As with most 1 handed melee yes it does save a hit to 100tp, like i said acc ranges in the 85%+ range for merits when using Man/Rid or Rid/Joy (using sushi w/o madrigal) so a definite answer based on that information would be ideal.
Edit: I tp in a total of 102 dex (using Rajas with no food on), what would I need to break tiers at the various merit camps?
108 Dex will give next to last Crit Tier on Coli's, Puks, non Thf/Nin Mamools, and I'm not sure of the Agi of Skoffins, but it will still be a Crit tier below that.
Question for my MNK. I'll post what my gear will be at lvl 70, and see if I can get any suggestions. (Currently at 69)
TP:
CC/ / /Tiphia
OHat/PCC/Merman's/Merman's or Diabolos
SH+1/OKote/Rajas/Sniper's+1
Amemet+1/Brown Belt/Strike Sub/Dune Boots
WS: Here is my dilemna, and what I am thinking of using for Howling Fist/Drgaon Kick.(Remember this is lvl 70, so Osode,etc are out for now)
CC/ / /Bibiki Shell
OHat/PCC/???/???
SH+1/Alky Bracelets/Rajas/Victory Ring
Amemet+1/Brown Belt/Kensei Sitabaki/???
I was thinking Triumph Earrings or Triumph/Minuet Earring for WS(Don't really want to spend that much), and then maybe those new STR+3 feet for HF? (Obviously keep Dune Boots for DK) There are no really good options for head and body until 75, and the rest seems the best for it's slot at 70.
Any suggestions on either TP gear or WS gear?
I never wrote it down formally on blog, but yes, 1 merit is the exact same thing is +/-1 from gear. I actually changed to -4 enmity merits once I hit 75 SCH for the exact same thing drwaffles wants (the max -50 enmity cure set), so when I tested formulas, I had to wear a Cach-nez and Mermaid Ring to even it out.
How much acc does a 2hander need to cap @ birds with no outside buffs? Someone posted this before but search is not my friend.
How about at mamool?
Edit: Also, what does 2hander pdif cap at?
I was thinking the other day about the plausibility of a PLD/NIN being able to claim Ixion with the Ash with a Ranged Accuracy set and *maybe* SV'd Preludes. What would the chances be with and without to hit Dark Ixion?
PLD/NIN Could get 119 Throwing Skill (Hurling Belt taking 114 to 119)
and for Ranged Accuracy:
Trailer's Kukri x2 (+28 )
O. Hat (+10)
Akinji Peta (+6)
Crimson Hands (+10)
PCC (+10)
Dusk Trousers (+10)
Homam Gambieras (+6)
Behemoth Rings x2 (+22)
Hurling Belt (+4)
Thunderer's Mantle (+4)
Vision Earring (+2)
Drone Earring (+~1.5)
for a total of +~113.5 Ranged Accuracy
So, in summation what would the chances be to hit it with just the R. Acc Set, R. Acc Set + Sushi, R. Acc Set + Sushi + Normal Preludes, R. Acc Set + Preludes, R. Acc + SV Preludes, and R. Acc Set + Sushi + SV Preludes?
Thanks in advance.
need to be more specific. but here's the guide.
acc cap on a bird is about 398-407 accuracy. (Depending on bird level) you need to be backfigure your naked accuracy but it's about 200+(skill - 200)*0.9 + .75*dex
most 2 handers are looking at somewhere in the area of 334 base accuracy, so they will need ~64-73 accuracy to cap out. *assumes A+ and merits but not +skill gear*
In realistic situations, is divine skill useful for anything besides Repose?
In exp situations where light-based sleep isn't needed, will a standard sleep with capped enfeebling on WHM make up for severely underleveled divine?
Currently 60WHM and about to start leveling again, just trying to figure out if I should make skilling divine a priority or not. Most likely, I'll be doing trio on pets for as long as its viable, if that helps.
As soon as I got it, I started using flash at every appropriate opportunity, started skilling up in besieged, etc., but it just doesn't seem to want to level.
Thanks for your responses guys.
Yeah I've got full convert/ice accuracy/elemental magic/enfeebling magic merits, wasn't getting too many resists on the KB, wasn't sure if I could toss tier3s at him on the run though, gotta try that next time. I've read the kaeko's post before and while it looks really interesting my BLM merits are pretty gimp.
Guess I just gotta keep trying though I don't think I'm gonna get as lucky on the vortexes any time soon ;; lol
Benefits to repose:
1. It's sleep2. Even if you are /blm and have sleep from that, you can sleep1 a mob when first aggroed, then Repose it before the sleep even breaks and overwrite the sleep1. Meaning you can keep it slept for 2+ minutes straight without having to worry about it hitting you between the sleeps. (And of course, it lasts 90 seconds instead of 60, on it's own).
2. It's light based. There are many "realistic" situations that light based sleeps are better than dark (some undead, dark elementals [summoner pets in salvage, mobs in limbus])
3. It's Divine Magic. At 75, your cap on Divine will be 39 points higher than enfeebling. That's a good deal of added accuracy. It will most definitely land more reliably.
4. You get it regardless of sub. If you ever want to melee whm/nin, be able to split pull limbus whm/smn, be the TH for a group farming whm/thf (I've duoed organs in sea as whm/thf and melee/sam...we decided me being /thf was better than the tank having 0 mitigation at all), then you will rely on repose to be able to sleep things.
5. It works with Light Arts /sch. Granted, with /sch your Enfeebling skill will be higher, but you'd have to switch to dark arts and addendum to even get access to sleep, but Light Arts will give you both 10% haste and 10% fast cast on the casting of Repose, as well as the option to alacrity (cast the spell in half the time) it, because it is light based.
In addition, there are times where being able to use banishes for damage is useful. Specifically in salvage there are multiple times that your group will need to kill a mob rather quickly, and while it isn't hard, if you go with low #s, being able to add a little damage can make up for a melee getting a miss on a WS (5% chance on single-hit WSes) or whatever else may go wrong.
Going into besieges and just spamming banish1, banishga, and banish2, should be able to get a decent # of skillups (I want to say 15-20 per besieged...)
I raised my skill when they added Repose, mainly for it (but as i said, being able to land banish3 and holy is not bad), and I don't regret it one bit.
Quick questions about learning chocobo attributes:
Can you teach an ability at any discernment level? Ex: Can I spam a story and will it eventually learn it with a "Poor" ranking or do I need "A bit deficient" like OtherWiki says?
A little more advanced:
I'm aiming for Gallop and Canter on a racing bird. Day 26 Average STR/END. What do you think my best course of action would be to get those 2 abilities and at least Outstanding STR/END?
If your WHM is only 60 just spare 15 mp for every mob you fight in exp party and toss it a Banish, will help your Divine Skill greatly.
Divine Skill is mainly for Repose now, yes. It also determines banish damage, and -% def to skellies and ghosts duration and Flash duration.
Repose was a really nice addition to WHM spell list, a light based sleep that is easy to land and has good duration, much better than the subbed Sleep might ever be.
So here I'm thinking "Hay, I have all these extra unused keys on my keyboard... Let's use them for extra spell macros!"
But I forgot how to clear out the keys in the "Key Assignment" menu, can't find it in the manual either. Does anyone remember how?
Edit: Answered my own question in a sort of eureka moment. You just have to push that key again. i.e. If [D] is used for Ranged Attack, just select it and hit D again.
Is it worth getting HQ fire/earth staff for blm?(note, i DONT have flare2 or quake 2). I've been thinking about it for a long time and just don't see the use from them.