For sam is it acceptable to use askar body if you don't have rajas in order to make up the 5 stp? Rings I use right now are toreadors x2 so essentially I'm losing 5 acc for 5 stp. Right now I use hauby+1 but do have askar
For sam is it acceptable to use askar body if you don't have rajas in order to make up the 5 stp? Rings I use right now are toreadors x2 so essentially I'm losing 5 acc for 5 stp. Right now I use hauby+1 but do have askar
Get a Rajas
Get a D.ring
Use Rose Strap or Nuevo Coselete (if it's not tied up elsewhere) instead.
Is Bearclaw Pinnacle completely blocked off by the ice wall throughout all of Ice day?
Dark Seal, not DE. AF+1 head is an easy improvement. Dark Torque, Abyss Earring + Dark Earring, I personally prefer Corselet over Harness, Crimson Finger Gauntlets, Omega+Balrahn's when it isn't Darksday, Merciful Cape is very nice when using Dark Seal, otherwise Abyss Cape does the job well. If you're in Dynamis or Apollyon a lot, definitely invest in Anrin Obi, otherwise that campaign waist is probably the next best thing. Relic+1 legs aren't that hard to obtain. As for boots, Inferno will probably only rarely get used. I have no recommendation on this slot but I just keep Homam on for the haste+.
The downside to using all this Dark Magic/M.acc gear is that after you switch to HP zerging gear, you'll have to fill in that ~300 HP gap. Either tone down the gear (you're using Dark Seal anyway) and leave on more HP, or just have a BRD cure you after they are done rotating songs.
Hope that was at all useful.
SCH has no native MAB, so that is another factor to consider. I doubt that in itself accounts for 200DMG, but there's nothing more that can be said about this since both should have the same magic ACC, so I doubt I was constantly getting resisted.
List of gear just for reference though:
HQ Elemental
Bugard+1
Phantom Tathlum
MKD INT+4 Magic ACC+2 MAB+2
Elemental Torque/Uggy
Phantom Earring
Moldy Earring
ACP Body (MAB/Magic ACC)
Vicious Mufflers
Snow Ring
Omega Ring
Gleeman Cape
Penitents/Obi
Mahats legs
Goliard Feet
PLD
PLD
BRD
RDM
RDM
BRD
BLM
SCH
DRK
DRK
The DRK people only have melee classes (DRG/BST/THF) to choose between, so we make them pod people. I didn't like our last run because I felt just me (SCH) and the BLM didn't do damage fast enough (Reached the 25% HP with like 15min left?), which makes the last portion a pain in the ass.
Don't know why you guys have problem with people melee'n Omega.
Do what I do, Send melee in when he's on 2 feet, have melee stay away when he's on 4 legs.
and they can still do pod management.
And really you're a sch I think you can afford to not nuke in lieu of a stona every now and again for better mob positioning.
And there's no reason why you need to be sch/nin ... especially if you aren't nuking pods.
The last run we did I had one of the DRKs DD since I felt short on DD. The no DD perspective comes mainly from past bad experiences like:
-AoE Para spam and bad mages that would paralyna DDs > Tanks
-Combination of pods taking the most random path and running out of TIV range while to go kill mages + DDs paralyzed meant lots of unnecessary damage taken by PLDs/mages
- The last part will be clearer if you read the rest of this post
I'll probably be doing that with one of our DRKs since it worked so well last time (Before that run, we didn't bother due to bad experiences where the DD would get paraed, so they couldn't grab the pod), but on the first 4legs we tend to have one of the DRKs start light SC with PLD's Atonement for an enmity boost.Do what I do, Send melee in when he's on 2 feet, have melee stay away when he's on 4 legs.
Well for Pods, it's usually me + BLM nuking them. Same deal with Omega. When I said DRKs do pod management, I simply meant pulling them so they don't run out of range (Though having a BLM use stun on the pod works as well). Stona duty I never tried (Though my last attempt at Light Arts/Dark Arts rotation turned out badly), but I wouldn't mind giving it a chance if it meant PLDs could distance themselves from each other and mages could stand out of AOE range. The reason I did SCH/NIN last run was just based on intuition in light of the fact that with two DDs (Me being the one that nukes more), I would accumulate more enmity than normal. It did seem like the right choice for that run since I ended up tanking pods and omega for lengthy periods.And really you're a sch I think you can afford to not nuke in lieu of a stona every now and again for better mob positioning. And there's no reason why you need to be sch/nin ... especially if you aren't nuking pods.
What is the perfect distance for Bow on a normal sized mob?
Bah, a long time ago I found an awesome chart/table that showed the ideal distances to shoot from with both bow and gun but I can't find it now. If I remember correctly it's close % wise between groups of 5, so 5.0-9.9 was almost the same, 10.0-14.9 was almost the same, 15-19.9 was almost the same, etc.
If you want a sort of smartass answer R3...to me, the perfect TP distance is the closest you can get without being within AOE range.
WS on the other hand really depends on what you're fighting. To me, when I used to merit on standard bow/vulcans rng I'd slow the pt down if I was back at 8' and WS'd because the bird would then move to me and everyone would have to reposition. I just sucked it up and TP/WS"d from right in the birds face. I'm sure it was a few less dmg, and a slightly higher chance to miss, but whatever. As for WSing Odin I wait to see a TP move, run in within 15' fire it off and gtfo, I don't try to get within 10'.
If this answer was too situational for you then I think the proper range is 7.8ish.
Distance - FFXIclopedia, the Final Fantasy XI wiki - Characters, items, jobs, and more
Bottom of page? That the table, Cdgreg?