Delve v2 mobs don't have super high MEVA; nothing even close to D/VD battlefields. I can land nukes np with a semi-heavy MACC set on Red Mage, with just the B+ skill from dark arts.
Delve v2 mobs don't have super high MEVA; nothing even close to D/VD battlefields. I can land nukes np with a semi-heavy MACC set on Red Mage, with just the B+ skill from dark arts.
I think Aura UP grants bosses additional MEva + Mandy can get big Meva if you fuck with it the wrong way
To prove that Japanese players get all the cool stuff:
XI Years Website Selling FFXI Chronicles, figurines..
And the best part of it..
Final Fantasy Trading cards. Super jealous.
I am not talking about the mobs, I only specified the bosses, which seem to have far higher meva then the pre NMs. I dont know what your m.acc set is, but I have to bust out almost my entire m.acc set + klimaform to have a 90% unresisted nuke rate on bosses.
If you meant bosses, i call bullshit on that.
Wait a ffxi tcg!?! Why are we not funding this?
i call bullshit on that, i have nuked several delve 2.0 bosses now from start to finish, and the only sacrifices i could make in my nuke set would be prolly the leg slot (swap back to hagondes) and maybe the hat slot, to still have a somewhat reliable non resist nuke rate with a bit more nuke power, i really dont see how you have a "land np nukes" with a semi-macc nukeing set unless you are MBing (which is a total different case).
My nuking set for bosses is
Venabulum/Skrati/Aureole/-
Atrophy Chapeau +1/Eddy Necklace/Lifestorm Earring/Psystorm Earring
Atrophy Tabard +1/Yaoyotl Gloves/Sangoma Ring/Aquilo's Ring
Toro Cape/Ovate Rope/Hagondes Pants +1 (MAB augment)/Vitivation Boots +1
With +25 INT from Gain-INT, and Klimaform, I have a ~90% stick rate with Stone on Cailimh, Wind on Wopket, and Fire on Kumhau.
I use:
Tupsimati/Zuuxowu Grip/-/Dosis tathlum
Artsieq hat (path C +25 m.acc augment)/Eddy Necklace/Lifestorm earring/Psystorm earring
vanihr cotehardie/hagondes cuffs (+20 MAB)/Sangoma Ring/Strendu Ring
Bookworm's cape/depending on stormspell elemental sash/Artsieq hose (B: +20 M.acc)/Umbani Boots
as said I could prolly swap out hagondes hat (+23 MAB augment) and hagondes pants (+20 MAB) in, but i wouldnt get a 90% stick rate on nukes (after all its trading out 50 m.acc for 90~ MAB), i went ahead a couple weeks ago into woh gates and did some nukeing on worms there. the absent of 50 m.acc was quiet noticeable (80%-85% land rate)
i notice tough that your set seems to have more INT then mine (AF+1 and Relic +1 gear carry alot of INT and MND on them compared to artsieq pieces and hagondes pieces), you are prolly useing around ~50 to 60 more INT then me (venabulum 20 INT, hat 7 INT, legs 3 more INT and gain INT 25 more INT, 4 INT more on hands and 6 INT more on ring, 8 INT more on cape)... hm this definitly has also a great impact on landing nukes.
I shall reconsider my set and swap out artsieq hat for academics +1, legs for hagondes, and strendu ring for Diamond ring (+3 INT augment)
Woh Gates mobs are a lot more magic evasive than delve v2 bosses to their elemental weakness, though. I can't really nuke for crap on them.
I'm sure you could drop more MACC on the bosses than you think.
In full SMN damage set with seraphicaller I've gotten 0 resists on any of the delve 2 bosses, but on Woh Gates Acuex, who are weak to fire, I have to swap out to a few more macc/summoning skill pieces to get minimum resist rate even with Meteor Strike, and I need a ton more for Heavenly Strike. I know it's not the same as regular nuking and god knows how much macc avatars have or how much base macc bloodpacts have (pretty sure each spell has its own individual macc modifier?) but yeah, something to compare it to I guess.
I'm saying if your concern is that mobs are too m.evasive, take it up with SE that mobs are too m.evasive. But if you ask them to add m.acc food, maybe they'll add it, but their idea of how hard it should be to land things (which given they think RDM's SP2 is good, is clearly "pretty fucking hard") won't change. They'll just factor it in for future encounters, you're not going to pull a fast one on the design team.
P.S. "decent land rate only attainable if you gear for it which requires significant tradeoffs in damage" pretty accurately describes melee DD on D+ mission battlefields, and you have to eat food to even get that far.
Given just how high harder mobs ints are chances are most nuking sets are running negative dints... so each int added will most likely add 1 macc as well as dmg. We are kinda back in the old days nuking hnms at 75 trying to scrape as much int we can
Part of that seems to be they have an insanely overinflated view on just how strong debuffs and to a lesser extent magic dmg are and have no idea how we play the game already. I mean look at their reasoning behind rdm sp2 being duration instead of 1 cast... what if you can sleep things over and over for 1 minute locking the mobs!?! Because you can't do that with brd and N/T (technically better since the whole chainspell thing) or stun locking schs... or that being able to cast silence on several mobs will break the game lol.
there is a fundamental flaw here, i cant bumb up my damage exponentialy with marches and hastes compared to melees... there is no buff that does that for nukeing. 2. mages are giving up 50% - 75% of their attack power that is nowhere euqual the amount of attack power melees have to drop.
as said if meva is the concern fine, give me a +100 MAB food so i dont feel totally castrated
melees dont have to drop all their gear haste to have 900 + accuravy (pre sushi), since there is enough acc + haste gear (even with pdt mdt on it). imagine you would have to drop all gear haste to have a decent hit rate...
then theres is the fact that Str and Dex provide also indirectly also orher benefits then acc and atk.
int only improves macc and base dmg of spells on high lvl targets, it doesnt give me a higher mcrit rate or mab
So looks like the english devs put out some stuff a few days ago including basically saying they would rather add new blu magic than fix the old broken ones![]()
Yeah, saw those posts, pretty silly. I mean, new spells are always cool, but it just seems dumb to have such a diverse and massive spell list, and simply say "they're old, use the new ones!" when the old ones are what would work best in a given situation. Bludgeon against skellies for example, if spells scaled, that'd be your catch all for blunt weak undead, since it's arcana. Nevermind all the broken spells, terrible magical based spells, and worthless cast times and durations on most enhancing spells.
I just want a finished avatar, not a half finished one. You know, the one we were promised how many years ago now?
Ah who am I kidding...