I got a smn account and was planning on getting acp body for it but not sure what is best.
Also what group 1/2 merits are good for smn and how did SE change the meritable BP when they changed them not long ago.
I got a smn account and was planning on getting acp body for it but not sure what is best.
Also what group 1/2 merits are good for smn and how did SE change the meritable BP when they changed them not long ago.
Speaking of COR solos, does Ulli have movement speed%+? I recall that he does, but I could be getting it confused with Zip.
If he doesn't, fairly sure COR can solo. Should give it a shot.
He doesnt have mov speed+. One thing that may make him unsoloable by COR is his ability to cast banishga. He is extremely easy to kite though as his TP move stuns him for a second and he stops to cast spells often.
COR has DNC roll.
Based on only my own experiences with Zipacna/Despot/Ulli, Faust, I'd say there is a fair mix of INT/Macc/Skill you need to maintain. I'll already assume max enfeebling merits, max ice merits, and Aquilo's Staff (and daresay if solo for some of the above, Duelist's Chapeau - Faust, I'm looking at you!).
My RDM Mentor swore by balancing some INT, in fact, she used Relic Gloves/+1 for Bind which have INT. I personally use Errant Cuffs and have Goliard Cuffs available (Mahatma Cuffs don't seem to exist on my server lately ;; - you could also use Yigit Gages if you're gear/race/merits are similar to mine).
My current bind set (no where near perfect): (unable to post a link) - Funbardii of the Seraph server on an ffxiah item set search.
I'm sure one of the Red Mage veterans can assist with data or linkage.
/lights the Belkin signal!
Granted this is purely anecdotal, but I thought I'd offer my $0.02.
All recent tests suggest that you just need more INT than the mob and beyond that it takes roughly 2 INT to equal 1 magic accuracy or skill for resist rates. They're asking if INT changes the chance of bind breaking on cast or it's base duration, not resists. In regards to the actual question, there is no test proving anything of the sort though I've anecdotally had better luck with it lasting multiple nukes when stacking INT on mobs that won't resist me anyway(when using my full damage nuking set on spellcast it automatically swaps some of my skill on bind out for int for the purpose of testing as if I can go full damage nukes I should have 0 worries about bind resists).
The community already has this information from many sources, hardly answering the question directly either as pure data for potency was what he asked for.
Purely anecdotal. Funny how similar our posts really are besides the fact I posted an example of a Bind setup that works well for me given my own set of variables (merits/equipment/mob examples) that I chose to share. Also, where in my post did I mention the word resist? I typed about maintaining a balance of the most crucial statistics in addition to INT. We can't exactly go out in a Chasuble and full Macc (extreme example) nor was I implying that in regards to resist rates. Had I implied or stated that directly, I'd be on your team flaming my own post and laughing about it.
Thorny, perhaps you can offer your own bind setup or perhaps specifics as to which equipment slots you'll swap Macc/Skill for INT for the original poster? Attempting to be pedantic to another poster does nothing to further this thread or any other.
Where did all these ass hole posters come from since I've been gone?
Nature... a vacuum... something something, abhorrence.
Based on experience ? Did you try it 10,000 times with or without INT gear ? I guess no, so that's only a belief. Bind is a random duration between 0 and probably 120 seconds like paralyze/silence/gravity, which possibly has a form of partial resist like silence (half - random duration), and once you reach magic accuracy cap, nothing can help you, beside haste.
Aquilo's/Ice Grip/---/Sturm's Report
Duelist's Chap/Enfeebling Torque/INT2 Earring/Enfeebling Earring
Warlock's Tabard/Valkyrie's Cuffs/Omega Ring/Snow Ring
Altruistic Cape/Witch Sash/Nashira Seraweels/Goliard Clogs
Would be the perfect Bind set I think, on mobs without crazy amounts of INT (where Morrigan's Slops would be handy)? Ignoring recast reductions too. Replace Auster's/Wind on Gravity.
Mine is currently
Aquilo's/Ice Grip/---/Phantom
Duelist's/Enfeebling Torque/INT2/Enfeebling
Warlock's Tabard/Mahatma Cuffs/Omega Ring/Snow Ring
Gleeman's Cape/Witch Sash/Mahatma Slops/Goliard Clogs
How much accuracy is needed to cap on Kirin?
anyone know the ballpark INT of a Groundskeeper? I know the higher level pops have 1-2 more, but if anyone knows a close approx that'd be nice.
You don't need a balance of shit. You need enough dINT then as much accuracy as you can get, assuming INT has no special effect on bind. If it does, m.acc is no more important than the same amount of stick rate in skill. That said, I'm more than happy to post my setup and swaps:
Normal:
Aquilo's/Bugard+1(Inventory)/Blank/Phantom Tathlum
Duelist's/Enfeebling/Loq/Enfeebling
Wlk+1/Morrigan's/Balrahn's/Omega
Altruistic/Witch/Mahatma(Gimp)/Goliard
Low M.Eva(This is entirely anecdotal and I only do it for testing purposes, I don't recommend general use of it to anyone.. spellcast automatically uses this in situations where I am nuking in full damage gear as those mobs will never resist bind anyway):
Aquilo's/Bugard+1/Blank/Phantom Tathlum
Wlk+1/Prudence/Loq/Enfeebling
Errant/Duelist's/Snow/Omega
Gleeman's/Witch/Mahatma/Goliard
for a grand total of +34 INT at a cost of 42 skill and 5 m.acc(or a net loss of ~30 m.acc). Using this set, I have noticed that nukes seem to break bind less frequently and given the circumstances I use it it doesn't drastically alter my performance. I may do a controlled test at some point, using a set with no INT gear as well for comparison purposes. In reality, it's not very important as any situation where #/nukes makes a decent difference for your bind you're going to want max stick rate anyway. It's simply for perfectionism, determining whether you swap in haste or INT if you're over m.acc cap for trash mobs. Yes, my information is anecdotal as well.. but you're suggesting you see a difference using errant cuffs over goliard and prism over altruistic(though from the looks of it you probably don't even have an altruistic anyway), less than 1/3 of the difference in INT my sets have. Realistically, you're just gimping yourself up in one slot(2 if you own altruistic).
I need a new spellcast rule. Halp please.
I have 2 gearsets. Engaged (With Blitz Ring) and EngagedAcc (With Toreador's Ring).
I want a rule system so that If I am engaged on any of the following, with Aggressor up, I use Engaged. If Aggressor is down I want to use EngagedAcc.
Mamool Ja Lurker, Mamool Ja Infiltrator, Greater Collibri, Fafnir, Nidhogg, King Behemoth, Aspidochelone, Saremeya, Tinnin, Tyger, else use Engaged.
Alternatively/also, is there also a way to do it by food? Say, with Carbonara use EngagedAcc and with Pizza/+1 use Engaged?
Gearsets:
Spoiler: show
My current spellcast is below:
Spoiler: show
My attempt is below:
Spoiler: show
Not sure if you can do a target ="mob" spellcast; However Id assume the rule is just that if it does exist. As for the food you would need to make a variable to do it as buff=food does not differentiate food types.Code:<if buffactive="Agressor"> <action type="equip" when="engaged|aftercast" set="Engaged" /> </if> <else> <action type="equip" when="engaged|aftercast" set="EngagedAcc" /> </else>
I've seen people use a target="Fafnir etc" before, so I know that works. The lack of food specification somewhat rules out that plan I guess.
I edited in my current attempts in, off the base Xanthe provided me with.
This being the case, is it possible to do a general rule (Aggressor up = Engaged, Aggressor down = EngagedAcc) and then a subrule dependant on monster?
Spoiler: show
Pretty sure my attempt behind the spoiler here will end up causing the world to collapse though...