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  1. #1341
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    Quote Originally Posted by FailureMidgard View Post
    Do you do the whole rdm melee thing?
    Knew I was overlooking something Q____Q

  2. #1342
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    Quote Originally Posted by FailureMidgard View Post
    Not sure what augments to get on Tatsumaki Sitagoromo.

    I've had Blitzers for Sam for the longest time, but redoing ASA since I should have the new boots for Sam within a day or 2. Anyway, I have every job that can wear Tatsu, no w-legs, do have gaiters but also have both Serpentes pieces, so I'm kinda wanting to idle in serpentes. Do not have Nashira legs (though trying to buy em atm).

    Should I do runspeed/PDT, runspeed/haste, runspeed/curepotency, or am I totally wrong and I should keep trying for wlegs (we do your pop your drop Kirins occasionally, they just never drop for me) and use gaiters on the other mage jobs and forget my refresh tick?

    Really torn and dunno what to do
    I'm intending on staying in gaiters on BLM and just wearing the cuffs.

  3. #1343
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    Spellcast it.

    Daytime: Serpentes/Tatsu/Serpentes
    Nighttime: Serpentes/Igqira/Gaiters
    RDM: Win/Win

    I'd really recommend trying for wlegs even if you get the tatsumaki though, they're still useful on other jobs and an improvement on RDM. As far as the second augment, I'd go for cure potency unless you have a Magian Staff or plan to do one(17% + 12% aristo + 5% serpentes + 5% roundel + 3% fylgja + 10% medicine = 52, already over cap).

  4. #1344
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    Quote Originally Posted by Thorny View Post
    Lolpup. I'd throw something like QD- on in case you level COR tbh, nothing much sticks out to pair it.
    Idk if I lvl COR but i have 80 thf and Skadi feet so maybe for thf/cor solo?
    pet:mab and -QD then but the question is if thf/cor QD will outperform mnk chiblast, mages dot kite, BLU Cannonball kite (I never heard of that but idk why not ) or PUP pet nuke kite.

    Idk about pup on hnms but on regular mobs I saw 2500 stone V with 3x ice, so wit macc setup I belive 1500 nukes are possible on soloing most NMs but I might be dreaming.


    Quote Originally Posted by Thorny View Post
    Waltz Timer- period, if you're at all serious about DNC. It amounts to 20% off of curing waltz 3 recast, and you should easily outtp what's needed for waltzes.. making it a straight +20% cure power. You can combine it with wsacc/str if so inclined.
    I'm probably more serious about MNK then DNC and shouldnt I made wsacc/str/acc/att. I seriously doubt I will every be in pt when I will need to spam one waltz after another ( Any examples when you need to use waltzes so much? )

    Quote Originally Posted by Thorny View Post
    I'd use it for anything without a DEX or VIT mod, really.
    Hehe :D The problem is other 2 jobs I would use it on beside SAM is PUP and DNC. DE,Evi,Pyrrhic have dex mod and SP has vit mod and can crit so dex is useful also (and with +20 cruor buff it could be easier to reach a crit cap on it). So the real question is mixing it with maats cap would work better then mdk + warwolf.

    Quote Originally Posted by Thorny View Post
    Waltz-5 is a pretty meh augment to be honest, can't you get puppet m.acc? Not really up to date on PUP gear so not sure if there are better options. Like stated before, it's not very hard to outtp your waltz timers with a decent setup.
    Pup has macc+5 af2 and most macc for automaton is from attachment anyway.

    Quote Originally Posted by Thorny View Post
    Tanking very high defense mobs,
    Idk I like to tank on MNK with Foorwork. Very low TP gain + penance and on chukwa my Wses were 650-900(march, march, no cor, no boxstep, no angon) and my set isnt ideal yet.


    Quote Originally Posted by Thorny View Post
    it's a good tank on verthandi and presumably carabosse due to having both seigan and utsu to compensate for amnesia and mute.
    Thx.

    Quote Originally Posted by Thorny View Post
    No.
    cool

    Quote Originally Posted by Thorny View Post
    Whichever you have pops for.
    And whats the best (safest) strategy? Kite nuking? My group is small and half is pro other half are casual.

    Quote Originally Posted by Thorny View Post
    No, as far as is currently known.
    Thx

  5. #1345
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    Quote Originally Posted by Atoreis View Post
    THF/COR
    It's just an option for a second augment. You don't do it to solo on THF/COR or COR/RDM, you do it because nothing else is worthwhile in the slot and it's still an improvement if you happen to THF/COR something(it's not a terrible combo if TH is needed and for whatever reason you shouldn't be in aoe or meleeing).

    I'm probably more serious about MNK then DNC and shouldnt I made wsacc/str/acc/att. I seriously doubt I will every be in pt when I will need to spam one waltz after another ( Any examples when you need to use waltzes so much? )
    Cure DD from melee swings. Mob weaponskills. Timer down until after they're dead, granted it depends on your support. If you have BRD DNC COR DDx3 or another setup using a lesser healer to do hastes it's extremely vital.

    Pup has macc+5 af2 and most macc for automaton is from attachment anyway.
    Either way then, neither will make a drastic difference.

    Idk I like to tank on MNK with Foorwork. Very low TP gain + penance and on chukwa my Wses were 650-900(march, march, no cor, no boxstep, no angon) and my set isnt ideal yet.
    If your pdif is shit, you're still better off on SAM. MNK can do adequately, but SAM brings a lot more to the table.

    And whats the best (safest) strategy? Kite nuking? My group is small and half is pro other half are casual.
    Nuke kite Kukulcan(mage hate is ok), kite briareus using ranged DD or BLM.. avoid pulling hate.

  6. #1346
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    Quote Originally Posted by FailureMidgard View Post
    Dont forget Warwolf is augmentable with attack and still gets some acc from the dex. I'd rather put the time in to get one of those, and ignore sentry personally, but if you can use the acc, go for sentry.
    Personally I would ignore it but i already got it so looking for reason to not sold it :D

  7. #1347
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    Quote Originally Posted by Thorny View Post
    Spellcast it.

    Daytime: Serpentes/Tatsu/Serpentes
    Nighttime: Serpentes/Igqira/Gaiters
    RDM: Win/Win

    I'd really recommend trying for wlegs even if you get the tatsumaki though, they're still useful on other jobs and an improvement on RDM. As far as the second augment, I'd go for cure potency unless you have a Magian Staff or plan to do one(17% + 12% aristo + 5% serpentes + 5% roundel + 3% fylgja + 10% medicine = 52, already over cap).
    Is there a 50% cure potency cap? Didn't even realize that. As for W.Legs, rdm is the only job on that list that I actually have, so ya. And I obviously realize they are better, just getting sick of buying popsets, holding them until we have enough people with 1 to warrant an event, then having it not drop (and the last 2 times we went up, I had 2 pops). Anyway, I'll prolly still go for it, my question was more as to the augments for Tatsu - specifically do people think it's a waste to get movespeed at all. I do plan to spellcast gaiters vs serpentes on whm and such, but there's still 3 other "useful" augments for Tatsu outside of runspeed. And I still have no idea which one I want. I like PDT the best I think, since I'm gonna idle in the runspeed anyway and Goliard legs are ugly as sin. But again, no Nashira makes haste attractive, and cure potency is obviously nice.

  8. #1348
    rog
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    I don't understand why you don't just make a separate running macro for gaiters, and idle in serpentes.

  9. #1349
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    Quote Originally Posted by Thorny View Post
    Cure DD from melee swings. Mob weaponskills. Timer down until after they're dead, granted it depends on your support. If you have BRD DNC COR DDx3 or another setup using a lesser healer to do hastes it's extremely vital.
    Only time I happen to be in pt like that is salvage but then I'm on MNK and its easy anyway even on mnk/war XD I recently tried mnk/war in ZR and I never was in trouble even on boss when I had hate 90% ot the time counterstance + perfect counter and sometimes I havent got hit for 1 minute (which was like 25% time of fight lol ) Even if I got hit it was for about 300 so nothing realy serious when I have 1800+ hp. Back to the topic ultimate acc cap for WS or something different? If I would put anything else then acc+10 att+5 in addition to str/wsacc Usu body + maats cap would beat/beequal to Kirin + mdk which would make it uselss for my main ^^

  10. #1350
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    Quote Originally Posted by rog View Post
    I don't understand why you don't just make a separate running macro for gaiters, and idle in serpentes.
    Running is a primary time where you want refresh? Seems to me most any time you care about runspeed, most time spent idling is also spent moving. Correct me if I'm wrong on that.

  11. #1351
    rog
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    Quote Originally Posted by FailureMidgard View Post
    Running is a primary time where you want refresh? Seems to me most any time you care about runspeed, most time spent idling is also spent moving. Correct me if I'm wrong on that.
    You are wrong on that. Most time is spent standing around in the same spot. Actively running around is basically limited to nyzul, and salvage >.>

  12. #1352
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    Quote Originally Posted by rog View Post
    You are wrong on that. Most time is spent standing around in the same spot. Actively running around is basically limited to nyzul, and salvage >.>
    Did you even read what I wrote?
    IF you care about runspeed in a specific location, then that means most the time in said location is spent running. Furthermore, I'll now add those are the times refresh gear is the most important, as you can generally manage to sit and rest in places where there is no movement required. Also, while a lot of shit is pinned now, there's definitely still kited fights.

  13. #1353
    rog
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    Quote Originally Posted by FailureMidgard View Post
    Did you even read what I wrote?
    IF you care about runspeed in a specific location, then that means most the time in said location is spent running. Furthermore, I'll now add those are the times refresh gear is the most important, as you can generally manage to sit and rest in places where there is no movement required. Also, while a lot of shit is pinned now, there's definitely still kited fights.
    No correctly apparently.

    Eh, i suppose so. Though currently the only such cases where that'd apply would be nyzul, and salvage, which aren't really all that mp intensive, and in salvage you may need to wait for others without move speed anyway, so there's no real loss if you keep serpent on in case you do the need the mp. There really isn't anything else where you're spending all your time on your feet running around. Maybe you could count dyna, but any extras speed typically just leaves you standing around slightly longer, and there's tons of shit to aspir, and you usually have time to rest if you need to, so losing 5~10 or so mp every so often isn't that big a deal.

  14. #1354
    CoP Dynamis
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    Quote Originally Posted by Atoreis View Post
    I'm probably more serious about MNK then DNC and shouldnt I made wsacc/str/acc/att. I seriously doubt I will every be in pt when I will need to spam one waltz after another ( Any examples when you need to use waltzes so much? )
    Yes, yes, yes, yes, a thousand times yes.

    You haven't researched the recast time on the bigger heals, me thinks, or considered all the possibilities of what you might be out doing on DNC. I take it out to solo/duo a lot when I can, and every now and then I'm living or dying by my Waltz timer. Examples:

    Soloing Peryton on my way to 80: Got diseased form a raptor earlier, but who cares--I never rest. Peryton then scratches me (Blind). Healing Waltz removes Disease fist. Meh. I wait 12 seconds, then remove blind--it's been long enough now that the bird has TP again, and I eat a crit Triple Attack that drops me into red HP. I'm left staring at recast going "7... 6... 5... " and saying to myself "ohfuckohfuckohfuck ichi please ichi go off." I get a Curing Waltz IV off. Something repops and aggros me. I end up hitting Trance not for the TP-less cures, but for the reduction in Waltz timer.

    Another one--doing campaign. I try to pull a mob off an NPC, but the NPC has hate on all five mobs beating on it. Shrug. I go kill something else. Suddenly, five mobs come after me because the NPC died and the mobs all linked to the one whose hate list i was on. I die because of my immense Waltz IV timer again--everything links onto my husband, who somehow lives, but with no shortage of me counting down my waltz timers out loud because he needs them faster than I can use them.

    TL;DR - Yes, Waltz timers are that important if you want to be a DNC.

  15. #1355
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    For Tornado Kick, do kick frequency items work? I've been throwing together a TK set and since I don't have usu or hachiryu, I was wondering if B.Hose would be worthwhile at all, or just stick with ACC in there or something?

  16. #1356
    xXNyteFyreXx420Sharingan
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    Healing Waltz timer alone is enough reason to get that augment Q_Q

    While on the topic of DNC-oriented augments, Desultor Tassets: have absolutely nothing else to use them for so Waltz cost is definitely going on them. Movement, PDT, or -enmity for the second augment? Movement should eventually be DNC only as I'm trying for wlegs and MNK will have Hermes Sandals, PDT is an upgrade for BLU/DNC/MNK, -enmity for obvious reasons. I'm leaning towards PDT, just want to double check myself.

  17. #1357
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    Quote Originally Posted by Nightfyre View Post
    Healing Waltz timer alone is enough reason to get that augment Q_Q

    While on the topic of DNC-oriented augments, Desultor Tassets: have absolutely nothing else to use them for so Waltz cost is definitely going on them. Movement, PDT, or -enmity for the second augment? Movement should eventually be DNC only as I'm trying for wlegs and MNK will have Hermes Sandals, PDT is an upgrade for BLU/DNC/MNK, -enmity for obvious reasons. I'm leaning towards PDT, just want to double check myself.
    If you're already doing Waltz Cost, your second augment could be Conserve TP.

  18. #1358
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    Quote Originally Posted by Nightfyre View Post
    Healing Waltz timer alone is enough reason to get that augment Q_Q

    While on the topic of DNC-oriented augments, Desultor Tassets: have absolutely nothing else to use them for so Waltz cost is definitely going on them. Movement, PDT, or -enmity for the second augment? Movement should eventually be DNC only as I'm trying for wlegs and MNK will have Hermes Sandals, PDT is an upgrade for BLU/DNC/MNK, -enmity for obvious reasons. I'm leaning towards PDT, just want to double check myself.
    but they stack with chocobo jig, no way I wont make 8% movement. Running from place to place in this game is one of the things that always pissing me off. I understand movement should be limited while fighting but why they cant add running mode that gives +50% for example. Something like kupopower but 50% and in every zone.

  19. #1359
    xXNyteFyreXx420Sharingan
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    Quote Originally Posted by Byrthnoth View Post
    If you're already doing Waltz Cost, your second augment could be Conserve TP.
    I was under the impression dances weren't affected by Conserve TP?

    Quote Originally Posted by Atoreis View Post
    but they stack with chocobo jig, no way I wont make 8% movement. Running from place to place in this game is one of the things that always pissing me off. I understand movement should be limited while fighting but why they cant add running mode that gives +50% for example. Something like kupopower but 50% and in every zone.
    Eh, if DNC was the only job I have that can wear the Tassets then it would be easier. It's the fact that I (will) have 3 jobs that can benefit from these that has me thinking about it a bit.

    EDIT: While I'm here, is there some secret to the Imperial Agent Rescue assault that I'm missing? Working on Captain on and off and this one's cockblocking me because we can't get them to break down the fucking door.

  20. #1360
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    Quote Originally Posted by Nightfyre View Post
    I was under the impression dances weren't affected by Conserve TP?
    I'd assumed they were, but now that I think about it I don't ever remember saving a TP or two on them.

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