I'd assume if I have the Turtle hat from SCNM, that would still be the best to range TP in for COR no?
I'd assume if I have the Turtle hat from SCNM, that would still be the best to range TP in for COR no?
My gearsets are still missing quite a bit, I know some obvious upgrades, but would be awesome if you had the chance to look through them. Mind if I PM you? The melee stuff would be just shit like gold box farming or when I CBA to waste ammo (dom ops etc). But would be great to look through my other sets on the slots I'm not sure about.
Edit: Actually, I'll just post in the gear picture thread in media, but if you could have a look over it, would be awesome.
Is Anger Bomblet any good? I'm not sure 1% DA would outweigh 10 Attack in any situation but against mobs you're capped attack on, which isn't anything important.
The dominion body can go up to +5 Snapshot, which should be a 10% gain in firing speed if the old 1 point of snapshot = -2% delay still applies across gear. Wyrmal Hands can also be augmented for Snapshot, and from my limited usage the +2 I got does seem to trump the AF2 hands, so the +4 of a perfect augment should destroy them. Assuming that the "enhances" pieces are only +1 (I own all of them, and they don't seem to be more than +2), you get:
hands +4
body +5
Belt +1
Back +1
Legs +1
for a total of 24% (at minimum) reduction in your firing time. That makes shooting even more competitive in the time til ws vs melee, doesn't affect your ws or qd damage, and has no effect on your stp since you only need to wear it when you begin the shot. I understand wanting to be prepared for all contingencies, but I find it really hard to imagine times where shooting isn't superior barring a new mob with some sort of rng resistance that is also not resistant to melee/piercing. And that's from the perspective of an colibri era melee/ws xp Cor.
Jornna: Probably the best to finish the shot in, but you'll want to start in the Rapid Shot head. An instant shot once every 10 should beat out the small amount of snapshot it provides.
Kinda depends on the amount of snapshot it provides and how much other the other gears really are. Some enhances are 3% some are 5%. Also I thought the 2% per was just for merits... Either way I think SCNM head is listed as 3%. If that is correct you'd need 30 before it becomes better.
But hard to really tell if you are getting there since there are no amounts listed for alot of gear though most enhance peices seem to be 3 or 5 of the ones that have actually been tested. But yeah would require actual testing of back and legs as well as probably hands too. Or if that has been done actual updating of some wiki
The biggest issue with snapshot is how you will never utilise it to the full extent since, unlike melee, you will need to pause before performing a different action (which COR will do a lot of) and the fact that you will never hit your ranged macro at the right moment. This issue is what will always keep the melee vs. shooting debate going.
MDB +5 with -50hp vs. 12int in MDT set for rdm (Dalmy vs. AF3+2)
2mdb or 7int for a capped mdt set?
cerb mantle+1 vs atheling for mercy stroke?
rajas vs epona's for mercy stroke?
seen a few MS sets and wondering if those are actually better lol
Atmas for Gandiva RNG?
I rarely get to use it, so haven't fleshed out what I like best yet. Normally will do either:
Razed Ruin/Sea Daughter/Drifter; if I'm on something that I can't be shooting at much
or
Razed Ruin/Drifter/Stout Arm; if I'm on full DD.
Like I said, no idea if these are the best options, just what I've been using.
Also on RNG, when I got Gandiva, I switched from /SAM fulltime, with a 5hit build, back to /NIN with Dual yataghan's (6%/5% atm). I've had some trouble getting used to /nin again, and wonder if the change is even worthwhile.
I currently see the advantages of /nin as: yataghan's, so +11% crit dmg, and shadows. current tp gain is roughly 16-17tp/shot.
And the advantages of /sam as: 5hit (20tp/shot), hasso (does this even effect ratt? have heard different opinions), meditate, sekkanoki, 3rd eye.
I guess I'm just wondering what other rng's use as a sub, and why.
I use RR/GH/SD or RR/GH/SS. Noticed that with SD I'm sitting on TP a lot of the time (on NM runs) so /WAR would be my option if I'm using SD. I also eat Red Curry Bun and usually have a COR.
I can't imagine dual Yataghan's to be much different from /WAR or /SAM. Of course, Yataghan/Oneiros combo would be ideal for /NIN, not sure if a single Oneiros is good for /WAR or /SAM. The issue with RNG is that you could go over the crit DMG cap (30% RR, 40% Dead Aim, SS/daggers) just to boost weaponskill damage (Dead Aim doesn't work on WS) but with SD you will be doing far less TP damage.
I guess I'm not sure either.
What do I use Ravager's Gorget for? TP? WS? My other options are Ire+1 and Fortitude Torque for various methods of damagy goodness. If I get myself a Rancor Collar, that replaces everything for everything?
Foot options for Jishnu's Radiance- currently using Lithe Boots for Slugwinder, figuring the DEX +6 is the best option. Yes/No?
Also, for Empyrean Weaponskills in general, is it best to load up on the modifier or mix with STR? Thinking ring choices primarily.
Pardon any obvious questions, always been a mage^^
CDC
snow gorget or rancor collar?
im thinking rancor collar but just want to make sure
Rancor collar.
Yes, lithe boots for Jishnu's Radiance (+2 feet would be your best for Slugshot, possibly Sidewinder too).
Just like any weaponskill, STR will increase fSTR (which is capped in abyssea). However, different weaponskills have different mods so it really depends on the weaponskill/piece. As for ranged weaponskills, STR plays more of a part (fSTR2) so for example you'd use Hachiryu haidate over Ambusher's hose for Sidewinder despite the higher WS mod. (again, fSTR2 is capped in abyssea)
I suppose a good example would be Hachiryu kote vs. +2 gloves for Jishnu's Radiance. Inside Hachiryu would win, +2 gloves would win outside.