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  1. #4861
    Sea Torques
    Join Date
    Aug 2007
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    692
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    In my mind, I always thought that GEO/BLM is a better choice. For extra stun, extra ES Impact, besides of all the GEO Debuffs abilities.

    After last week, joining some PUG to Tojil, when I was whispering (/tell) with some GEOs, they always pointing this task to RDM, and saying that /RDM49 gives them better survival. (Cure 4 , I guess...)
    For survival, I thought that /SCH with Light Arts give them better Stoneskin and better Cure III (shorter recast, high healing skills) + Regen II ?

    But then... when I come to think of the party setup, if SCH and RDM do their jobs right (Silence and Stun all moves from Tojil), why would they get hit from AoE ?
    (and if they can always help stun also, again if standing close to see the animation starts.)
    The setup in their party mostly as SCH SCH RDM BRD GEO GEO.
    RDM and BRD MP refresh, they should not have any issue with MP right?

    Debuffs for 2 GEOs is always Def down, Eva down, Mag eva down, and Mag acc up (This free up a GEO to stay out of AoE range right ?)

    Hmm... I have been away for games a few weeks.
    Since updates, I see that many GEO99/RDM49 x 2 to go Tojil nowadays. I must be wrong with those thoughts.

    p.s.
    Just did a low sample -
    /RDM49
    2 Cure III made 444 HP recovered (MP Cost 92) 1 Cure IV made 404 HP recovered (MP Cost 88). (Recast are approx. 4sec on both)

    /SCH49
    2 Cure III made 574 HP recovered (MP Cost 84) Recast 2 sec

  2. #4862
    Ridill
    Join Date
    Apr 2011
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    23,594
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    Bahamut

    well everyone knows /sch will do bigger cures. Stoneskin will be the same though seeing as a naked mnk/rdm could almost cap that at 75.

    Counter argument I am curious though how a -10% cast time litterally halfed the recast compared to another 15% fast cast. Regardless if you care about recasts you should be hasting yourself on /rdm. /rdm has alot more mp to work phalanx, casts faster, and mdb. Oh and dispel without having to change arts

  3. #4863
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
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    FFXI Server
    Asura

    Quote Originally Posted by chichicha View Post
    In my mind, I always thought that GEO/BLM is a better choice. For extra stun, extra ES Impact, besides of all the GEO Debuffs abilities.

    After last week, joining some PUG to Tojil, when I was whispering (/tell) with some GEOs, they always pointing this task to RDM, and saying that /RDM49 gives them better survival. (Cure 4 , I guess...)
    For survival, I thought that /SCH with Light Arts give them better Stoneskin and better Cure III (shorter recast, high healing skills) + Regen II ?

    But then... when I come to think of the party setup, if SCH and RDM do their jobs right (Silence and Stun all moves from Tojil), why would they get hit from AoE ?
    (and if they can always help stun also, again if standing close to see the animation starts.)
    The setup in their party mostly as SCH SCH RDM BRD GEO GEO.
    RDM and BRD MP refresh, they should not have any issue with MP right?

    Debuffs for 2 GEOs is always Def down, Eva down, Mag eva down, and Mag acc up (This free up a GEO to stay out of AoE range right ?)

    Hmm... I have been away for games a few weeks.
    Since updates, I see that many GEO99/RDM49 x 2 to go Tojil nowadays. I must be wrong with those thoughts.

    p.s.
    Just did a low sample -
    /RDM49
    2 Cure III made 444 HP recovered (MP Cost 92) 1 Cure IV made 404 HP recovered (MP Cost 88). (Recast are approx. 4sec on both)

    /SCH49
    2 Cure III made 574 HP recovered (MP Cost 84) Recast 2 sec
    /blm on geo is really only needed if you have to stun, which is pointless when you have 2 sch/blm.

    you dont need ES to land impact on Geo.

    /rdm is by far the best choice unless you need to watch over people (then its /whm).
    it allows you to debuff mobs, land impact without running out totally of MP, being a puller etc.

    /blm only offer stun thats it.

  4. #4864
    D. Ring
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    Phoenix

    ES is very helpful for impact, it's quite prone to partial resists and you want a reliable duration if it's going to be an important spell to cast.

  5. #4865
    Old Odin
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    Asura

    Quote Originally Posted by Darkmagi View Post
    ES is very helpful for impact, it's quite prone to partial resists and you want a reliable duration if it's going to be an important spell to cast.
    its helpfull but not needed at all, last time impact resisted fully for me was on kurma. Geo m.acc /m.eva down debuffs and whole lot of m.acc gear on your impact set makes it land pritty much unresistent all the time on almost anything.

  6. #4866
    Can you spare some gil?
    Join Date
    Feb 2009
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    ES isn't required for any of the delve NMs, our LS's GEO's lands Impact on just about every delve NM unresistant every time they cast.

  7. #4867
    Sea Torques
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    Thanks, guys for clearing this up

  8. #4868
    Nidhogg
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    FFXIV Character
    Seraphus Highwynn
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    Gilgamesh
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    Diabolos

    SCH can also Impact, usually after Embrava i'll throw up a Focalization+Impact, usually don't even need ES with a Tamaxchi+Focalization. Not sure how much Focalization lands but it's pretty noticable. Some people suspect +5 but usually the initial potency of a merit ability is more potent than the subsequent upgrades. SCHs out there should put at least 1 merit in that shit.

  9. #4869
    Melee Summoner
    Join Date
    Jun 2013
    Posts
    40
    BG Level
    1

    Our LS has been focused on Tojil, havent tried bee/shark yet. But now that we all have all the drops from tojil we are going after bee then shark. Ive went back and read through quite a bit on them but seeing if i got the strats down.
    For bee we will use
    Mnk drk drg cor whm brd
    Mnk mnk drk cor whm brd
    Pld geo geo whm rdm sch
    T1 ws dark/lights
    T2 no ws, tp on chap ws t1
    T3 dia rdm 1hr stun at 30%
    T4 debuff crappy spells
    T5 debuff 20 kill
    B stun reset move, 1hr at 75%

    Just confirming if correct from the notes/comments on here.
    We only have 2rng relics in LS so plan to try melee way 1st and if fails will pickup 2 more.

  10. #4870
    Salvage Bans
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    Phoenix

    Make sure your melee are completely stacked with accuracy if you're going for the melee strat on bee.

  11. #4871
    Melee Summoner
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    Jun 2013
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    25% hp not 75%. I meant to say to try to get past the DT

  12. #4872
    Melee Summoner
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    Jun 2013
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    If theres anything i missed on that, plz feel free to add what im missing.
    Dia spam boss on aura, loads of acc, anything else worth mention? Like maybe a job change somewhere besides rngs.

  13. #4873
    Relic Horn
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    Leviathan

    I don't see you clearing the whole zone without Mura SAMs and/or RNG. Your gnat fight is going to be hell

  14. #4874
    Melee Summoner
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    Jun 2013
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    Ok forgot about the mura sams, we have 2, 1 is a drk so easy swap, the other a mnk. So it fits in.
    Mnk sam drg cor whm brd
    Mnk sam drk cor whm brd.

    Ty

  15. #4875
    Relic Horn
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    Leviathan

    I'd swap out the remaining DRK for an additional DRG or MNK, personally. DRK really brings nothing to do the table.

  16. #4876
    Old Odin
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    Quote Originally Posted by Bored View Post
    Our LS has been focused on Tojil, havent tried bee/shark yet. But now that we all have all the drops from tojil we are going after bee then shark. Ive went back and read through quite a bit on them but seeing if i got the strats down.
    For bee we will use
    Mnk drk drg cor whm brd
    Mnk mnk drk cor whm brd
    Pld geo geo whm rdm sch
    T1 ws dark/lights
    T2 no ws, tp on chap ws t1
    T3 dia rdm 1hr stun at 30%
    T4 debuff crappy spells
    T5 debuff 20 kill
    B stun reset move, 1hr at 75%

    Just confirming if correct from the notes/comments on here.
    We only have 2rng relics in LS so plan to try melee way 1st and if fails will pickup 2 more.
    we went with:
    mnk mnk (any slashing job war drk or sam) brd cor whm
    rng rng rng (all relic gun) brd cor (insert 4. rng or whm or anything else you deem usefull)
    sch sch geo geo rdm pld

    you will have a hard time on the gnat and bee with that setup. rngs tear it appart mixed with other melees. while your setup makes the scorp somewhat easier (the mixed setup suffers from the scorp a bit) the gnat will be your bane.

    also make sure to alternat formless on gnats between the mnks so you have all forms of dmg mixed.

  17. #4877
    A. Body
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    Sir Taint
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    Gilgamesh
    FFXI Server
    Cerberus

    I'd do Shark first and get the SAM Tsurumaru for sure.

  18. #4878
    Cerberus
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    Sakura Ephemera
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    Brynhildr
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    Bismarck

    Can get rid of the SAMs and do RNGx3 MNKx2 DRGx1 for DDs. I've already stated multiple times that you do not need relic gun for the bee. Surefire/donderbuss work fine if /DRG (maybe /WAR works too idk). We also only have 2 relic RNG, but we still use RNG method. That said, you may want to clear shark for access to better bullets. Shark fight is more like tojil, and you should have 0 issues if you have mura SAM.

    Edit: forgot to mention that we do RNGx3 + GEO in RNG pt instead of 4 RNG.

  19. #4879
    CoP Dynamis
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    Nov 2009
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    Ragnarok

    Quote Originally Posted by Helel View Post
    Can get rid of the SAMs and do RNGx3 MNKx2 DRGx1 for DDs. I've already stated multiple times that you do not need relic gun for the bee. Surefire/donderbuss work fine if /DRG (maybe /WAR works too idk). We also only have 2 relic RNG, but we still use RNG method. That said, you may want to clear shark for access to better bullets. Shark fight is more like tojil, and you should have 0 issues if you have mura SAM.

    Edit: forgot to mention that we do RNGx3 + GEO in RNG pt instead of 4 RNG.
    RNG party GEO does ATK+/ACC+?

  20. #4880
    Melee Summoner
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    Jun 2013
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    Ok. Yea think we will do that, we have 1gun 1bow rngs and enough rngs with surefire to just do that, and mnk sam drg in the other pt. So just /drg for those rngs and /war is fine for the relics im assuming?

    So shark 1st is the idea then. Reading over most looks like same setup for tojil but sams instead of drk that have mura.?
    And our mnks /run.

    T1 balance dmg formless with ws.
    T2 zerg run on doom
    T3 silence zerg?
    T4 crit hit zerg
    T5 magic it until 0 then melee?
    B no clue yet havent read on what to do here except theres 1tp move followed up by another thats deadly.

    If youhappen to know the page its on with the info on this, what we should stun sleep etc. started at page 100 havent seen any info yet.

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