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  1. #61
    CoP Dynamis
    Join Date
    Jun 2008
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    251
    BG Level
    4
    FFXI Server
    Alexander

    Quote Originally Posted by FailureMidgard View Post
    I meant you can cap stoneskin absorb while using haste gear.
    Ah, I misunderstood! I apologize. But while we're on that topic, almost any WHM can cap both with some thinking! Capricorn (5%) + Goliard Body (4%) + Turban (5%) + Blessed+1 Legs/Hands (10% total) + Swift Belt (4%) = over haste cape by 2%, and +15 MND

    Assuming /SCH (now 256 base), AF2 feet (+10), Tork (+7), and Earring (+3), you hit 276 skill, and gain 5 more MND, +20 now total. Assuming, just for shits and giggles, that you're a Tarutaru with no MND merits, you have 69 base MND @ 75 WHM/SCH. So for the stoneskin formula X = (276/3) + 89, or 181. For X > 130, 3X-190. 3(181) - 190 = 353 total damage absorbed. Vuala! Capped both, and this can be done without the use of HQ blessed too

    Good times, but I digress from the topic at hand. Simply put, Stoneskin macros should aim to cap both, especially with the extreme ease that it can be done with these days.

  2. #62
    Cerberus
    Join Date
    Nov 2008
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    419
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    Cerberus

    This is the best thread in quite some time, Thank you!

  3. #63
    Melee Summoner
    Join Date
    Nov 2008
    Posts
    28
    BG Level
    1
    WoW Realm
    Silvermoon

    I was looking through the WAR.xml which was posted above and it made me realise a whole new way of doing gearswaps based on acc/mobs/etc in a way I didn't know spellcast could do. Neosutra has already said he's planning on posting his pld's xml when he's finished modifying it, but would others also be interested in posting theirs for the other jobs? Would be nice to see if there are things which I've outright missed, or others which maybe were removed due to them not working properly/as i would have liked and couldn't work out how to fix, etc. Would be much appreciated.

    + in addition, several spellcasts I've used in the past were written in a way which utilized macros to operate. If you use such devices in your xml, could you please make a note of it ^^.

  4. #64
    Nidhogg
    Join Date
    Mar 2008
    Posts
    3,793
    BG Level
    7

    Quote Originally Posted by dantaro View Post
    Ah, I misunderstood! I apologize. But while we're on that topic, almost any WHM can cap both with some thinking! Capricorn (5%) + Goliard Body (4%) + Turban (5%) + Blessed+1 Legs/Hands (10% total) + Swift Belt (4%) = over haste cape by 2%, and +15 MND

    Assuming /SCH (now 256 base), AF2 feet (+10), Tork (+7), and Earring (+3), you hit 276 skill, and gain 5 more MND, +20 now total. Assuming, just for shits and giggles, that you're a Tarutaru with no MND merits, you have 69 base MND @ 75 WHM/SCH. So for the stoneskin formula X = (276/3) + 89, or 181. For X > 130, 3X-190. 3(181) - 190 = 353 total damage absorbed. Vuala! Capped both, and this can be done without the use of HQ blessed too

    Good times, but I digress from the topic at hand. Simply put, Stoneskin macros should aim to cap both, especially with the extreme ease that it can be done with these days.
    Capricorn Staff isn't the easiest thing to find, and I've put money towards other jobs personally instead of HQing blessed, but ya. I used blessed feet/hand/leg/goliard/swift/turban for 23%. And mnd is better than skill for capping (Morgana's > Torque, etc), and you left off slots like back, but ya, my original point was you can wear haste wherever possible and still cap relatively easily.

  5. #65
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
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    3,709
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    FFXI Server
    Fenrir

    Quote Originally Posted by Deimos View Post
    Updated the second post a bit, still working my way through. Trying to cover most of the major stuff, let me know if you see problems.

    I'm still debating the best way to handle defining the actual gear-sets, I'm not sure if I should put example gear in there for people to replace (should this be ideal gear? Average gear?), or just explain how to define gear-sets and let them go from scratch.
    Going to echo Thunder's suggestion on this, let them enter the actual gear.

    This is a fantastic project, thank you for taking the time to do this.

  6. #66
    Relic Weapons
    Join Date
    Mar 2006
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    396
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    Asura

    Quote Originally Posted by Kenkyo View Post
    I was looking through the WAR.xml which was posted above and it made me realise a whole new way of doing gearswaps based on acc/mobs/etc in a way I didn't know spellcast could do.
    it's a product of my hate from listening to "shit is situational"

  7. #67
    Relic Weapons
    Join Date
    Mar 2007
    Posts
    368
    BG Level
    4

    Here is my MNK to help you out. Ignore gear esp for WS. I used to have only 1 WS set cause i am lazy and used Asuran 99.9% of the time and did not care. I fixed it for others. my MNK is very salvage based thus more defensive gear choices.

    MNK
    Sets
    • Standard melee sets
    • Asuran Fists
    • Howling Fist
    • Dragon Kick
    • Chakra

    Necessary
    • AF(+1) Gloves for Boost
    • AF(+1) Crown for Focus
    • AF2 Gaiters for Counterstance

    Optional
    • Idle + Engaged sets
    • Focus Up set for when focus is up
    • Faith Set + stones | Hades set for tanking
    • Guard Set
    • Kirin's Pole equipped when TP is less then 10 when chi blasting.
    • Large uses of <elseif> to lighten as much load to Spellcast as possible.
    • Comments!


    Code:
    <?xml version="1.0" ?>
    <spellcast>
    	<config
    			RequireVersion="2.16"
    			Debug="false"
    			HideErrors="false"
    			ShowGearSwaps="False" 
    			/>
     
    	<sets>
    		<group default="yes" name="MNK">
    		<!-- Events -->
    			<set name="Standard">
    				<main>Destroyers</main>
    				<ammo>Tiphia Sting</ammo>
    	                	<head>Anwig Salade</head>	
    	        	        <neck>Peacock Charm</neck>
            	        	<lear>Ethereal Earring</lear>
    	        	        <rear>Brutal Earring</rear>
            	        	<body>Kirin's Osode</body>
    		               	<hands>Ochimusha Kote</hands>
            		        <lring>Rajas ring</lring>
                    		<rring>Sniper's Ring</rring>
    	                	<back>Forager's Mantle</back>	
    	        	        <waist>Brown Belt</waist>
            	        	<legs>Byakko's Haidate</legs>
    	        	        <feet>Dune Boots</feet>
    			</set>
     
    			<set name="Resting">
    			</set>
     
    			<!-- for gear you dont wana wear idle but in battle -->
    			<set name="Engaged" BaseSet="Standard">
    			</set>
    
    			<!-- only equiped when events occur while focus is active. -->
    			<set name="FocusOn" BaseSet="Engaged">
    			</set>
    
    		<!-- Weapon skills --> 
    			<set name="Asuran" BaseSet="Engaged">
    		                <head>Optical Hat</head>
                    		<rring>Rajas Ring</rring>
    	        	        <rear>Spike Earring</rear>
                    		<legs>Republic Subligar</legs>
    		                <waist>Potent Belt</waist>
    				<neck>Soil Gorget</neck>
                    		<feet />
    			</set>
    
    			<set name="Dragon" BaseSet="Engaged">
    		                <head>Optical Hat</head>
                    		<rring>Rajas Ring</rring>
    	        	        <rear>Spike Earring</rear>
                    		<legs>Republic Subligar</legs>
    		                <waist>Potent Belt</waist>
    				<neck></neck>
                    		<feet />
    			</set>
    
    			<set name="Howling" BaseSet="Engaged">
    		                <head>Optical Hat</head>
                    		<rring>Rajas Ring</rring>
    	        	        <rear>Spike Earring</rear>
                    		<legs>Republic Subligar</legs>
    		                <waist>Potent Belt</waist>
    				<neck></neck>
                    		<feet />
    			</set>
     
    		<!-- Casting. Since I have to blink I flip to + Eavasion in non-haste slots-->
    			<set name="Utsu" BaseSet="Engaged">
    				<body>Scorpion Harness</body>
    				<hands>Rasetsu Tekko</hands>
    				<feet>Fuma Sune-Ate</feet>
    				<back>Corse Cape</back>
    				<neck>Evasion Torque</neck>
    			</set>
     
    		<!-- Job Ablilities -->
    			<set name="Chakra" BaseSet="Engaged">
    				<head>Genbu's Kabuto</head>
    				<body>Temple Cyclas</body>
    				<waist>Warwolf belt</waist>
    			</set>
     
    			<set name="Chi" BaseSet="Standard">
    				<feet>Suzaku's Sune-Ate</feet>
    				<body>Kirin's Osode</body>
    				<head>Temple Crown</head>
    				<hands>Devotee's Mitts</hands>
    				<neck>Holy Phial</neck>
    				<rear>Geist Earring</rear>
    				<lring>Aquamarine Ring</lring>
    				<rring>Aquamarine Ring</rring>
    			</set>
    
    			<set name="Counterstance" BaseSet="Engaged">
    				<feet>Melee Gaiters</feet>
    			</set>
     
    			<set name="Dodge" BaseSet="Engaged">
    				<feet>Temple Gaiters</feet>
    			</set>
     
    			<set name="Boost" BaseSet="Engaged">
    				<hands>Temple Gloves</hands>
    			</set>
    
    			<set name="Focus" BaseSet="Engaged">
    				<head>Temple Crown</head>
    			</set> 
    		</group>
    
    	<!-- Nondefault Groups. Use //sc group XXX to change to it-->
    		<group default="no" Inherit="MNK" name="Faith">
    			<set name="Standard" BaseGroup="MNK" BaseSet="Standard">
    				<main>Faith Baghnakhs</main>
    				<ammo>Virtue Stone</ammo>
    			</set>
    		</group>
    
    		<group default="no" Inherit="MNK" name="Hades">
    			<set name="Standard" BaseGroup="MNK" BaseSet="Standard">
    				<main>Hades Sainti</main>
    			</set>
    		</group>
    
    		<!-- I dont use this but I am shure others will. Just fill it out and go with it -->
    		<group default="no" Inherit="MNK" name="Guard">
    			<set name="Engaged" BaseGroup="MNK" BaseSet="Engaged">
    				<body />
    				<head />
    			</set>
    		</group>
    
    	</sets>
     
    	<rules>
    	<!-- "default" sets -->
    		<action type="equip" when="resting" set="Resting" /> 
    		<action type="equip" when="idle" set="Standard" /> 
    		<action type="equip" when="engaged" set="Engaged" />
    		<action type="equip" when="aftercast" set="Standard" />
    
    	<!-- Utsu Rules -->
    		<if spell="Utsu*">
    			<action type="equip" when="Precast" set="Utsu" />
    				<if spell="Utsusemi: Ichi" BuffActive="Copy Image">
    					<action type="midcastdelay" delay="2.9" />
    					<action type="Command" when="midcast">cancel 66</action>
    				</if>
    		</if>
    		
    	<!-- default "aftercast" -->		
    		<if Status="Engaged">
    			<action type="equip" when="aftercast" set="Engaged" />
    		</if>
    		<if buffactive="Focus">
    			<action type="equip" when="engaged|aftercast" set="FocusOn" />
    		</if>
     
    	<!-- Job abilities -->
    		<if type="JobAbility"> 
    			<if spell="Chakra">
            		    <action type="equip" when="Precast" set="Chakra" />
    			</if>
     	
    			<elseif spell="Focus">
    		            <action type="equip" when="Precast" set="Focus" />
    			</elseif>
     
    			<elseif spell="Dodge">
            		    <action type="equip" when="Precast" set="Dodge" />
    			</elseif>
     
    			<elseif spell="Counterstance">
    		            <action type="equip" when="Precast" set="Counterstance" />
    			</elseif>
     
    			<elseif spell="Boost">
            		    <action type="equip" when="Precast" set="Boost" />
    			</elseif>
    			
    			<elseif Spell="Chi Blast">
            		    <action type="equip" when="Precast" set="Chi" />
    				<if TPLT="10">
    					<action type="equip" when="Precast">
    					<main>Kirin's Pole</main>
    					</action>
    				</if>
    			</elseif>
    				
     		</if>
    
    	<!-- Weapon skill -->		
    		<if Type="WeaponSkill" NotTPLT="100">
    			<if spell="Asu*">
    				<action type="Equip" when="Precast" set="Asuran" />
    				<action type="castdelay" delay=".2" />
    			</if>
    
    			<elseif spell="Drag*">
    				<action type="Equip" when="Precast" set="Dragon" />
    				<action type="castdelay" delay=".2" />
    			</elseif>		
    
    			<elseif spell="How*">
    				<action type="Equip" when="Precast" set="Howling" />
    				<action type="castdelay" delay=".2" />
    			</elseif>
    			
    			<!-- Catch all. All other WS will use Asuran WS set -->
    			<elseif>
    				<action type="Equip" when="Precast" set="Asuran" />
    				<action type="castdelay" delay=".2" />
    			</elseif>
    		</if>
    
    	</rules>
    </spellcast>
    To dabble in other Jobs:

    RDM i find this to be best for convert rules

    Code:
    Variables
    		<!-- more MP then this will ignore gear changes. Put your max nornal MP.-->
    			<var name="ClockOn">0</var>
    			<var name="CLockMp">682</var>
    Actual lock
    		<!-- gear locks proccessed first -->
    			<if advanced='"CLockOn" = "1"'>
    				<if MAftercastPLT="$CLockMp">
    					<action type="enable" />
    				</if>
    				<elseif MPGT="$CLockMp">
    					<action type="disable" />
    				</elseif>
    			</if>
    Most of the convert sets i see use hp has the base. i find that mp aftercast is best. It wont unlock until the cast after you go less then your mp. i.e. your gear will stay locked for that last cast. this is for people who want to be that efficient.

    I have a BLU set but i refuse to post it b/c it is only 66 and if you use it people will know you use spellcast cause you will blink every 3 seconds. keep this in mind with what you make. you cant be blatantly obvious you use 3rd party tools.

    Aikar's BLM is the best XML i have ever seen. I suggest every BLM use it. READ THE DIRECTIONS FIRST!

  8. #68
    CoP Dynamis
    Join Date
    Jun 2008
    Posts
    251
    BG Level
    4
    FFXI Server
    Alexander

    Quote Originally Posted by FailureMidgard View Post
    Capricorn Staff isn't the easiest thing to find, and I've put money towards other jobs personally instead of HQing blessed, but ya. I used blessed feet/hand/leg/goliard/swift/turban for 23%. And mnd is better than skill for capping (Morgana's > Torque, etc), and you left off slots like back, but ya, my original point was you can wear haste wherever possible and still cap relatively easily.
    Aye, I left out slots just to show that its not needed to swap them to cap either is all

  9. #69
    Relic Shield
    Join Date
    Apr 2008
    Posts
    1,725
    BG Level
    6

    Quote Originally Posted by Snprphnx View Post
    NIN

    Town Set

    Melee
    TP Build
    Solo Build
    WS: Jin
    WS: Ku
    WS: Kamu
    /war set
    /dnc set
    Ninjutsu Skill +

    Tanking
    Idle Set
    Physical Dmg Down/DEF
    Magic Dmg Down
    Fire Resist Build
    /drk
    /war
    /rdm
    Max Enmity+
    HP+
    Kiting
    Holding
    Citadel Buster
    EVA for Ichi

    Optional Builds
    /blm or /rdm for Ninjutsu Wheel
    /rng for spamming Shurikens


    Necessary Functions
    Max Haste for :Ni casting
    Max Enmity Build for /ja while tanking (berserk/warcry/last resort/Soul Eater)
    Nighttime gear.


    Option Functions
    Max Haste and -PDB for :Ichi
    Added a few, at least that I use and find useful.

  10. #70
    Cerberus
    Join Date
    Jul 2008
    Posts
    492
    BG Level
    4
    FFXI Server
    Bahamut

    I'd also recommend a spell interruption set for NIN, probably only needed for mid-cast on ichi though. I'm not entirely familiar with spellcast, but if there's an option that allows you to swap to a weapon only when a certain weapon is equiped, i.e. swapping sainti/e.staff to nikkarioe, that would be helpful.

    Pretty optional, I'd think, but it's very nice to have.

  11. #71
    Bagel
    Join Date
    Feb 2006
    Posts
    1,304
    BG Level
    6

    No one's done one yet - so I'll try to think through BST as a starting point (will prob forget something but it's a start - and I've only just woken up so bear with!)

    BST
    Sets

    Idle - dmg down, movement speed, pet stats+ (mirke/earwig salad if you went that route, herders etc
    Charm - max chr (for pet bombing shit down where you don't need charm duration as much)
    Charm - more +charm gear (when you've got the pet longer so don't want it ripping your face off)
    Call BST
    Reward gear - swap in Zoraal Ja's axe for extra if you've got no TP, no axe swap if you're wanting to keep TP
    Melee gear for /WHM and /NIN
    WS gear for /WHM and /NIN
    Primal rend setup
    Healing MP
    Gaudy harness+dual rune axes for abusing the regen on 'em /NIN (not sure if that's achievable with spellcast)
    Tame

    Necessary
    Charm gear for charm - ideally 2 options - charming in max CHR or more charm+ duration depending on situation
    Idle swap to dmg-/pet stats up gear
    Monster gloves for call beast
    Swap ammo according to call beast/reward being used
    Reward gear swapping in when ja used - would be nice to have the option to not swap weapon when you've got TP for that but swap to zoraal ja's the rest of the time
    Gaudy harness in idle set when /WHM and MP below the trigger point

    Optional
    Ability to charm without weapon swaps if trying to save TP (without having to shove staves into satchel like present!)

    It's sketchy and I've prob missed some stuff - will re-read later if none of the other resident BSTs come out to add to this (please do!)

  12. #72
    Old Merits
    Join Date
    Apr 2009
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    Valefor

    Quote Originally Posted by Cesaria View Post
    Ability to charm without weapon swaps if trying to save TP (without having to shove staves into satchel like present!)
    Code:
    <if TPGT="10">
         <if advanced='$KeepTP == 1'>
               <action type="Disable" slot="main|sub|ranged>
         </if>
         <else> 
               <action type="Enable" slot="main|sub|ranged>
         </else>
    </if>
    <else>
          <action type="Enable" slot="main|sub|ranged>
    </else>
    The weapons will always swap if you have less than 10TP, if you have more than you choose based on a variable.

    //sc var set KeepTP 1 = No weapon swaps
    //sc var set KeepTP 1 = Weapon swaps

    Disclaimer: untested code, probably won't work due to syntax errors etc, but the concept is sound.

  13. #73
    New Merits
    Join Date
    Jan 2008
    Posts
    219
    BG Level
    4

    Bst sets look complete.
    Personally, for reward, I would used some kind of "if engaged" clause. If not engaged swap in Zoraal Ja's axe and Pallas's shield. Is there a "do I have a pet" clause? Because if there was, I'd swap back out to Lion Tamer and Pallas's shield if I had a pet, and Terra's staff and Staff strap if I didn't have a pet, when I wasn't engaged . Idle would also be dependent on having a pet too. Pet acc/haste/def if pet, otherwise dmg reduction whatever without pet.
    Also equip virtue stones if Temp axe offhand after reward or call bst or use Tiphia Sting if Maneater/IR Pick (or whatever) combo.

    The sets I would create for sch are:

    Idle - Sublimation complete (or not active) (Ix. cloak, standard idle gear)
    Idle - Sublimation active (Argute Gown, Scholar's Mortarboard, standard idle gear)
    Hmp - (self explanatory)
    Lightarts - Stoneskin ( Mnd to cap, - enmity, cast time inc. haste if space) - Stoneskin - could include more haste if accession is not active perhaps depending on perference
    Lightarts - Cure ( cure potency, -enmity, haste/cast time if space) - Cure I-IV
    Lightarts - Enhancing (enhancing skill, -enmity, -- Phalanx doesn't need as much enhancing skill as en-spell, but may as well use same set) - Phalanx, En-spell, bar-spell
    Lightarts - -Enmity (-enmity, haste ) - for -na's, erase, aquaveil, storms, blink.
    Lightarts - Enfeebling ( Mnd, skill/m.acc, -enmity/cast time) - paralyze, slow, silence.
    Darkarts - Stoneskin (Mnd to cap, -enmity, cast time)
    Darkarts - Nuke dmg (MAB, Int, etc)
    Darkarts - Nuke Skill (Balance elemental skill/m.acc vs Int - Depends on race but setup on Kaeko's blog (without aureole) should suffice although it won't hit the mark)
    Darkarts - Helix (Int!, MAB)
    Darkarts - Enfeebling (Enfeebling skill/M.acc, cast time, -enmity) - Sleep, Gravity, Bind, blind
    Darkarts - Dark (Dark skill/m.acc, cast time) - Drain + aspir
    Darkarts - -Enmity ( - enmity and cast time balance) - Dispel, klimaform


    Can't remember if I've missed any.
    Necessary Functions -
    Obi swap for appropriate day/weather/storm.
    Balrahns ring for assault at all times.
    Argute Loafer swap for weather/storm + alacrity/celerity on all spells.
    ?Gear swap on activating stratagems for blinking - hands I think is best slot.
    ?Activate Alacrity + Ebullience with Parsimony during Tabula rasa, + same for light arts?

    Optional Functions
    erm dunno.
    maybe -enmity, cast time, Conserve MP for Prot, Shell, RR, Raise.

    I think that's the lot

  14. #74
    Melee Summoner
    Join Date
    Jan 2007
    Posts
    36
    BG Level
    1
    FFXI Server
    Gilgamesh

    Gaudy harness+dual rune axes for abusing the regen on 'em /NIN (not sure if that's achievable with spellcast)
    My BST spellcast just uses a variable to set if I'm using Gaudy/Rune combo. If I am, I've got an aftercast/engaged rule to swap gaudy in for body, and of course my weapons are set to double runes. So I swap to Haub+1 or Osode or whatnot for WSs and job abilities, then right back to gaudy when engaged. Its not perfect yet, but since I only really end up on BST anymore to farm in Ifrits, it works so far. The weapon swapping setups there are really quite annoying too. I use a highly modified version of one of the example BST XMLs, and I'd love seeing what other BSTs use in hopes of finding something more functional and less convoluted.

    That BST list definitely looks good, about twice as complete as what I have thus far.


    Also, for BLMs, a blink-casting rule in spellcast can be very, very useful. I've not managed to get one working yet personally, but it really should be possible; I've seen others reference one.

  15. #75
    Bagel
    Join Date
    Feb 2006
    Posts
    1,304
    BG Level
    6

    To be honest - BST was one job where I could never get spellcast working near how I wanted it to so I'm still running windower scripts for that job (I tend to have some jobs spellcasted and others not). It's on my list of things to do to try again with - just find it so picky getting things to work sometimes that I've shoved it to the backburner a touch of late.

  16. #76
    Sea Torques
    Join Date
    Jul 2009
    Posts
    679
    BG Level
    5
    FFXI Server
    Leviathan

    Quote Originally Posted by Arcanesoul View Post
    Lightarts - Enhancing (enhancing skill, -enmity, -- Phalanx doesn't need as much enhancing skill as en-spell, but may as well use same set) - Phalanx, En-spell, bar-spell
    What do you mean it doesn't need as much enhancing? Phalanx tiers are in 10 skill increments. You need Argute Gown, Scholar's Pants, Enhancing Torque, Augmenting Earring, and a +7 Enhancing Fay Staff to hit 300 exactly (without merits). The only other options for SCH are a +3 augmented belt from ACP and the Merciful Cape.

    WHM (or any other job locked into a healing position) should have a way to grade out +MP gear as they consume it.

  17. #77
    Banned.

    Join Date
    May 2006
    Posts
    4,533
    BG Level
    7

    RDM should spellcast cures starting with AF head and relic body, land with Raven head and body then change back to AF and Relic, Phalanx 2 should swap in AF legs and relic hands and back to whatever you idle in.

  18. #78
    Old Merits
    Join Date
    Apr 2009
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    6
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    Valefor

    Quote Originally Posted by Starr View Post
    RDM should spellcast cures starting with AF head and relic body, land with Raven head and body then change back to AF and Relic, Phalanx 2 should swap in AF legs and relic hands and back to whatever you idle in.
    RDM should macro AF hat and Relic body into the beginning of every spell.

    Precasting fastcast gear is an option in every jobs spellcast.

  19. #79
    Melee Summoner
    Join Date
    Jan 2007
    Posts
    36
    BG Level
    1
    FFXI Server
    Gilgamesh

    I didn't even have windower macros setup for BST, I used it so seldom. Pretty much had to relearn how to play and even equip the job when I setup the spellcast script for it. Regarding charm with max CHR, and charm with max charm+ (and a hybrid of the two) I can't see any good way of automating that process. I think its one of those you'd need to have a variable or set defined in a macro that you could mash and thus rotate between situationally. I do the same with my RDM melee setup and disabling weapon swaps, its keyed on a variable I setup in my melee pallet, and off by default otherwise.

    For melee jobs overall I tend to just use windower stuff, its mage jobs where I like spellcast; primarily SMN, RDM and BLM. My macros for those jobs were insane. BST and RNG are the only melee jobs I've got plans for using w/Spellcast, and since I seldom get to use them its generally been low priority.

    I wish my RDM had inventory room to carry raven gear along with everything else...I'd never quite thought about precasting in AF head/relic body though. I use them for haste/cure/refresh/otherbuffs, but not for any of my enfeebles or nukes. Good call.

  20. #80
    Strider/Doom/Cyclops
    Join Date
    Jun 2007
    Posts
    5,687
    BG Level
    8
    FFXIV Character
    Viper Beam
    FFXIV Server
    Balmung
    FFXI Server
    Quetzalcoatl

    A quick note:

    Quote Originally Posted by Deimos View Post
    COR
    Sets
    • Standard melee sets
    • Ranged TP
    • Slug Shot
    • Detonator
    • Quick Draw (non-Light/Dark) - INT/MAB
    • Quick Draw (Light/Dark) - AGI/M.Acc
    • Max MP

    Necessary
    • Luzaf's Ring for COR Roll and following Double-Ups
    • AF2 Hat for Phantom Roll
    • AF2 Body for Random Deal

    Optional
    • Some way to use Luzaf's Ring for different rolls, if in a relevant party (Evoker's in an all-mage party, etc)
    • Waltz gear for COR/DNC
    • Uggalepih Pendant trigger gear
    Should be AGI/MAB, not INT/MAB (INT does nothing for Quick Draw).

    Also, you should probably add a Leaden Salute set; it's almost exactly the same as the QD damage set, but the neck and head may be different and you can't switch to Dark Staff (obviously).

    Speaking of which, there should probably be a flag in the QD sets which enables you to switch primary melee weapon if you are not TPing (i.e. mage SJ) but leave melee weapon alone if you are TPing, if such a thing is possible.

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