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  1. #181
    Relic Shield
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    Maple Wand (difference of 15 potency) :
    Cure = 235
    Cure II = 372

  2. #182
    Relic Horn
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    My maple wand is at 38 Potency and my Willow at 78 for reference. Tell me yours - is my Willow good or my Maple bad? lol Well I guess since you are not at optimal Rank your potency is shaved down. I did however have 78 potency at Level 21 (once under optimal)

    But if you have 15 Potency difference and 5 more HP cured, the Potency / 3 Model holds for now.

  3. #183
    Relic Shield
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    They say 48/78 on the item itself, which would be the optimal stats (what you have). I'm looking at what it adds when I equip it.

    Maple: 51 M. Hand Potency
    Willow: 66 M. Hand Potency

  4. #184
    Relic Horn
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    So considering the influence of the Wands impact on cures now and comparing the Maple Wand Cures, we are at about 1HP more cured per 2 MND.

  5. #185
    The Defense is ready, Your Honor
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    Gilgamesh
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    Mug'thol

    Now you have to look at that and ask yourself if its worth pumping that much mnd in if all you want is higher cures? Mnd gives a ton of MP, but I don't find myself running out of MP enough to warrant plowing through that many stat points just for a few more cures that will heal for 4 more hp.

  6. #186
    PUP Power!
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    Sylph

    Anyone know a good conjurer skill up area at level 13 (with physical level 15.7)?

    I tried lvl 20 leves and while I can kill the mobs in the quest, they simply hit too hard (200+ and there are always two wailing on you so its hard for SS and shock spikes to keep up) for any success.

  7. #187
    RIDE ARMOR
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    http://ffxiv.yg.com/npc/lead-coblyn?id=3102103

    I liked those alot, because they got very low HP and drop ores and stuff frequently, which is a nice munny add.

  8. #188
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    Quote Originally Posted by Crymn View Post
    http://ffxiv.yg.com/npc/lead-coblyn?id=3102103

    I liked those alot, because they got very low HP and drop ores and stuff frequently, which is a nice munny add.
    Thanks Crymn! I will try them out later :D

  9. #189
    Ridill
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    They die really fast, I dunno if it's good at 16, but it's good for like, 12-16. Or if you need their drops.

  10. #190
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    Well I tried them out and while the exp was great (already 1/2 to 17thanks to them + some leves), the skill ups were painfully slow and I am still 13....

    Am I doing something wrong?

    If I SD them to death, I may get random 20-40 points skillup. If I nuke them, I can get a nice 80-100 point skillup but these are very rare. The time ratio was overall terrible. Am I doomed to just leech off leves and do my usual leve runs every day? I am a bit frustrated with the system. is it so hard for mobs to give a set amount of class points per kill + whatever skill ups you get during battle? Leveling this class has been quite taxing.

    P.S What is up with doing leves with Guardian favor and then getting next to NO skillsups from every mob????

  11. #191
    New Odin
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    Quote Originally Posted by Toth View Post
    P.S What is up with doing leves with Guardian favor and then getting next to NO skillsups from every mob????
    The current character progression system for combat classes really sucks. No helping it.

  12. #192
    Smells like Onions
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    Quote Originally Posted by Hyan View Post
    The current character progression system for combat classes really sucks. No helping it.
    I don't know about that - my brother (a pugilist) and I duo quite a bit, and he usually gets 300+ per mob while I get below 150 on 99% of them. We both joined a 15 man level 20 behest... over the 12 minutes it took to finish he got 6k skill and I got 1.2k. I feel like they completely broke our class for xping at all when they addressed the bug that conj/thaum were exploiting. Seems like melee classes do fine in... in small groups at least.

  13. #193
    i'm awesome.
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    Melees have it better because they don't have to spend time targeting and casting, all that time is time we lose as casters. Melees don't really have cast times they just click abilities and get results and they can mindlessly faceroll on a single mob and get skill. So while they can just got to town button mashing on a single mob a caster is forced to toss cures on themself and wait for cast times which would otherwise be 3-4 swings on a mob that could have resulted in skill. In the end the system favors melees still for this reason, just like it did during the beta.

  14. #194
    Melee Summoner
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    Has it been mentioned that Profundity seems to ignore weapon durability status? At 0% condition my normal darts dropped from 100 to 28 dmg, yet with profundity at 0% or 75% condition they do 200+.

  15. #195
    Smells like Onions
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    Anyone found a decent way to get skill ups yet? Haven't heard from any Conj I've talked to that they get anything even close to resembling the appropriate amount - talked to a 25 Conj that has just ended up grinding in small groups, but that's the highest Conj I've seen that wasn't a part of the exploit.

    On another note, heard that melees in groups of 5 (four melees plus a healer) are doing great with killing red mobs and getting 500 per mob - the only issue they're having is that their Conj is falling behind.

  16. #196
    Bagel
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    The only decent way to gain skill points on Conjurer and Thaumaturge I can think of right now is abuse the mob pathing/regen glitch (at least I hope it's a glitch because it's a really retarded mechanic), but even that isn't really safe/reliable.

    Find a relatively strong mob that keeps moving away from you and regening, spam the hell out of Dart until you get 500 skill points, then go close and use Punishing Barbs to kill it. Works better as duo/trio because of the recast time. Having more Slow casters never hurts, too.

    You could equip heavy armor on the skilling up phase to make things easier. I wouldn't try this before Cure/Sacrifice 2 though. As rule of thumb if you have to spam cures non-stop it's not worth bothering.

    On paper this could work, but so far I haven't been able to find an ideal type of mob to put this in practice. Everything seems either too strong or too weak.

  17. #197
    Sea Torques
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    Nevex, crabs are perfect, they regen while switching from land to water, so fight them where they move from land to water, then go in for the kill by standing in water.

  18. #198
    Cerberus
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    Honestly that sounds like another thing they'll nerf if it becomes widespread.

    I'm starting to get seriously discouraged... I guess I was naive in thinking that you might be able to play conjurer as a mainly support class. I'm only in the early teens, but I assume at some point it'll be necessary to have parties with full time healers for maximum efficiency, but who's going to volunteer to get only 1/6 the skill points for their time?

  19. #199
    Smells like Onions
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    Yea - that's honestly what I've come up with as well. We can't seem to get decent skill gain without using some kind of exploit or another at this point. This is something that I can only assume will be addressed, but I don't see it happening for at least a month. They may even have an unreasonable hesitancy to fix it just because it'll be hard for them to admit how far overboard they went on fixing the mass group heal/buff exploit.

  20. #200
    Relic Horn
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    just bought "Driven by Faith I" (+5 Piety into +5 Vit) and when I equip it it seems to do absolutly nothing at all. HP stays same, stats don´t move.

    Anyone has an idea or is this another thing that is outright broken right now?

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