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  1. #1
    RIDE ARMOR
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    Apr 2005
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    RDM Solo Bind / Gravity Setup

    Tips for a decent useable setup? Not looking to break the bank, but not looking to be super gimp either. Want something that'll work for most stuff so I can start playing around with solos before I invest a huge amount of gil/time into getting the REALLY good pieces.

    Most of it, I've largely worked out for myself, but a few pieces I'm somewhat iffy on. Specifically:

    Waist : Swift Belt for recasts, or Penitent's Rope? Witch Sash I know is better than the latter, but a bit pricey atm to justify the marginal upgrade for me for now.

    Hands: Dusk Gloves for recasts, or ... Duelist/Mahatma or Goliard?

    Feet: Same deal, Dusk for recasts, or what is there even? Goliard Feet the best non-ridiculous piece to get?

    Lastly, does INT effect duration or (for grav) potency? Or is everything (INT, skill, macc) just a factor to determine whether it lands or not?

  2. #2
    Nidhogg
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    FFXIV Character
    Serefina Solfyre
    FFXIV Server
    Odin
    FFXI Server
    Bahamut

    Magic effects are quite elusive, but as far as we can tell there is no such thing as Bind/Gravity "potency"; either it sticks or it doesn't and then you just get "grades" of resist.

    I tend to just focus on macc/skill over haste for Bind/Gravity simply because I can generally easily survive for the few seconds difference using each would give me, but an actual resisted Bind can sometimes be a problem.

    Of course, it's largely playstyle. Choose whichever suits you most... sometimes the situation. I know things like Steam Cleaner aren't going to resist me much so I can throw in some haste/fc onto Bind for instance.

    Aquilo's/Ice Grip/---/Phantom Tathlum
    AF1/Enfeebling Torque/Phantom Earring/Phantom Earring
    Warlock's Tabard/Errant Cuffs/Snow Ring/Snow Ring
    Prism Cape/Penitent's Rope/Mahatma Slops/Wise Pigaches

    is an achievable pure-AH build and will definitely suffice for most stuff. Wise Pigaches seem horrible to use cause it's Wise, but they're 4INT and only really Avocat Pigaches/Goliard Clogs are better unless I'm missing things.

    EDIT: Obviously Auster's/Wind Grip for Gravity.

  3. #3
    Nut Steamer
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    Phoenix

    I have 2 bind set, one with max enfeebling and one with duelist tabard instead of warlocks. In the end its really about the mob, on Steam Cleaner you dont have to worry about your recasts since you can keep distance and run.

    On Bune which can draw you in, i recommend using Duelist's Tabard. (Expecting you have Duelist's chapeau)

    On Charybdis, i dont use full enfeebling because the space is limited.

    It really depends on the NM, as you keep killing them you know how resistant they are. (Assuming you want to solo stuff)
    Edit: I have 5/5 ice/wind accuracy merits though

  4. #4
    Nidhogg
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    Odin
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    Bahamut

    Very true, I was perhaps being too generalised. Solo is mainly about technique, preparation and knowing your target. Gear helps but there are very few pieces which are necessary by any means.

  5. #5
    Relic Weapons
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    Ragnarok

    Quote Originally Posted by Blasta View Post
    On Bune which can draw you in, i recommend using Duelist's Tabard. (Expecting you have Duelist's chapeau)
    Why not use AF1 hat + AF1 body? That would be same amount of enfeebling skill and Fast Cast with some INT and spell interruption down on top of it....

  6. #6
    Hydra
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    Lakshmi

    Quote Originally Posted by Xera View Post
    Why not use AF1 hat + AF1 body? That would be same amount of enfeebling skill and Fast Cast with some INT and spell interruption down on top of it....
    Because refresh makes you leet! jk

    I prefer to go full acc, here's my set:

    FFXIGEAR.com

    Pretty average but meh. Gonna go with morrigan's hands/legs, AFv2 hat, witch sash, and that sea enfeebling +5 cape for upgrades as I get them. Shadow cuffs are good too.

    Only piece I'd switch out for fast cast is head for AF+1 once I get it (INT+5 is usually the same as enfeebling +5 when soloing). But as I said I prefer maxing macc, usually with haste/innate fast cast it'll be up again when it's ready.

    Also anything you can run away from, max macc is better just because it gets you more time to rebuff/etc. Crimson cuisses ftw if you have 'em o:

    EDIT: also make sure to get Aquilo's/Auster's if you can (mainly Aquilo's). It's a relatively cheap upgrade that gives another 10 macc I think and you dont sacrifice anything for it (you gain 1 INT too).

  7. #7
    rog
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    (INT+5 is almost never the same as enfeebling +5 when soloing)
    ftfy

  8. #8
    Nut Steamer
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    Well you could argue all day long which is better, i think what matters is experience. Yes i prefer refresh, but either way, i kill the NM with 99.9% success rate.

  9. #9
    Failed Sex Ed
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    I read somewhere that grav potency changes based on some int check.

  10. #10
    Nidhogg
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    Odin
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    By potency you mean how long the effect lands for? As far as I've seen it follows standard resist trends, but if you could show evidence to the contrary I would be interested :O

  11. #11
    Failed Sex Ed
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    No I mean like the movement speed decrease potency. I forget where I read it though, perhaps I'll test it out once i've capped fishing fatigue for today.

  12. #12
    A gigantic waste of space
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    Maurauc Baelfyr
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    Hyperion
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    Valefor

    So is there anything that effects what breaks bind, or is it purely chance?
    You know, how sometimes bind may break after a single nuke, but others it can last for ages.

  13. #13

    Sweaty Dick Punching Enthusiast

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    You can bind/grav lv1 mobs and see that it's purely random; 5int will always be better than auto refresh in bind/grav macros.. like that's even debatable, plus the spell int rate down.

    Also, it's speculated that int increases the damage threshold of bind before breaking. And grav will always decrease the same amount of speed every time.

  14. #14
    Nut Steamer
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    Quote Originally Posted by Thunder View Post
    5int will always be better than auto refresh in bind/grav macros.. like that's even debatable, plus the spell int rate down.
    I agree that 3~5 INT is "better", though reminder that we are talking about non-resistant mobs as we would not use full enfeebling macro. That being said, we could "debate" endlessly about: INT+5 > INT+4 & M.acc +2 feets etc situational things.
    (Of course INT+5 because it has more potency right?)

    If you just started soloing and dont know when to cast bind in order not to get your spell interrupted, maybe that is where spell int might kick in. Those that played for years, realise to cast bit after enemy's attack(s).

    If you get 5/5 Ice/Wind accuracy + INT/M.acc on everyhole you can, even NQs, you are good to go gearwise.

  15. #15

    Sweaty Dick Punching Enthusiast

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    You can debate int vs macc, although there are no tests to show that int affects potency, just tests disproving it, so int only adds macc, theoretically.

    And the quote of mine that you quoted was af+1 head/af1 body vs af2 head/af2 body. 3/5int spell int-% vs refresh. Can you even begin with an arguement for refresh on bind?

  16. #16
    New Merits
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    You really need to just go to the KI RDM forums. There is an abundance of information for any situation you can think of and more that you cannot. Every question has been answered in detail and can be found just browsing the forums. I hate to "not be productive" but the experience found in those threads can't be beat.

  17. #17
    Hydra
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    Lakshmi

    Quote Originally Posted by rog View Post
    ftfy
    I meant you wouldn't really notice the difference.

    Statistically, yes, for resist rates, enfeebling+5 is always better. But as I said, even though I don't plan on switching it out anytime soon, if I were to switch out any piece for fast cast, it'd be the head.

  18. #18
    rog
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    Quote Originally Posted by Thunder View Post
    Also, it's speculated that int increases the damage threshold of bind before breaking. And grav will always decrease the same amount of speed every time.
    No such thing. Any amount of damage between 1 and 9999999999999999999999999 has exactly the same chance of breaking bind. Easy enough to see by casting dia or some other spell you can get to hit for ~1 damage or so, and watch it break bind almost every time.

  19. #19

    Sweaty Dick Punching Enthusiast

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    Dia and bio will always break bind, so that's a pretty bad test.

  20. #20
    Failed Sex Ed
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    Quote Originally Posted by Thunder View Post
    Dia and bio will always break bind, so that's a pretty bad test.
    just from the initial damage, or is there some other reason why it breaks bind, but I know you can cast dia for zero damage with pluto and it won't break bind.

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