Don't forget Quesyshroom!
Don't forget Quesyshroom!
magical damage + does affect magical blue magic though, which can be kinda nice for things like charged whisker. The biggest boon from it, that I found, was magic hammer. it caused it to go up to around 400 damage with a crappy build (read: my tp gear) from 140ish, making it a very effective way to restore mp on mobs that can be aspired and arent light element resistant.
Hi
I've just returned to FFXI and have started to make a Mythic now that we can access Salvage, Assaults & Einherjar solo.
I have managed to solo BRII with relative ease as /nin and I just tried my hand at soloing Einherjar as /rdm in Wayfarer's gear and some MAB/Stat gear (all older content gear). I failed quite hard
I've obviously got a lot to learn and gear to collect. Could anybody that has solo'd Einherjar on BLU post a strategy, spell set and gear set please?
Thanks
~Jae
Are... Are you nuking things?
Get the Eminent Scimitar/Espial Set/Some ilvl offhand. Go /nin or /dnc, you should be able to solo a T1 in the 10 minute timer. No strat, just kinda go in and wail on things. Dream Flower if you need to for whatever reason.
www.ffxiah.com/forum/topic/30626/the-beast-within-a-guide-to-blue-mage
Refer to Proth's BLU guide there. That'll get you started. Also, ARII should spit out more alex than BRII.
If you're having too much trouble with Ein, shout for people. There are other people doing mythics in the same boat who will join in a heartbeat.
Yeah I was nuking as I had a set for Charged Whisker from Abyssea burning. I realised that Abyssea had Atma to seriously buff this style of play, though I thought I might have some luck with all this ilevel gear. I also saw a post from Draylo stating that if you have a strong AOE job then they should be doable. I didn't see any strat so assumed nukes. Maybe he meant AOE Physical spells?
Regardless, next run I'll try the method you suggested. I already have the Espial gear & Eminent sword/Predatrice combo for now so hopefully I'll have a little more luck.
Thanks for the advice & info on ARII![]()
Well if you really gear up for it you could probably hit decent whisker numbers outside... but another part of the problem is it costs so much mp lol
If your nuking grab the eminent wand to offhand.
Eminent Wand Rare Ex
[Main] All Races
DPS: 2792 DMG:134 Delay:288 INT+6 MND+6 "Magic Atk. Bonus"+14 Magic Damage+111 Club skill +215 Parrying skill +215 Magic Accuracy skill +191 Latent effect: DMG:141 Accuracy+15 Attack+10
LV 99 WHM BLM RDM SMN BLU SCH GEO
pair that with the pre sword or Tamaxchi club for solid boost.
Does this mean we can get 10 more set points or what???????
Azure lore says 1 more damage per upgrade
or use http://bg-wiki.com/bg/Gabaxorea and http://bg-wiki.com/bg/Bolelabunga being only ex my bet is gaba might be the new regular nm drop and be augmentable so maybe 2 of those instead...
More points is always a good thing, specially with those Adoulin spells giving traits on their own, however, I can see us needing more spell slots now.
So, I went and did a quick test in my idle set, with the accuracy stat in /checkparam. With no accuracy bonus traits set, BLU/WAR had 761 prim/aux acc (don't judge, it's my idle set), only natural meditation set, I had 775 primary/auxiliary accuracy, with natural meditation set, along with vanity dive and disseverment set, I had 787 accuracy for both hands. I event tested by taking out disseverment, and I only had the accuracy from natural meditation's ACC bonus trait (775). If only there was a way to test magic attack bonus with /checkparam.The applicable job trait gained when setting a blue magic spell now displays in the help text along with its accompanying value.
The following job traits will become incrementally more potent depending on the total of set blue magic job trait values displayed in the help text.
Physical Attack Bonus / Defense Bonus / Evasion Bonus / Accuracy Bonus / Magic Atk. Bonus / Magic Def. Bonus Conserve MP
Mab is still really easy to test. Just nuke something right in starter zones and compare dmgs. Just takes 1 with no mab and then 1 with possibly having to account for int changes fo the set spells
So does anybody know how exactly to read the new trait descriptions on blu spells? Mainly, what does the number after the trait mean?
Edit:
Thanks Proth. So simple I feel dumb for not noticing it.
8 points per tier of trait. easy to figure out after that
http://www.ffxiah.com/forum/topic/30...ue-mage#traits
Does anyone know what exact spells do not work properly with additional effects, or where I can find this information? I know Tourbillion/Barbed Crescent do not work properly but seem to work decently on the few lower leveled mobs that I've tried so far.
I'd like to somehow put a list up on the main forums since Camate had asked for a list. Thanks for the help.
Good luck with that... http://forum.square-enix.com/ffxi/th...l=1#post468800
yay new random blue magic.
I suppose erratic flutter corresponds to haste II? that's very generous of them, now give us refresh II as well.
Thrashing Assault, depending on mp cost, could be pretty good for damaging.
Subduction seems pretty random, but oh well. maybe some kite heavy contents inc?
Any testing on the new spells? Modifiers? Damage type? Casting times?