Don't forget their lovely selection of Mage armor. :elmer:Originally Posted by Akucaen
Don't forget their lovely selection of Mage armor. :elmer:Originally Posted by Akucaen
I gotta ask, hundred fists with the NQ stun H2H? Anyone done it?
Quite a few old-school MNKs have done it on Maat.Originally Posted by SathFenrir
I don't remember anything phenominal about the proc. rate, but I fought Maat three years ago.
MNK can equip the whole Jamadhar range, DRK/NIN/THF none of them. The Stun Jamadhars +1 are the only exception I could find.Originally Posted by Seyrr
Bought a pair of these a long time ago, hoping the stun effect would proc often enough to make these useful. How wrong I was....from dirty testing on Bugards in Misareaux Coasts, Bees in Lufaise and Spiders in The Boyada Tree, proc rate is around 5%.Originally Posted by Acturus
(Tested by counting hits and procs on my log after each mob fight and adding all up. Sample size was ~30 mobs --which is quite small-- but to be honnest but 0-1 proc per TW or EP fight make them obvious crap to me)
Clearly, PLDs get Destroyers so those of us who are planning on leveling MNK can unlock them via /WAR Combo, and ding into them later. XD
I unlocked my destroyers while capping my H2H on thief =>.>=
There are many items in the game that have different jobs on NQ vs HQ.
Coeurl Jerkin NQ
LV 70 THF BST RNG DNC
Torama Jerkin HQ
LV 70 RDM THF BST RNG DNC
who knows.
I knew you'd say that, totally doesn't count. They made an exception on purpose just for PUP.
Wasn't there a pair of knuckles back in the day where MNK wasn't listed on it but they were able to equip it anyways until it was ninja fixed? I forgot exactly which item it was.
http://images.wikia.com/ffxi/images/...neSubligar.jpg
http://images.wikia.com/ffxi/images/...ligarPlus1.JPG
The HQ is the only piece in the set that adds +2 def over the NQ instead of +1. I know that there's plenty of other HQ pieces that have > +1 to the base stat compared to the NQ, but this one seems pretty random.
It's always somewhat annoyed me that BLM AF hat upgraded to +1 loses the lightning resist. I think there's another stat on a different piece that gets lost in upgrade as well.
body loses vit. a lot of pieces lose some stats when they're upgraded. for example, rdm af2+1 hat loses the wind resist. TANK AV NOW, BITCH! iirc, sam equip loses some of its resist on upgrade too.Originally Posted by Suiram
I think the point was more of why do rng bst drk rdm and pld use them (with 0 skill) and why don't pup use em >.>Originally Posted by Cream Soda
Edit:
You were half correct
http://images.wikia.com/ffxi/images/...s_Knuckles.gif
Because SE knows it would make alot of Monks angry, myself included XD
So SE used their good old SE logic and didn't add PUP on Destroyers.
Duelist's chapeau
* MP +14
* Resist vs. Wind +10
* Adds 'Refresh' Effect
* Enfeebling Magic Skill +15
Dueslist's chapeau +1
* HP +14
* MP +14
* Mind +3
* Enfeebling Magic Skill +15
* Adds 'Refresh' Effect
Goodbye wind+10 ; ;
Why would a MNK care if PUP got Destroyers? They're not ~that~ good.Originally Posted by Appie
They'd still be 51 h2h skill and 3 martial arts traits behind monks >.> I really don't see a problem with letting them have destroyers.Originally Posted by Appie
upgrade it and lot another for that sexy wind resistOriginally Posted by pchan
Who needs wind resist when you can melee with staff?
But...RDM melee with staff -needs- wind resist. They Baraeraed, it must be so!