Phoenix.Capuchin said: »
Nothing really comparable to Spolia hands MAB+7 though
if only.
Endeavoring To Awaken --A Guide To Rune Fencer |
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Endeavoring to Awaken --A Guide to Rune Fencer
Phoenix.Capuchin said: » Nothing really comparable to Spolia hands MAB+7 though if only. Wouldnt Thurandaut Gloves be better for TP without Salvage?
I think nomnom > thurandaut > thaumas.
I'd have to sit down later and lay things out. Don't forget dDex is +crit, especially once your over +40. Thaumas and other light armor series has a metric f*ck ton of +DEX on it, so we should be able to cap dDex on pretty much everything.
Thaumas pair have overall less dex than Thurandaut.
Thaumas gloves: dex+13, acc+9 Thurandaut gloves: dex+14, acc+10 Thurandaut pants don't seem so wonderful for RUN, What do you guys think about Dux legs?
Agi, racc and enmity-...no reason to use thurandaut pants for anything at all.
Dux+1 should be the best for pdt, legs specifically don't beat Thaumas for Resolution&co though, so pdt is the only purpose. Valefor.Sehachan said: » Thaumas pair have overall less dex than Thurandaut. Thaumas gloves: dex+13, acc+9 Thurandaut gloves: dex+14, acc+10 I'd still stay with the Thaumas for the STR from set bonus, but the difference should be minimal. Valefor.Sehachan said: » Agi, racc and enmity-...no reason to use thurandaut pants for anything at all. Dux+1 should be the best for pdt, legs specifically don't beat Thaumas for Resolution&co though, so pdt is the only purpose. I don't currently have Thaumas. There's abatteur if you do meebles.
If not then dux. Abatteur is a pretty rare drop off an NM that you either can only do once a month or have to pay 1,000,000 per shot. I wouldn't plan around getting it, honestly.
Valefor.Sehachan said: » There's abatteur if you do meebles. If not then dux. I'd rather get Thaumas, what's an in-demand job for NNI? You're coming in at a pretty harsh time for NNI since they just nuked the mainstay strategy people used for it (Embravas). Right now people are spending a bit of time trying to figure out how to tackle the content again, but as always powerful DDs and self-sufficient jobs like BLU fill in the damage slots best.
People are still playing around with whether to take SMN, BRD, COR, or to keep taking SCH as their mages. Leviathan.Kincard said: » You're coming in at a pretty harsh time for NNI since they just nuked the mainstay strategy people used for it (Embravas). Right now people are spending a bit of time trying to figure out how to tackle the content again, but as always powerful DDs and self-sufficient jobs like BLU fill in the damage slots best. People are still playing around with whether to take SMN, BRD, COR, or to keep taking SCH as their mages. sch is still a pretty righteous healer with /rdm since you can phalanx-ga and still heal very potently. Odin.Eikechi said: » I got the first 3, plus others. Fenrir.Calamity said: » Idk, given RUN's very limited access to stp gear, and wide access to multi attack gear, plus the generally crappy delays of gswords, Not to mention the generally useful spells run has that would be hurt by seigan/hasso, I feel like /war and a multi attack build, over /sam and an stp build would be better. IDK that stp gear is THAT limited: * Rajas/Brutal +6 (surely you're already using these) * Houyi +3 (legit choice for neck it seems) * Rose Strap +4 * Hagneia Stone +3 * Skadi +1 head +4 * Skadi+1 legs +8 * I'm likely forgetting some options too. And of course +15 from /SAM trait. You may be right that /WAR multi-attack build ends up as ideal, but I don't think it's for the reason that RUN is so deficient in Store TP gear availability as to make it not viable to gear for x-hit builds. Phoenix.Capuchin said: » Fenrir.Calamity said: » Idk, given RUN's very limited access to stp gear, and wide access to multi attack gear, plus the generally crappy delays of gswords, Not to mention the generally useful spells run has that would be hurt by seigan/hasso, I feel like /war and a multi attack build, over /sam and an stp build would be better. IDK that stp gear is THAT limited: * Rajas/Brutal +6 (surely you're already using these) * Houyi +3 (legit choice for neck it seems) * Rose Strap +4 * Hagneia Stone +3 * Skadi +1 head +4 * Skadi+1 legs +8 * I'm likely forgetting some options too. And of course +15 from /SAM trait. You may be right that /WAR multi-attack build ends up as ideal, but I don't think it's for the reason that RUN is so deficient in Store TP gear availability as to make it not viable to gear for x-hit builds. And again, I'm still a little fung up over the fact that RUN has some fairly useful spells that I might not want to ruin the cast time and recast on. Really, RUN is in it's infancy, and still lacks any sort of jse gear, so it's hard to say where things will move in the future, but for the moment, my money's on the /war multiattack route. Siren.Kyte
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/SAM is not just used for the STP traits, and in fact those play a very small part in what makes it good. Furthermore, adding more multi-attack with /WAR doesn't make the multi-attack you had before any better (quite the opposite actually).
I personally see /WAR as the subjob of choice.
Hasso on /SAM will hurt recasts, which isn't a biggy, but it is making it harder to cast flash, which is a very useful enmity tool really, and considering that melee enmity has been reduced, enmity tools such as flash and such are going to be more important now. Siren.Ihm said: » I personally see /WAR as the subjob of choice. Hasso on /SAM will hurt recasts, which isn't a biggy, but it is making it harder to cast flash, which is a very useful enmity tool really, and considering that melee enmity has been reduced, enmity tools such as flash and such are going to be more important now. flash's recast is 45s, hasso's is 1min. If you can't survive that 15s (and that's if you're spamming hasso for whatever reason with it's 5m duration) something is terribly wrong. I don't think hasso or seigan are really gonna kill the recasts that Run needs to maintain. Carbuncle.Ceruleanknight
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this question might have been asked in a previous page, but just to update/actualise it for the like of me who still wonder, can RUN use Fulgurante?
No. Run/Geo get the elemental magian paths and WS/TP bonus paths only.
Carbuncle.Ceruleanknight
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Odin.Eikechi said: » No. Run/Geo get the elemental magian paths and WS/TP bonus paths only. Thank you for answering so quickly and that sucks.. no
edit: beat There are other useful spells that one might want to use with some frequency as well. Foil seems like one I'd want to spam every single time it's up, and while it casts near instantly, the recast is killer. Phalanx is worth reapplying if it drops, 3 seconds is harsh, but doable, especially with fast cast. 6 seconds is just too much.
However, this is all again just speculation. My run is only 99 as of last night before going to bed, and I haven't had a chance to do any real experimenting with it. There should be no spells that you would be spamming mid-battle. Buffs are all done prior to battle.
/SAM is about the 10% from hasso which translates into a +25% damage increase with only gear and haste spell. Toss on more and it gets bigger. In a DD zerg setting you're right. And if that becomes all a RUN ends up being, then I concede. But if it does end up fulfilling it's designed roll at tank, that might change things somewhat. I main a dark and I'm all too aware of the detrimental effect on dps of trying to cast a spell mid battle, but I don't know. I need to see how RUN realistically functions in the end. Foil at the least seems worth spamming
3 full seconds of recasting phalanx mid fight might really suck, honestly. Doesn't sound like a lot but all too often we get interrupted off just 1 hit.
I don't disagree with you. I'm just keeping my mind open to possibilities and tactics until I can confirm that they're invalid myself. I'm honestly seeing that as something to follow straight after flash. But maybe not. It has been a long time since I played any sort of defensive job, so I'm gonna need to experiment a little and see what works. And as bad as 3 seconds sounds, Ichi is 4, and people have gotten away with getting that back up when perfect shadow juggling failed.
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