All For One, And More For Me: A Guide To Red Mage

Langues: JP EN DE FR
users online
Forum » FFXI » Jobs » Red Mage » All for One, and More for Me: A Guide to Red Mage
All for One, and More for Me: A Guide to Red Mage
First Page 2 3 ... 4 5 6 ... 28 29 30
 Carbuncle.Skudo
Offline
Serveur: Carbuncle
Game: FFXI
user: SKudo
By Carbuncle.Skudo 2014-12-27 17:56:08
Link | Citer | R
 
I'm clearly suffering from Dyschronometria: I just checked all my log files and I could not find anything but 90s durations.

Sorry for spreading false information. I also blame people for dealing about as much damage during the first 90s as they so during the last 120-ish.

My misperception came from Impact usually wearing at around 65% and I usually pop Bolster at a bit above 40% with usually killing 133 Gramk close to the 3 minutes mark.
 Valefor.Ophannus
Offline
Serveur: Valefor
Game: FFXI
user: Ophannus
Posts: 241
By Valefor.Ophannus 2014-12-27 20:01:09
Link | Citer | R
 
It usually does last for 3min on most things but he may have a special thang that cuts duration of impact in half. I mean -20% stats for 3min is rather potent, it's like cutting his level by 5 or something so I can imagine they'd want to mitigate how long such a strong effect lasts.
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2014-12-27 20:17:45
Link | Citer | R
 
Valefor.Ophannus said: »
It usually does last for 3min on most things but he may have a special thang that cuts duration of impact in half. I mean -20% stats for 3min is rather potent, it's like cutting his level by 5 or something so I can imagine they'd want to mitigate how long such a strong effect lasts.

I find it more likely that he just has crazy meva and is dark elemental than that they purposefully programmed high resistance to impact. This is SE we're talking about. And, impact is dark magic, which rdm already has w notable disadvantage in.
 Phoenix.Demonjustin
Offline
Serveur: Phoenix
Game: FFXI
Posts: 661
By Phoenix.Demonjustin 2015-01-06 15:50:17
Link | Citer | R
 
So, I've been gone off and on for about... 4 months... and there were apparently WS changes in that time. Anyone mind telling me how RDM's WSs now stack up against one another? :x
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2015-01-06 16:01:52
Link | Citer | R
 
Phoenix.Demonjustin said: »
So, I've been gone off and on for about... 4 months... and there were apparently WS changes in that time. Anyone mind telling me how RDM's WSs now stack up against one another? :x

More or less: CDC > Savage > Requiescat

That's subject to change with attack/accuracy/TP
 Siren.Akson
Offline
Serveur: Siren
Game: FFXI
user: AKs0n
Posts: 2172
By Siren.Akson 2015-01-06 16:12:20
Link | Citer | R
 
Odin.Jassik said: »
And, impact is dark magic, which rdm already has w notable disadvantage in.
Impact duration resistance is based on Elemental Skill and Macc not Dark Skill. Though if I'm casting Impact on RDM it's /SCH w/ Dark Arts and Parsimony. Which wouldn't allow for RDM stunning in Incursion ofc.
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2015-01-06 16:15:49
Link | Citer | R
 
Siren.Akson said: »
Odin.Jassik said: »
And, impact is dark magic, which rdm already has w notable disadvantage in.
Impact duration resistance is based on Elemental Skill and Macc not Dark Skill. Though if I'm casting Impact on RDM it's /SCH w/ Dark Arts and Parsimony. Which wouldn't allow for RDM stunning in Delve ofc.

Yeah, my mistake. Dark element, but Elemental Magic skill... In either case, Dark Arts isn't going to give you the same Macc as Elemental Seal, and I can't think of many reasons to bring RDM/SCH to Incursion.
 Quetzalcoatl.Wakmidget
Offline
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2015-01-15 08:58:31
Link | Citer | R
 
Marin Staff +1
DMG:199 Delay:356 INT+12 MND+12
Magic Accuracy+15
"Magic Atk. Bonus"+28
Magic Damage+217 Staff skill +242
Parrying skill +242
Magic Accuracy skill +228
"Fast Cast"+3%
Wind Elemental
"Magic Atk. Bonus"+11
Unity Ranking: INT+10-15
WHM,BLM,RDM,BRD,SMN,SCH,GEO


R.I.P. venabulum
[+]
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2015-01-15 09:23:21
Link | Citer | R
 
Still won't beat a good augmented Lehbrailg +2 for anything besides Aero nukes.
 Asura.Highwynn
Offline
Serveur: Asura
Game: FFXI
user: Highwynd
Posts: 730
By Asura.Highwynn 2015-01-16 16:25:18
Link | Citer | R
 
Yeah a lehbrailg+2 can get higher fc as well.
 Quetzalcoatl.Wakmidget
Offline
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2015-01-17 03:38:19
Link | Citer | R
 
I don't mess much with the random augment stuff, but if you do, more power to you. These are still an upgrade over Venabulum for nuking if that's what you currently use.

They also have 15 more magic Accuracy than Venabulum as well, so better for enfeebling also.
Offline
Posts: 1186
By Boshi 2015-01-19 15:34:30
Link | Citer | R
 
On the melee catagory. Relic legs have more accuracy than the Espial.

Overlooked piece: bokwus slops path C

Str5 haste4
Path c aug: acc15 attack10 dex10

http://ffxi.gamerescape.com/wiki/Bokwus_Slops
 
Offline
Posts:
By 2015-01-23 15:14:06
 Undelete | Edit  | Link | Citer | R
 
Post deleted by User.
 Fenrir.Ramzus
Offline
Serveur: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2015-01-23 15:17:38
Link | Citer | R
 
stun is something like:

Marin Staff +1 (or augmented Lehbrail +2 with M. Acc)/ Mephitis Grip/Aureole or other M. Accpiece

Atrophy Chapeau +1/Voltsurge or Orunmila/Enchanter +1/Gwati Earring

Vanir Cotehardie? Vitivation Tabard +1?/Gendewitha Gages +1/Weatherspoon Ring/Sangoma Ring

Ogapepo +1? some M. Acc Cape/Pya'ekue (+1)/Artsieq B/Artsieq B?

sleep would be:

Murgleis/Thuellaic +1 (or staff+mephitis)/Aureole

Atrophy Chapeau +1/Imbodla Necklace/Earring Pair

Ischemia Chasuble or Atrophy Tabard +1/Lurid Mitts?/Sangoma Ring/Weatherspoon Ring

Refraction Cape/Ovate Rope?/Artsieq B?/Artsieq B?
 Asura.Highwynn
Offline
Serveur: Asura
Game: FFXI
user: Highwynd
Posts: 730
By Asura.Highwynn 2015-01-23 15:52:56
Link | Citer | R
 
As i reported in scholar forum, that marin staff beats my lehbrailg with +28 mab augment on pretty much all nukes in adoulin content. Lehbrailg wins for pre 99 content where dINT is capped but marin pulls ahead by a few hundred points on t5 and about 70-80 points on tier 1(neutral elements, not even wind nukes).
 Leviathan.Protey
Offline
Serveur: Leviathan
Game: FFXI
user: Protey
Posts: 685
By Leviathan.Protey 2015-01-23 16:01:29
Link | Citer | R
 
for enfeebling, i'd use Mes'yohi Slacks on legs. You can also get a good enfeebling and magic accuracy augment on Ghostfyre Cape to beat out refraction cape, though refraction is a lot easier to get. A good magic accuracy augment on hagondes cuffs will beat out lurid mitts. If you don't have weatherspoon ring you can use perception ring. An alternative to Ovate Rope would be Yamabuki-no-obi. You should be using Vitivation Chapeau +1 over Atrophy. And yes, path B for Artsieq is magic acc.
 Fenrir.Ramzus
Offline
Serveur: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2015-01-23 16:08:48
Link | Citer | R
 
Yeah, I personally use hagondes m acc since I have +28 but that's not viable for everyone and lurid is free. Good call on mesyohi I forgot those existed. And yeah oops I meant reforge relic head for sleep
 Asura.Highwynn
Offline
Serveur: Asura
Game: FFXI
user: Highwynd
Posts: 730
By Asura.Highwynn 2015-01-23 16:50:54
Link | Citer | R
 
Artsieq feet, mesyohi slacks, hagondes hands,gwati/enchntr+1/aureole/lehbrailg+2/mephitis grip/ghostfyre cape(or ogapepo)/ovate rope/perception ring/sangoma ring/imbodle necklace(or weike torque). Murgleis is BiS but not by much, though with aftermath, an acc set, you can keep up death blossom which should be what another 10 m.acc from effect and then additional from AM. There aren't too many murgeleis out there though, i've seen one ever.
 
Offline
Posts:
By 2015-01-24 22:32:32
 Undelete | Edit  | Link | Citer | R
 
Post deleted by User.
 Quetzalcoatl.Wakmidget
Offline
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1388
By Quetzalcoatl.Wakmidget 2015-01-24 22:53:43
Link | Citer | R
 
Odin.Nikia said: »
Going to post several times I am sure since I am trying to regear and relearn RDM.

ItemSet 332712
Above is possible Enhancing set. I was wondering if any real reason to go over 500 skill??
Want to use the Shedir Seraweels because of the stoneskin, aquaveil, and resistance +15.
Would love thoughts on this please.

Other than Barspell, no, 500 enhancing magic is all you need.
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2015-01-24 22:54:23
Link | Citer | R
 
AF109/119 hands should be in there for the duration bonus, and no, there isn't much reason to go over 500.
 
Offline
Posts:
By 2015-01-24 23:15:52
 Undelete | Edit  | Link | Citer | R
 
Post deleted by User.
 
Offline
Posts:
By 2015-01-25 12:03:19
 Undelete | Edit  | Link | Citer | R
 
Post deleted by User.
 Odin.Jassik
VIP
Offline
Serveur: Odin
Game: FFXI
user: Jassik
Posts: 9534
By Odin.Jassik 2015-01-25 12:09:12
Link | Citer | R
 
I tend to favor separate sets for melee and support, your set looks a lot like mine.

The set in the OP is geared toward a single cure set, and doesn't use club so you won't lose potency while meleeing.

For self cures, I use potency received gear, however, I also use less healing skill and some +Enmity, similar to how a PLD would gear for hate.
 Leviathan.Protey
Offline
Serveur: Leviathan
Game: FFXI
user: Protey
Posts: 685
By Leviathan.Protey 2015-01-25 13:47:13
Link | Citer | R
 
I would make the following changes:

buremte gloves, chuq'aba belt, cure potency augmented gendewitha feet, phalaina locket, kunaji ring, asklepian ring. No cure potency in weapon slot needed. I get about 600 HP from cure 3s on myself.
 Bismarck.Indigla
Offline
Serveur: Bismarck
Game: FFXI
user: Indigla
Posts: 343
By Bismarck.Indigla 2015-01-31 05:28:52
Link | Citer | R
 
Even barspells cap at 500 enhancing I think, at least the elemental ones.
 
Offline
Posts:
By 2015-02-02 13:23:01
 Undelete | Edit  | Link | Citer | R
 
Post deleted by User.
 Siren.Kyte
Offline
Serveur: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-02-02 13:29:01
Link | Citer | R
 
no
 Quetzalcoatl.Mckenzee
Offline
Serveur: Quetzalcoatl
Game: FFXI
Posts: 83
By Quetzalcoatl.Mckenzee 2015-02-07 02:52:11
Link | Citer | R
 
If someone were to use tefnut(15), genbu's shield(5), revealers mitts+1(14), ghostfyre(6), atrophy tights +1(10) to cap cure potency, that would leave the head free. Can anyone think of a better option for head compared to the 15 healing skill ayaos gives on the hands?
 Fenrir.Ramzus
Offline
Serveur: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2015-02-07 03:32:45
Link | Citer | R
 
iaso mitra has 10 skill and 10MND and 11 cure potency?
First Page 2 3 ... 4 5 6 ... 28 29 30
Log in to post.