Stepping into the swamps sometimes give you a random effect.
Stepping into the swamps sometimes give you a random effect.
How much MP is too much for RDM?
/blm I have ~950 and /whm ~930 in my max MP sets which I generally use for Cures and Buffs and then swap to Enfeebling/Potency sets when I've used enough MP.
Only things which could increase it are Zenith, Serket ring, H.Bomb and +1 gear/AF.
Convert Ratio is almost 1:1, have slightly more HP than MP
Was wondering is there was a point at which MP is just being wasted or whether more is always merrier.
Also interested to know whether /blu /cor and /brd are worth levelling as subs for solo/endgame play and where/when they would see use.
i say if you have enough MP for your next spell, you have enough. RDM doesn't exactly strive on max MP pool.
1:1 is great, the only real concern you should ever have is if you don't actually fill your MP with convert. If you're adding more MP, make sure you will still have the HP to back it up so it's still even, or yes that MP gear is pretty much wasted while converting. Don't worry about your max MP so much, what's really important is knowing how to manage it so you don't run out while still getting your jobs done.
as for the odd subjobs, i'd say /blu is really only useful for playing around by yourself or doing ballista (I wouldn't even say it's that great for ballista). /brd can be okay for fights where you're in a party that could use the extra MP but doesn't get a real brd. I've never seen anyone use rdm/cor... but aren't corsair rolls pretty gimp as a sub?
Only time MP runs low is during a "shit hits the fan" moment or when a NIN decides to solo a Puk when the rest of the pt is on a Mamool.Originally Posted by chapstick
I was thinking of /blu for solo purposes since it gives a DEF boost in the form of Cocoon and allows access to HP Drain spells and Vorpal Blade. But I've since started using Daggers again so not too fussed about Vorpal.
Not played Cor so no clue if /cor is gimped on rolls. Was just wondering.
lol I hear you there. and I agree, if you're going out to melee things down, the defense boost from /blu is amazing.Originally Posted by Wintermute
looking at what rolls /cor even gets, you do get the MP while resting one, as well as the attack, accuracy, and magic defense ones. I'm curious to know how effective they are as a sub though.
What was the amount of dex needed for breaking the dex tier on those damned greater colibri?
I usually go fight em on my thf but if there ever is a rare situation where i would actually want to go fight them on my ninja I want to maybe play around with a dex setup(night only) using my brand new haidate koga feet and a hauby plus roast pipira if neccessary for about +31 DEX in my current setup.(I'm a hume btw)
IIRC, it was around 122 DEX.
sometimes it gives you gravity, sometimes it gives you fleeOriginally Posted by VZX
Stoneskin.Originally Posted by Swatt
I've gotten Haste from it once.Originally Posted by Chupunpupun
This is the swamp where the jnuns are, right?Originally Posted by Budonez
I've had Gravity, Stoneskin, Haste, and Flee from those swamps, that I can remember. I think one time I got Plague but I'm really not sure about that o-O
Never seen plague, but I would blame it on the chigoe you probably aggroed around. Most of them have an en-plague effect that last quite a while.
Gravity is the most common, like 1/2 or 2/3 of the time. I see flee slightly more than stoneskin/haste, but I've no idea what's the ratio.
Every swamp can give all 4 effects as far as I know.This is the swamp where the jnuns are, right?
(For duoing set ups) Is it possible to pull 1-organ Ix'MNK to Ebon Panels without some kind of death pull?
Yes, you can. Once you get to the ebon room keep running around and the adds will all depop. I have crimson cuisses though, I'm unsure if you can pull that off without movement gear of some sort.
Don't pop him with 1 H.Q Aern Organ. I'm personally 0/16(or 17Originally Posted by BRP
) on single organ pops for Vice. Of all those times, we got 2x Deed. From previous posts here on Ix'MNK, alot of people have absurd rates with single organ pops.
3 H.Q Aern Organ is the way to go. All of mine were done either duo or trio, it's still fairly simple to seperate them, maybe a little difficult if neither member has any +movement speed options, but definetly doable. Once they are seperated, the fight is a joke, and you're pretty much guaranteed to get 1 cape in 7 kills tops. When we switched to 3 organ pops, we went 2/5 on capes.
I went 0/20+ on single organ pops and ended up finally getting it on a 3 organ as well. I would also recommend using 3 organ pops only as well.Originally Posted by shukuffxi
As far as the pull, you can pull without deaths from the west side, but not the east side. The portal is easily accessable from the west end ??? so you just get your initial puller to run for the portal, tag the Ix'Aern on the way there with the other person and port up. The hate reset is all you really need - you can either die or zone to do it. If you don't have movement speed items, try using a hermes quencher or flee boots if you're on a job that can use them.
You can use the running in circles trick to depop aerns, but it can be tricky and it's not 100% effective due to the slight randomness of aggro loss. If you still get multiple aerns with you when u enter the Ebon Panel room, they tend to re-link each other I think. It doesn't hurt to try doing it though, and it's really nice when it works. If you're pulling with a RDM, chainspell sleep 2 + logging off after the Ix'Aern has been tagged works as well (duo or more obviously).
If you have movement speed I'd actually recommend against hermes/powder personally, just because it makes it more likely that it'll lose hate and deaggro. One thing I always did when duo/solo (went 0/9 duo, 0/1 solo until just getting cape from regular LS farming lol) was type out "/ma Bio <bt>" and trade from max distance and then quickly press the space > up > enter to re-type the last line before taking off. You have a second or so before it realizes you popped him and comes after you, and having DoT on (or it might even just be the fact that you did some direct action on it) seems to dramatically lessen the chance you'll lose him between the pop and the tower. I also typed out "/ta <bt>" while running to the tower and in that way always made sure he was within targetable range. Do those two things (bio and keeping him targetted) and he shouldn't deaggro.
what this guy said, i duo 3 organ mnks sometimes with a rdm friend of mine(i'm blm) and she pops it and zones the adds while i grab the NM and occupy it till the rdm gets back, we do this quite often so its not a fluke.Originally Posted by Kaeko
Does Dalmatica +1 have 2 tick refresh or is that just some BS rumor?