hands feet are equal? or kabuto/ds cap+1 are the same?
head is 13Def 15Vit 50HP vs 2PDT
hands feet are equal? or kabuto/ds cap+1 are the same?
head is 13Def 15Vit 50HP vs 2PDT
what about koenig hands vs. DS+1 hands for war and pld? With DS+1 harness, jelly/pat, noct helm, DS+1 legs, and colossus's earring in both pld and war -PDT sets already, (no shadow mantle or askar feet yet QQ).
If you are SAM/NIN, the only thing that can kill you, other than mages AFK, is a one-shot unblinkable move. No reason to ever need to go to Earth/Terra's. There is basically no situation where you wouldn't just flick on a third eye and begin a new Utsusemi, get cured, blade bash, etc.
Strat for ENM50 solo on SAM? What sub? What food/item? I imagine it's something like this:
1. Enter
2. Meditate/Food/Buffs
3. Penta + Melee (Or I Wing + WS?) the right orb
4. Use Anima on the weirdo that appears
5. 2hr + WS the last orb to death
What exactly are the differences between slimes and clots? (damage type resistance)
For ASA final fight, kill D.Shantotto first or Shantotto?
Just tried with 2DRG 1SAM 1PLD 2WHM killing D first, and DRG really weren't doing enough damage so are switching them to SAM, but I'm thinking we could just kill Shantotto first, as she seems a lot weaker. We could've won but DD were all weakened and we timed out blah.
Been told some people have success killing Shantotto first cause she's so much weaker. Anyone have thoughts on this?
So for Aggressor up TP I'm torn between Kubira Beads and Backlash torque. I fulltime hasso 99.9% of the time now and Kubira beads kinda frighten me.
Torque + MKE helm = 4% counter, yo. Almost a MNK. <_<
up and coming elvaan rdm, currently at 68, have some questions:
1) are there diminishing returns on the mnd from slow2? wiki says it caps around 39%. i realize everything is situational, but in the current gear i have waiting at 75, in full mnd, i can reach +67. i remember a while back that the number to shoot for would be 120. drop the mythic+1/num+1 for terra/reign? or keep it as high as possible when i can land it? (i have a potency script, a skill script and a mix script)
2) af1+1: i'm sitting on an upgrade set, but i don't regularly do limbus, so it might be a while before i get another set. is the head for more int, or the body for mp while resting better? or are one of the other three pieces worth doing first?
3) merits: i already plan on 5/5 slow2. i'm gonna play the job a bit more before doing anything else, to find if i enjoy soloing/salvage/whatever. i may take a minute off of convert, but otherwise, will the full slow2 negate the need for earth accuracy merits? 5/5 ice, 5/5 wind (or 2/5 wind, 3/5 convert) instead? it doesn't seem that phalanx2 or bio3 are fully worth it unless maxed, and i'd like to at least unlock para2. is para 2 worth unlocking, or just stick to a high mnd para 1, and cap phalanx2 if i like low-manning or bio3 if i like soloing?
4) do any of the magian swords beat a joyeuse, or for that matter joy/justice? the antea dmg +17, delay +36 oat looks better, but i'm new to swords.
5) my magic merits are currently at 8/8 elemental and enfeebling. if i get my hands on af2 hands, is it worth dropping two elemental merits (my blm would skill reach 320 skill at 6/8 ) to put into enhancing to break the new tier on phalanx?
thanks!
There's a vid on YouTube about it, but yea that's basically it. /WAR and give'er hell. Med, wait til timer's up, walk in, Berserk, Penta/poke the one on the far left(Teal/Aqua) til dead, Anima the NM that pops, Med, Penta Meikyo Penta til dead and collect your non-Toreador drops.
This was the vid I meant. http://www.youtube.com/watch?v=OsJKonfu1-g
1) AFAIK the 120 is just for INT on HNMs for the 120/320 set. I might be wrong and could use some corrections here.
2)Head > Body > legs are the ONLY three you need, and that's if you want to have the +1 on you at all times and the NQ stored for when you're doing 60 cap.
3)I did 4 Slow 1 Para 5 Phalanx as a tank pt RDM, just so I can have a good slow/para build. I do full Ice Potency for Blizzard nuking solo/bind/Para landing. Convert timer was for pre-D.Chap/Dalmatica times, and I would probably re-do it as Ice/Earth just to make it land on HNMs when it needs to. Outside that, I'd do Ice/Wind for solo reasons.
4) No idea, but I keep hearing Joytoy is still king.
5)No. For Phalanx/Phalanx2 you just need Glamor Jupon/Merciful Cape/Relic hands/AF legs Enhancing Torque and you're good. You'll want the Elemental Merits for RDM since it's got a total trash skill as is.
Whats the point in Rdm body+1 except for whiteboxing something you use anyway? not like it gains any extra stats over nq (errant for resting dur)
White boxing and mp so you don't lose any swapping into enfeeb set i guess?
to save me carrying around a full NQ set every time i wanna play rdm, same reason I upgraded sam AF helm.
While I'm not really prepared to answer this question, there was something i wanted to ask on a related note. I'm sure a few days ago I saw a synergy recipe for a neck with 6 str and some -acc, and thought "hey, hot aggressor up piece", but now i can't find it. Did I dream it? ><So for Aggressor up TP I'm torn between Kubira Beads and Backlash torque. I fulltime hasso 99.9% of the time now and Kubira beads kinda frighten me.
Torque + MKE helm = 4% counter, yo. Almost a MNK. <_<