We are heavy on BLMs, so we plan on SMNs/BLMs for the damage, is it worth being 2-3 SAMs to do some SCs for the BLMs first or have those people just come as other support jobs?Originally Posted by Suiram
We are heavy on BLMs, so we plan on SMNs/BLMs for the damage, is it worth being 2-3 SAMs to do some SCs for the BLMs first or have those people just come as other support jobs?Originally Posted by Suiram
The SAMs in my LS would probably say, "You should have the BLMs change to other support jobs for the 2-3 SAMs," and I'd actually be inclined to agree with them.
As long as you have adds covered and a solid tank PT, you can kill it any way you want without any real worries, it will just take longer or shorter depending on how many people and what job you have to damage JoL. But since you said it is your LS's first JoL I wouldn't worry too much about speed, just make sure you take care of the essentials and set the rest of the people to damage it as best they can, and then take what you learned and apply it to make it faster the next time.
As for what jobs to damage, you can pretty much bring anything. We don't even really use BLMs anymore for damage, but we used to and other LSs still do, and that works fine too. But if you want my personal opinion, SAM is the best melee DD on JoL, in their own right and not just as SC-whore for BLM (well, second to a DRK's 60 seconds of glory every 6 minutes, but that's a given).
What level enfeebling would a rdm have to be before he can swich to wand\shield and still comfortably land enfeebs on most hnm's
I use wand/shield (mythic+1/nms+1) for slow instead of Terra's. Enfeebling around 330 and I can land Slow pretty comfortably. I use staves for other debuffs though.Originally Posted by residue
I can do it with 322 enfeebling (capped enfeebling, 8 enfeebling merits, enfeebling torque, enfeebling earring. alturistic cape, and duelist's chapeau).
Rest of gear is mistlieen, numbious shield+1, mahtama, etc
something that gives me a fucking embolism every time i see itOriginally Posted by Plight
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How do you stop a windower macro?
AFAIK, /shutdown
Accuracy bonus I guess, used to be propogated as "the third viable subjob". Of course this was when the concept of THF dot was unheard of, and a THF was doing awesome when they were plinking mobs for singledigit damage with sushi and low delay daggers to WS more.Originally Posted by elphaba
Pretty silly to still sub RNG now, bolts are very nice at lower and mid levels, but if you're going to give up shadows, give it up for /WAR imho, can't argue with zerk and double attack. :3
What does the "enhance absorb effects" do on Onyx gear?
Kind of a continuation of that: can Absorb spells get partial resists? If so, does it affect the XXX down effect and/or the boost recieved by the DRK? If the DRK cancels the XXX boost manually, does it affect the XXX down on the target?
As far as the cancelling part, I've never tried, but I can test later and see, though I doubt it would cancel the xxx-down on the mob.Originally Posted by Plight
As far as a resist goes, I've noticed a consistent amount absorbed, though on a resisted cast, the mob's effect wears off well before mine, so they suffered a lesser stat-down penalty than the stat-boost I got.
It just increases the duration of effect.
It increases duration of absorb by like 10~15 seconds. Not sure if the HQ, "Onyx", has a longer increase than the NQ, "Black".
Question on AM2: Are they all the same damage, unlike the tier spells? Example, everyone knows that Thunder IV deals more damage than Stone IV (unless I'm just retarded). Is it the same way with AM2? Does Quake II deal less than Burst II? Or are they all the same damage, they just attribute more to the fact of a mob being less/more weak to it? (Hence, it would be silly to learn Quake II because so many things are earth resistant)
Yes.Originally Posted by Carbon
http://wiki.ffxiclopedia.org/Calculatin ... ation_of_D
Wasn't there 2 fomors near the Aquaducts zone? A mnk+smn? Did I just dream this?
They removed them in uh... december '05, I think.Originally Posted by Volken
This post is over a week old, but I've found this to be untrue while using ingame macros. I also tried this macro on blu/drg to test something similar on EP mobs:Originally Posted by yrpaine
/equip main "Perdu hanger"
/ja "Jump" <t>
Before using the macro each time I had nothing equipped in weapon slot (0 h2h skill), and the jumps were all normal sword jump damage.
The hell? I think it was later than that, but why did they bother? >.>Originally Posted by Ichthyos