"Kiting" tigers doesn't work so well even with movement speed plus.
"Kiting" tigers doesn't work so well even with movement speed plus.
SCH/RDM AoE gravity them and kite that way if possible?
There is no reason to kite at all. BLM Can handle them all just fine if they stay together. (or RDM/BLM) Buff. Sleepga. Run. buff. Sleepga repeat. And we are not sure. But the tigers don't re-pop right after you kill. The 1st one didn't re-pop till about 5min after start. But it might just be he keeps spawning more no matter you kill or not. Need more test.
Atleast with the annm I had no trouble keeping the tigers slept as rdm/blm, although i can't be as effective a member in the fight cause i spent much time rebuffing but as long as there is another healer in there i think it'd be easy to deal with the adds. I may be trying this sometime tomorrow so i'll see if it works.
Just won the beacedine fight, helpers got random stones like diamond, goshenite etc. SCH got offered a staff with augment m.acc+10, ele skill +5 and fast cast +1. RDM was some enf skill +3 enhancement damage +3. Both declined D:
Fight was epic, lost first try.
4 Gargoyle that hit like trucks spawn and go around raping people.
immune to sleep/bind/grav
After awhile they go in "stone" mode and can't move or be damaged and come out of it after awhile ready to rape people. And fights goes on like that till all 4 dead.
PT was PLD WAR SAM SCH RDM BLU
2nd go got cactus stems, clear topaz, ice cluster for helpers lol..
M.acc+7 sword spell damage +2 for RDM sword
m.acc+6 ele+5 enhancing +4 for sch
enhancing on a staff's rather unique. The RDM sword has some potential I think...as do the DNC/PUP/COR/BLU items based on those types of augs. We'll see I suppose
In this fight Astika used Blood weapon multiple times.
I didn't parse but they seemed to have quite low HP so you can take one down with 2 hours pretty easily. Just take care it doesn't go to stone mode too soon.
Shadow burst is their most dangerous attack. AoE 800ish damage + curse.
As helper I got herb seeds...
enhancing is unique on that slot indeed, on most slots in fact. as for the rdm sword, enspells get faceplanted by joy unless you can cook up some bizzare build that can make enspell2's strong enough you can discount the 2nd hit and extra TP from joy or the target just can't be fed tp that fast. also, any macc or other spell casting stats other than fast cast would be mostly worthless as HQ staves cover macc and mythic+1 and muse shield cover potency. hydra staff too if you want a middle ground and have money, but that's off topic.
Desperately hoping that the trend of job-related augments continues
PUP sainti with pet:M.ACC/M.AB or pet:skill, please dear SE gods.
BLU on alla seems to have gotten one aswell, not very impressed with this so far
(cant post links ; ; )
dmg+4 acc+3 Additional effect: Water dmg+14
but what jobs have weapons so weak that a shoddy weapon like the ones they offer would be viable? mages are already set for life, sams have their haguns, etc. i could see some side grades, like fast cast for a rdm weapon or +bar spells maybe for whm, but what realistic augments could you posit that wouldn't be only a marginal upgrade? or is that the best we're hoping for out of this?
edit: quick question, btw, are weapon ranks affected by the dual damage ratings on the weapons? i'm not real bright with those sorts of things, but i seem to remember it causing senj to be a little underpowered b/c it fell into a lower weapon rank. am i just stupid and should shut up and go back to my corner?
So we have to choose not to take and augment and retry, or can we take the augment and reaugment it?
The fast cast staff for SCH is hawt if you macro it in for the beginning of the spell like all other fast cast gear (and I'm sure some of the augments are more than +1, but either way still good since there's no fast cast on any other weapon)