted by Enedin View Post
    For RDM I always go Skill > Mab > INT > Macc. Depends though, if a slot came up with 10 macc, I'd reconsider, but the bonuses are usually too small to use for nukes.

    Just remember what I said about the dINT: there's a certain amount of INT you need to have over the mob, or else the 1.5 multiplier for Tier III won't kick in. I want more, and already I'm Taru ; ;
    This makes an amazing amount of sense to me now. Damn glad I use my Dls Boots+1 now for nukes although I suppose Nashira would still beat it, right?

  8. #8
    King of the Jews
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    Quote Originally Posted by shaddix View Post
    Earth staff?

    Oh missed your wand
    i have HQ earth now >_>; just so you feel better

  9. #9
    Salvage Bans
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    Quote Originally Posted by Auspice View Post
    This makes an amazing amount of sense to me now. Damn glad I use my Dls Boots+1 now for nukes although I suppose Nashira would still beat it, right?
    It's Ele skill+5 and Macc+2 vs Mab+5, which translates to "resist rate" vs "guaranteed damage increase". I'd go with the crackows for sure on anything VT and higher.

    As far as the dINT goes, I never understood why my nukes were doing 330 on JoFaith, and after Burn they did like 500. It couldn't be a regular resist, since the lowest resist rate is already half off, so it had to be something else. The wiki page told me about the dINT, and I'm glad I know now.

    JoFaith is a BLM though.

  10. #10
    rog
    rog is offline
    Banned.

    Join Date
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    I realize that sh*t is situational but generically you all must follow a certain formula in calculating what equipment you wear. i.e. elemental skill > MAB > Macc > Int
    there's not. it depends entirely on the mob, and your merits/gear. for highly resistant mobs skill == macc > int > mab (unless dint < 10, then int > all). for mobs where resists aren't a problem at all, mab > int > loluselessstats. if land rate isn't very low, but also not high enough, then there isn't a clear guideline. use as much macc as you need (keep in mind skill = macc = 2 int for accuracy), and then use mab/int. if dint is < 10 then it gives macc in a 1:1 ratio instead of 2:1, as well as increasing damage, and if dint < 0 then it may also increases the tier mult from 1 back to 1.5, if you can get dint above -1.

    you need to determine whether you need more acc, or damage for each mob for yourself, based on your gear/merits. using full damage gear for everything is stupid, as is using full macc gear for everything. some things require full macc, some require no macc so full damage can be used, others you'll want to use a mix of both.

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