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  1. #161
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    Ahh okay. I kinda understand the whole "I spent over 10 mil for this body so I'm going to full time it!" thing. What about the rest of the set? I know nuking in full set Morg's is pretty alright but full timing legs, hands, feet?

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    Quote Originally Posted by Orochi Lede View Post
    Is Alkalroups good for BRD? in other words, i it worth keeping to use, is doubt it will replace HQ staffs but that is the only reason i can see a use for it.

    This has been bugging me a while, wondering if it's just an expensive toy or not.
    BRD debuff MAcc is still a bit fuzzy in terms of how big a role CHR plays, but at the least it should be even if not slightly better than NQ staves, maybe close enough to HQs to warrant the +7 inventory. I'm sure on anything other than major high-end mobs it's more than sufficient.

    Also regarding other uses, it's nice for a RDM MND build if you want to give up a few extra points of MND for a big chunk of MAcc to make it more applicable to harder mobs.

  3. #163
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    Quote Originally Posted by Callisto View Post
    BRD debuff MAcc is still a bit fuzzy in terms of how big a role CHR plays, but at the least it should be even if not slightly better than NQ staves, maybe close enough to HQs to warrant the +7 inventory. I'm sure on anything other than major high-end mobs it's more than sufficient.

    Also regarding other uses, it's nice for a RDM MND build if you want to give up a few extra points of MND for a big chunk of MAcc to make it more applicable to harder mobs.
    I would only benefit from the MACC since i have Full marduk, so CHR is not a problem at all. Just wondering if that MACC on it can be replaced, but my brd is fairly new to 75 so i have not tried any HNM or really resistant mobs yet. if it can replace HQ staff then i don't mind using it.

    I did like it on RDM and SCH, but BRD is really confusing.

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    Quote Originally Posted by Greenjade View Post
    Ahh okay. I kinda understand the whole "I spent over 10 mil for this body so I'm going to full time it!" thing. What about the rest of the set? I know nuking in full set Morg's is pretty alright but full timing legs, hands, feet?
    I don't know about nuking in full Morri as RDM just because I'm not sure I'd want to give up the skill on AF hat. They're all the same though in terms of not really full-time stuff. Hands are nice for nuking/Bind/Grav/Sleeps but there's things you're going to want something like Yigit/Devotee's+1/Duelist's for.

    Legs will replace Mahatma Slops for everything you'd use those for, nuking and MND builds, but you're still going to want to idle in something better such as Goliard Trews or W.Legs. Feet are fantastic for your MND build but Goliard/AF2 are better for most every other application.

    Quote Originally Posted by Orochi Lede View Post
    I would only benefit from the MACC since i have Full marduk, so CHR is not a problem at all. Just wondering if that MACC on it can be replaced, but my brd is fairly new to 75 so i have not tried any HNM or really resistant mobs yet. if it can replace HQ staff then i don't mind using it.

    I did like it on RDM and SCH, but BRD is really confusing.
    It really depends on what you're fighting, for most things it'd be fine to replace your HQ staves with to save inventory, though if you're trying to land Elegy on something really hard without ES HQ's will still likely be a bit better.

  5. #165
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    Awesome thanks <3.

    I'm gonna see if I can find a decent Salvage group and just wanted to figure out what I should aim for realistically. While granted a Morg body would be nice to have since it really is just situational at best it'll probably be the last thing I want to obtain. So general order should be Legs, Feet, Hands, etc? I'm also doing Nyzul so I'll probably stick to some Goliard parts over Morg's.

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    Legs and Feet give the most bang per gil spent on mats imo, but really you don't pick which pieces you upgrade, Salvage drop rates pick which pieces you upgrade. I had intended to do Legs and Feet, but Macha's Coat was the one that decided to drop so here I am in a Morri robe with no legs and feet, lol.

  7. #167
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    Yeah that is pretty much true. But gil wise, I'll probably go with Legs and Feet first. xP

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    Quote Originally Posted by Greenjade View Post
    Awesome thanks <3.

    I'm gonna see if I can find a decent Salvage group and just wanted to figure out what I should aim for realistically. While granted a Morg body would be nice to have since it really is just situational at best it'll probably be the last thing I want to obtain. So general order should be Legs, Feet, Hands, etc? I'm also doing Nyzul so I'll probably stick to some Goliard parts over Morg's.

    Since salvage is so horribly random , you really want to focus on what you use mainly, for me Usu is nice but since i rarely used MNK i took marduk and then morrigan as a priority.

    For RDm i'd say Feet > Legs > Body > hands, you really don't need head at all unless are looking to comeplte the set since Af1 and 2 hat both beat it in whatever situation.


    I'm not sure if goliard feet really beat that 10 MND but i don't have morri feet to test it.

    Don't underestimate the body tho, the few times if comes in handy it will really help. nuking especialy.


    But green i see you also have BLM so body should be taken into considaration, but if you don't have the gill off the bat don't cut off any heads over it.

  9. #169
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    Quote Originally Posted by Callisto View Post
    I've never campaigned there myself, but I know you do have to enter @ Jugner, but pretty sure the tags guy is right at the entrance if it isn't owned, not sure about when it is.

    I think the mobs themselves are pretty much the same as every other zone, the main issue is the shitty layout of the areas where the forts are that makes them all crowd in super tight so you can't really just pick one off, on top of it being hard to find a safe spot to fight without getting aggro from the normal zone mobs.
    ty i always only saw 70+ players going in there, so figured it was a place for much higher players. it also helps because it means i can not worry about going there, that bouncing around the normal zones making 2-3k a campaign battle is fine

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    Yeah I don't think it's so much the campaign mobs themselves as the level 76+ mobs crowding around the forts trying to eat you that's the issue.

  11. #171
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    Quote Originally Posted by Orochi Lede View Post
    Since salvage is so horribly random , you really want to focus on what you use mainly, for me Usu is nice but since i rarely used MNK i took marduk and then morrigan as a priority.

    For RDm i'd say Feet > Legs > Body > hands, you really don't need head at all unless are looking to comeplte the set since Af1 and 2 hat both beat it in whatever situation.


    I'm not sure if goliard feet really beat that 10 MND but i don't have morri feet to test it.

    Don't underestimate the body tho, the few times if comes in handy it will really help. nuking especialy.


    But green i see you also have BLM so body should be taken into considaration, but if you don't have the gill off the bat don't cut off any heads over it.


    Yeah, but even with BLM I already have Genie Weskit. At some point I would like to focus on getting a Morg's body but it isn't really a top priority.

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    Regarding Morrigan's;

    Head: I'm missing this piece, but it looks like it's really only good for completing the set, mainly for BLM nuking. For RDM, Duelist's and Warlock's Chapeaus will be better for most situations, so it's probably not worth the investment. BLU I could see using it for a M.Acc head in lieu of Nashira or Homam, and possibly for STR-modded spells like Vertical Cleave though there are better options.

    Body: I got mine mostly for BLM, though it's a solid Dalmatica replacement for RDM. It's very good for most things, though there are better pieces for individual tasks. For instance, Crimson body (and Errant/Mahatma) edge it out for potency enfeebling.

    Hands: They're pretty nice for landing nukes/enfeebles on tougher targets. BLM obviously has AF(+1) hands which beat M. Cuffs for nuking HNM's, but they work pretty well for RDM skill/M.Acc set. Yigit and Devotee(+1) are better for potency enfeebling.

    Legs: Very nice, most likely the best nuking pants and enfeebling potency pants you can get. I don't yet have Nashira, so I use these for almost everything aside from idling (W legs). Anything you'd use Errant/Mahatma or Jets for, you would instead use these for once you have them.

    Feet: Excellent RDM piece. These are the best you can get for any MND potency enfeebling set. Goliard obviously wins for enfeebling accuracy, and Yigit and/or Goliard would be better for nuking (as I doubt RDM has enough elemental skill to nuke anything above an exp-level mob in full Morrigan's).

  13. #173
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    Quote Originally Posted by Arkanna View Post
    Regarding Morrigan's;

    Head: I'm missing this piece, but it looks like it's really only good for completing the set, mainly for BLM nuking. For RDM, Duelist's and Warlock's Chapeaus will be better for most situations, so it's probably not worth the investment. BLU I could see using it for a M.Acc head in lieu of Nashira or Homam, and possibly for STR-modded spells like Vertical Cleave though there are better options.

    Body: I got mine mostly for BLM, though it's a solid Dalmatica replacement for RDM. It's very good for most things, though there are better pieces for individual tasks. For instance, Crimson body (and Errant/Mahatma) edge it out for potency enfeebling.

    Hands: They're pretty nice for landing nukes/enfeebles on tougher targets. BLM obviously has AF(+1) hands which beat M. Cuffs for nuking HNM's, but they work pretty well for RDM skill/M.Acc set. Yigit and Devotee(+1) are better for potency enfeebling.

    Legs: Very nice, most likely the best nuking pants and enfeebling potency pants you can get. I don't yet have Nashira, so I use these for almost everything aside from idling (W legs). Anything you'd use Errant/Mahatma or Jets for, you would instead use these for once you have them.

    Feet: Excellent RDM piece. These are the best you can get for any MND potency enfeebling set. Goliard obviously wins for enfeebling accuracy, and Yigit and/or Goliard would be better for nuking (as I doubt RDM has enough elemental skill to nuke anything above an exp-level mob in full Morrigan's).
    Thank you for posting this. :3

  14. #174
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    Quote Originally Posted by Arkanna View Post
    Regarding Morrigan's;

    Head: I'm missing this piece, but it looks like it's really only good for completing the set, mainly for BLM nuking. For RDM, Duelist's and Warlock's Chapeaus will be better for most situations, so it's probably not worth the investment. BLU I could see using it for a M.Acc head in lieu of Nashira or Homam, and possibly for STR-modded spells like Vertical Cleave though there are better options.
    The head is somehow the least wanted of the set. Its almst as good, if not better, as BLM AF2 hat. 10 skill vs 5 Macc 4 INT.

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    Quote Originally Posted by mdkuser View Post
    The head is somehow the least wanted of the set. Its almst as good, if not better, as BLM AF2 hat. 10 skill vs 5 Macc 4 INT.
    That's just it though. You just said it: it's almost as good as, or possibly slightly better than, the AF2 hat. The AF2 hat is "free" and probably easier to get for most people. The Morrigan head takes a lot of time/luck to get the 35 for, and costs (on my server) 4.2M if you don't farm the ingots through KS30 or some other method.

  16. #176
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    Quote Originally Posted by Martinius View Post
    what is the lowest level that a player can be where they can still earn substantial exp in campaign in la vaule? with that goes, what's the lowest level a player can be without getting assraped every 10 seconds in there? and finally, and this is kind of a noob question, but having never been to la vaule, where do you get tags inside, and does one have to enter from jugner (and can one get there from the C.A. post?) or can you warp there?
    Welcome to the wonderful world of La Vaule campaign, where 3000 exp a battle is a bad campaign. (Though, admittedly, I haven't had the chance to campaign there post fortification exp nerf) The lowest I've ever attended a La Vaule battle was level 62 SCH, but I can't see a reason to be higher excluding the off-chance you aggro the Imp or Orcish Dragonbrander near the Fortifications. Now let me draw you up a little map here...

    First off- you'll need some form of Invisible. You'll need Invisible to run to La Vaule itself (can't teleport there), so porting to Jugner [S] will likely be your way there. Unless, of course, you can snag a Recall-Jugner. You'll also need Invisible to run back and forth from the Fortification and the Tags NPC.

    http://i6.photobucket.com/albums/y25...vaulemap-1.png

    Your big ol' purply-mauvish dots are where you'll get Campaign Tags. The closer to zone one is if it's Beastman Controlled and the further out is if it's San d'Orian. The rest of the information presented here is my experience from offensive Campaign only!

    All your black dots are regular mobs; the only ones you have to worry about are the few in between the tag NPC and the fortifications (the pink dots in the mass of red). The red dots there signify Campaign Mob pops. There are two normal mobs really of interest, one outside the dark blue tunnel, which is an Orcish Dragonbrander, and a Seneschal Imp outside of the light blue tunnel.

    The blue tunnels are the areas where people normally pull mobs to; the dark blue tunnel is most often used, but you'll find your PLD/DNCs int he light blue tunnel if that's your fancy.

    Green line is the route (roughly) that the Royal Army takes to the Fortifications, and the pink line is the route the Freelancers normally take (occasionally I'll see Maat fly through that way). Note that if the Orcish Dragonbrander is up they will link on to the Campaign NPCs, and the Campaign NPCs may end up attacking it if it's linked.

    If the Royal Guard is there, forgo actual fighting and spam Cure Davilles- well, I mean if you actually want to win the Campaign anyway, often times you won't. The reason for this is that Davilles can pretty much solo a wave or two of Orcs by himself, with all the mobs hitting him he'll get enough TP to spam Uriel Blade which does roughly 1200 damage to every Orc within range.

    When a force retreats from another zone, they'll often defend La Vaule afterwards, meaning they'll pop on top of the fortifications roughly five minutes after their retreat. This might vary with current Orcish Host strategies (assuming the Beastman have those), but usually the best time not to get raped is when Campaign is going on elsewhere.

    Any force that undertakes the defense of La Vaule will pop right on top of the Fortifications, so prepare to run when you see that message unless you feel so inclined to get raped.

    Most of the time, in between campaigns, people will single pull mobs off to the dark blue tunnel and kill them- albeit I haven't gotten since the skill up removal, I would expect this to still happen. Then again, your post seems more intent on getting exp and not winning the zone so this may not matter to you.

    Uhh just do normal Campaign stuff and you'll be fine, I think this might be a bit much of a write up for the normal Campaign goer

  17. #177
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    Question:

    With capped h2h merits how much +acc is needed to cap acc on monk (for exp mobs).

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    Entirely depends on the mobs/what level you are.

  19. #179
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    75 on say greater colibri how much more acc would you need for like lurkers?

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    Check out this: http://www.mattrocks.net/matt/ffxi/o...in%20merit.txt

    and this: http://www.bluegartr.com/forum/53313...ml#post2852972

    there may be minor differences between the two, but you'll get an accurate idea.

    Then plug your shit into FFXIGEAR.com to see how much you have/what it'll take to get where you need to be. There isn't an option to add merits or Focus so you'll have to do it yourself, full merits is about +14~ acc.

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