Could use a trigger to swap between "set1" and "set2" for weather.
I think it kinda depends on the weather.
Personally if it's Voidstorm or Hailstorm, Pedagogy matter because of the stats they give.
For all other weathers it doesn't really matter.
Talking about weathers for mage-nuking purpose of course.
If you're using Weather as a mean to give stats to melees or tank... well then of course Pedagogy matters here and should take priority over Telchine.
Good point btw, I completely forgot about this. Wonder if in my set I'm using Pedagogy or Telchine atm... Gonna have to check when I get back home >.>
If for any reason you don't want to create a trigger to handle two different sets, then the best compromise imho is to use Pedagogy over Telchine.
Just my two cents of course.
I haven't played Scholar in a long time now, and looking at the front page a lot of the sets seem outdated so I figure I should ask... Is there anyone who can point out some updated sets that I can use for reference for stuff like healing / Enhancing / Enfeebling / Nuking so I can get started building up stuff I need? I do have at least some carry over from GEO pieces already, but I want to make sure that I get the right pieces for the job on SCH and not just half-*** it with cross-over equipment.
I haven't played Scholar in a long time now, and looking at the front page a lot of the sets seem outdated so I figure I should ask... Is there anyone who can point out some updated sets that I can use for reference for stuff like healing / Enhancing / Enfeebling / Nuking so I can get started building up stuff I need? I do have at least some carry over from GEO pieces already, but I want to make sure that I get the right pieces for the job on SCH and not just half-*** it with cross-over equipment.
I have generally looked on the BLM forums.
My current sets are:
My Hood has M.Acc +30, MAB +18, Magic Burst + 7 Augs.
My Legs have INT+5, M.AcC+20, MAB+33, Magic Burst +9
Cape is INT20,Magic Acc/Magic Damage +20, MAB+10
My Healing set isn't great it is mostly made of pieces I had already with the Rings/Cape brought from AH I should improve on this and try to get to 50% Cure Potency:
Some on not very long ago said they felt that a t2 skill chain gave them more time to hit a MB vs a t1. Since I was the sch doing the sc, I figured I would just appease them and only do t2. My question is then, are all SC windows the same or is there an actual time diff t1 t2 and t3 (and now ultimate)?
a 2 step skillchain has 9 seconds to burst or do next ws
3 step has 8
4 step has 7
5 step has 6
6 step has 5
haven't measured past that, but since the minimum time to do next ws is 3 seconds after i'd assume it's impossible to do a 9 step(as 8 step would expire the same time ws became eligible)
I say 179 & 180 because I never saw base duration of storms to display 3m on /statustimer where haste and phalanx will blink 3m for about 1/2 a sec.
Also, my #s were consistantly off by 1~4sec depending on the spell duration.
I think Timers has it at 180s and I don't know if it calculates all the different gear quite right.
Timers plugin likely isn't working properly with oranyan.
Check /statustimer with the set that includes oranyan, it should display 11m.
EDIT: I wonder if flooring is occuring at least a couple times.
683=INT(INT(INT(179*1.1)*2.55)*1.37)
688=INT(INT(INT(179*1.1)*2.55)*1.38)
both 1s less than timestamp reported by next couple posts, however closest I could get flooring each step by order.
i have 9/9/9/10 + Orayan. It's 11:24. Timers plugin is incorrect. Just do a acc/perp storm in town, and see when it wears. Easy to tell with timestamp.
I haven't played Scholar in a long time now, and looking at the front page a lot of the sets seem outdated so I figure I should ask... Is there anyone who can point out some updated sets that I can use for reference for stuff like healing / Enhancing / Enfeebling / Nuking so I can get started building up stuff I need? I do have at least some carry over from GEO pieces already, but I want to make sure that I get the right pieces for the job on SCH and not just half-*** it with cross-over equipment.
I have generally looked on the BLM forums.
My current sets are:
My Hood has M.Acc +30, MAB +18, Magic Burst + 7 Augs.
My Legs have INT+5, M.AcC+20, MAB+33, Magic Burst +9
Cape is INT20,Magic Acc/Magic Damage +20, MAB+10
My Healing set isn't great it is mostly made of pieces I had already with the Rings/Cape brought from AH I should improve on this and try to get to 50% Cure Potency:
My Enfeebling set is nearly identical. The minor changes are:
Rings: Verigo Ring (5 INT/MND, Macc 5), Globidonta Ring (6 MND, 5 skill), Luminary Sash (10 MND, 10 Macc), Chironic Hose (20 Base Macc + 24 augmented, 13 skill, Immunobreak +1!) & Medium's Sabots. I still use Befouled Crown though, I should probably change that to Merlinic now.
Enhancing is perfect but add Grio staff with 8~10 duration.
Nuking is also perfect, though upgrade to Shiva Rings +1.
Lastly, Healing set isn't hard either. Just hit 50% potency, then stack on skill/MND. You probably want a healing skill/cure potency staff as well. With Aurora up, use Chatoyant/Twilight/Obi combo.
Well I dunno, think it depends on your perspective.
Inventory saving? Sure.
But if Grioavolr can get +11 with Fern, then it can be better than Oranyan, or at worst perfectly equal.
For pure nuking/macc I think Grio can get better numbers if you're lucky with augments too.
Oranyan mantains supremacy with the lovely FC thing (don't think you can get it that high on Grio) but frankly with the amount of FC options we have nowadays, it doesn't seem like anything incredibly special to me.
The way I see things, Oranyan is a fantastic inventory saver and *time* saver for people who have no will/time/gil to test their luck and get good augs on Grio.
But if Grioavolr can get +11 with Fern, then it can be better than Oranyan, or at worst perfectly equal.
No, this is not true, unless you have no other duration + gear. Since oranyan is in its own term you get 1.1*(1+gear_duration/100) added duration without perpetuance. For any values of gear_term > 0 this is larger than (1+(gear_duration+11)/100). The same is true for perpetuance with slightly different values. Basically, the more duration + you have on gear the more you benefit from oranyan.
Oh I didn't know at all Oranyan was on a separate term, I stand corrected!
When/where was this tested? I must have missed it.
I don't have Oranyan to test that item specifically.
I do however have RDM, an ambuscade cape, telchine gear, rf1 hands & rf3 feet to test with. Cast a few regens and found the following:
Job Points: enhancing duration is +X Seconds.
Enhancing duration is a term separate from the augment version. multiplied w/ (base+JP)
Augment: Enhancing duration is a seperate term. again, multiplied somewhere after JP are added in.
I had heard similar somewhere before, but idk if/where findings were posted. I know when I did mine, I was doing as personal verification so I didn't bother posting it either.