You should only be using Hagondes for legs.
Edited for grammar as I reread what I wrote at 1 am.
All For One, And More For Me: A Guide To Red Mage |
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All for One, and More for Me: A Guide to Red Mage
You should only be using Hagondes for legs.
Edited for grammar as I reread what I wrote at 1 am. I was hitting 1034 melee dps with savage blade last night, not correctly augmented on sword/gear and I ran without enspells or dia 3
Engaged was main=Claidheamh Soluis (str+17, acc+3, dbl atk+4 sub=Thorfinn Shield +1 ammo=Paeapua head=Taeon chapeau (acc+20, triple attk 2%, crit dmg+1) neck=Asperity Necklace ear1=Bladeborn earring ear2=Steelflash Earring body=Taeon tabard (attk +14, ws acc +10, ws dmg +1%) hands=Taeon Gloves (acc +18, triple attk +2, ws dmg +3%) ring1=Rajas Ring ring2=K'ayres Ring back=Bleating Mantle waist=windbuffet belt +1 legs=Taeon tights (attk +22, triple attk +2, crit dmg +2) feet=Atrophy Boots +1 and the savage blade was ammo=Yetshila head=Atrophy Chapeau +1 neck=Soil gorget ear1=Brutal Earring ear2=Moonshade Earring body=Telchine chasuble (def 18, sTP+5, ws dmg +2% hands=Taeon Gloves (acc +18, triple attk +2, ws dmg +3%) ring1=Rajas ring ring2="Aquasoul Ring back=Buquwik cape waist=Soil belt legs=Mes'yohi slacks feet=Uk'uxkaj boots I also followed the thf rule of holding tp until 150-175% before I savage blade, if I didn't hold til then and I ws at 100% my DPS dropped to about 830-840 Rainari said: » For the purpose of nuking on RDM What slots do you think are done away with by Helios VS Hagondes and what ever other slots are out there. Hagondes +1 legs are still top dog unless you need macc, vitivation +1 feet are still good for macc nuking, vanir and hagondes +1 body are both solid for macc as well, depending on augments. It's by no means helios or go home, but they are the best max nuking pieces in a 4/5 slots by at least some margin with good augments. Offline
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Im not sure of the max for Helios, But doesn't hagondes +1 head have a better max potential than helios? However, before I do anything to significant I'm waiting on AF3 Reforged because it'll most likely have some excellent pieces.
Mostly, I'm looking for what I could do right now in order to max my nuking on Rdm and Scholar since they share some pieces. This is my current nuking sets for high tier and low tier nukes and I'm looking into suggestions. Low Tier Nukes main="Marin Staff" sub="Mephitis grip" ammo="Dosis Tathlum" head="Buremte Hat" Augments are +4 Magic Damage neck="Eddy Necklace" ear1="Friomisi Earring" ear2="Hecate's Earring", body="Hagondes Coat +1" Augments are +15 mab hands="Otomi Gloves" Augments are -2% PDT/MDT +4 magic damage ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int ring2="Acumen ring" waist="Oneiros Sash" back="Toro Cape" legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments) feet="Vitivation boots" High Tier Nukes main="Marin Staff" sub="Mephitis grip" ammo="Dosis Tathlum" head="Hagondes Hat +1" Augments are +10 Mab neck="Eddy Necklace" ear1="Friomisi Earring" ear2="Hecate's Earring", body="Hagondes Coat +1" Augments are +15 mab hands="Helios Gloves" Augments are +11 mab 7% Aspir/Drain potency ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int ring2="Acumen ring" waist="Oneiros Sash" back="Toro Cape" legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments) feet="Vitivation boots" Considering you can get up to 30 MAB aug on all hagondes, and some hagondes come with 13-25 MAB on them already, helios may only win for like hands or feet perhaps...though hagondes cuffs have 20m.acc on them.
Don't forget helios can get M;crit ++ M;crit DMg ++, or just INT ++
Hagondes can't. i only keep hagondes legs +1, rest is helios (macc/mab 20 + M;crit) Asura.Celoria said: » and the savage blade was ammo=Yetshila why yetshila? savage blade doesn't crit does it? what kind of average WS damage were you doing with savage blade? (please say what mob too) Rainari said: » Im not sure of the max for Helios, But doesn't hagondes +1 head have a better max potential than helios? However, before I do anything to significant I'm waiting on AF3 Reforged because it'll most likely have some excellent pieces. Mostly, I'm looking for what I could do right now in order to max my nuking on Rdm and Scholar since they share some pieces. This is my current nuking sets for high tier and low tier nukes and I'm looking into suggestions. Low Tier Nukes main="Marin Staff" sub="Mephitis grip" ammo="Dosis Tathlum" head="Buremte Hat" Augments are +4 Magic Damage neck="Eddy Necklace" ear1="Friomisi Earring" ear2="Hecate's Earring", body="Hagondes Coat +1" Augments are +15 mab hands="Otomi Gloves" Augments are -2% PDT/MDT +4 magic damage ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int ring2="Acumen ring" waist="Oneiros Sash" back="Toro Cape" legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments) feet="Vitivation boots" High Tier Nukes main="Marin Staff" sub="Mephitis grip" ammo="Dosis Tathlum" head="Hagondes Hat +1" Augments are +10 Mab neck="Eddy Necklace" ear1="Friomisi Earring" ear2="Hecate's Earring", body="Hagondes Coat +1" Augments are +15 mab hands="Helios Gloves" Augments are +11 mab 7% Aspir/Drain potency ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int ring2="Acumen ring" waist="Oneiros Sash" back="Toro Cape" legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments) feet="Vitivation boots" I'd use crematio earring over hecate's. for the waist use the hachirin-no-obi if nuking on the right day/weather, otherwise use yamabuki-no-obi. for grip use zuuxowu grip (unless you need the magic acc) got this from BG
Lethargy Chappel "DEF:72 HP+17 MP+69 STR+9 DEX+9 VIT+9 AGI+9 INT+20 MND+20 CHR+12 Evasion+17 Magic Evasion+51 Magic Accuracy+15 "Magic Atk. Bonus "+15 "Magic Def. Bonus "+3 Haste+5% Enfeebling magic spellcasting time -14% Set: Augments "Composure" Leth. Chappel +1 "DEF:96 HP+36 MP+75 STR+15 DEX+15 VIT+15 AGI+15 INT+28 MND+28 CHR+20 Evasion+38 Magic Evasion+75 Magic Accuracy+25 "Magic Atk. Bonus "+25 "Magic Def. Bonus "+6 Haste+6% Enfeebling magic spellcasting time -15% Set: Augments "Composure" Lethargy Sayon "DEF:91 HP+27 MP+51 STR+15 DEX+12 VIT+12 AGI+12 INT+25 MND+24 CHR+16 Evasion+19 Magic Evasion+58 Magic Accuracy+17 "Magic Def. Bonus "+3 Haste+2% Enfeebling magic effect +12 "Refresh "+2 Set: Augments"Composure" Lethargy Sayon +1 "DEF:127 HP+57 MP+61 STR+24 DEX+20 VIT+20 AGI+20 INT+37 MND+35 CHR+25 Evasion+41 Magic Evasion+86 Magic Accuracy+27 "Magic Def. Bonus "+7 Haste+3% Enfeebling magic effect +14 "Refresh "+2 Set: Augments"Composure" Leth. Gantherots "DEF:61 HP+11 MP+14 STR+4 DEX+18 VIT+18 AGI+3 INT+12 MND+26 CHR+12 Evasion+11 Magic Evasion+25 Magic Accuracy+14 "Magic Def. Bonus "+1 Haste+3% Enfeebling magic skill +17 "Saboteur "+11 Set: Augments"Composure" Leth. Gantherots +1 "DEF:85 HP+25 MP+17 STR+6 DEX+29 VIT+29 AGI+5 INT+19 MND+39 CHR+19 Evasion+24 Magic Evasion+37 Magic Accuracy+24 "Magic Def. Bonus "+3 Haste+3% Enfeebling magic skill +19 "Saboteur "+12 Set: Augments"Composure" Leth. Fuseau "DEF:76 HP+21 MP+91 STR+17 VIT+6 AGI+12 INT+25 MND+17 CHR+12 Magic Accuracy+12 "Magic Atk. Bonus "+12 Evasion+12 Magic Evasion+76 "Magic Def. Bonus "+3 Haste+4% "Refresh " potency +1 Set: Augments"Composure" Leth. Fuseau +1 "DEF:107 HP+45 MP+97 STR+28 VIT+10 AGI+20 INT+38 MND+28 CHR+20 Magic Accuracy+22 "Magic Atk. Bonus "+22 Evasion+27 Magic Evasion+112 "Magic Def. Bonus "+6 Haste+5% "Refresh " potency +2 Set: Augments"Composure" Leth. Houseaux "DEF:47 HP+7 MP+14 STR+8 DEX+10 VIT+8 AGI+21 INT+10 MND+16 CHR+21 Evasion+28 Magic Evasion+73 "Magic Def. Bonus "+3 Enhancing magic skill +20 Haste+3% Enmity-8 Enhancing magic duration +25% Set: Augments"Composure" Leth. Houseaux +1 "DEF:68 HP+15 MP+17 STR+12 DEX+16 VIT+12 AGI+33 INT+16 MND+22 CHR+33 Evasion+60 Magic Evasion+107 "Magic Def. Bonus "+6 Enhancing magic skill +25 Haste+3% Enmity-9 Enhancing magic duration +30% Set: Augments"Composure" i can see head and legs are good for Nuking when u need Macc ( hagondes pants still good ) more potency duration on body , best enhancing feet ever!! and for hands i can say bye bye lurid mitts. the big question is hows the augments on full set ? Do we know if the feet are going to allow us to break the +95% cap or are we just gear hoarding again. As it stands we can hit the +95$ duration already with any number of combinations. Would be nice to se 7:30+ party haste II from rdm though.
Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes.
Asura.Fiv said: » Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes. oh sweet rdm gets perpetuance now ? i forgot which font was for sarcasm Just an example of duration exceeding 95% increase, being that its 250% duration. I've never heard of a 95% increase cap, so it would have to be a gear cap only, and if thats the case, can you reach 95% enhancing increase from gear alone? If so test it.
Asura.Fiv said: » Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes. Ever used rdm empy +2 set and noticed haste II only last just under 6 minutes on pt, then add in any extra +duration during cast, it stays at 5:60 duration time, the number is only +95% it won't pass that cap for rdm. Idk about sch, i don't play sch. Offline
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I've never heard of this. By any chance, could you list the various gear combinations you've tested to hit this cap?
full empy +2 set for composure augment, then in cast I have used atrophy +1 hands, Estoqueur's cape, and Estoquer's feet +2, I see no difference in duration with or without the pieces if I am using composure with 5/5 empy +2 for JA
you can get 96% duration btw without set bonus:
telchine head - 10% telchine body - 10% atrophy hands +1 - 16% telchine legs - 10% lethargy feet +1 - 30% ghostfyre cape - 20% Problem is I am not seeing a difference with set proc if I have enhance duration gear or not, just doesn't seem to change with or without, I am hitting 5:50 haste II on pt/ally
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The composure augment on the empyrean set is at casting time. You need the set on during midcast of the enhancing spell, not at the time of activating composure.
waffle said: » The composure augment on the empyrean set is at casting time. You need the set on during midcast of the enhancing spell, not at the time of activating composure. I did that and my duration only last for 5:01 now What is everyone else getting for haste II duration, mine seems to cap at 5:50 duration
Asura.Celoria said: » Problem is I am not seeing a difference with set proc if I have enhance duration gear or not, just doesn't seem to change with or without, I am hitting 5:50 haste II on pt/ally Asura.Celoria said: » I did that and my duration only last for 5:01 now It shouldn't be going down. Your macros are screwed up. With just Composure, nq Lethargy feet, Atrophy Gloves +1, +3 enhancing duration augment on Telchine body, and +19 enhancing duration on Ghostfyre cape I did 5min 40sec Haste2 on someone in my party. So if you are using 4/5 empy set (atrophy hands +1), you should be doing way longer Haste2s. Um.. Actually mine is lasting longer than yours is and you are using more +duration gear than me.
Set 5/5 empy +2 for JA, then gs takes over and in GS I have enhance skill+ and mnd stacked as much as possible while using these three pieces; Estoqueur's feet +2, Atrophy hands +1 Estoqueur's back With that I get 5:50 Haste II on pt/ally However I did find out why I dropped down to 5:01 and fixed that issue, (had //gs disable back on for cap points back and wasn't adding that during cast) but if I add more empy gear +2 gear then I just lose enhance skill+ and MND and still am hitting 5:50 on my haste II. I am really starting to see an actual cap on enhance duration here. That or 5/5 emp doesn't effect during cast and only JA Asura.Celoria said: » Um.. Actually mine is lasting longer than yours is and you are using more +duration gear than me. Set 5/5 empy +2 for JA, then gs takes over and in GS I have enhance skill+ and mnd stacked as much as possible while using these three pieces; Estoqueur's feet +2, Atrophy hands +1 Estoqueur's back With that I get 5:50 Haste II on pt/ally However I did find out why I dropped down to 5:01 and fixed that issue, (had //gs disable back on for cap points back and wasn't adding that during cast) but if I add more empy gear +2 gear then I just lose enhance skill+ and MND and still am hitting 5:50 on my haste II. I am really starting to see an actual cap on enhance duration here. That or 5/5 emp doesn't effect during cast and only JA enhancing skill has nothing to do with the potency of enhancing buffs such as haste2, refresh2, etc and so you should favor enhancing duration. Self buffs like phalanx, enspell, temper, gain-stat the skill does matter however. alright, just tested with 4/5 lethargy, atrophy hands +1, ghostfyre cape. Got 6min 47sec. There is no cap.
Leviathan.Protey said: » alright, just tested with 4/5 lethargy, atrophy hands +1, ghostfyre cape. Got 6min 47sec. There is no cap. Leviathan.Protey said: » enhancing skill has nothing to do with the potency of enhancing buffs such as haste2, refresh2, etc and so you should favor enhancing duration. Self buffs like phalanx, enspell, temper, gain-stat the skill does matter however. Cool thanks edit: ok so this is what I am using in cast now, (haven't started the empy upgrade to 109/119 yet) main=Arendsi Fleuret head=Estoqueur's Chappel +2 body=Estoqueur's sayon +2 hands=Vitivation gloves +1 back=Ghostfyre Cape legs=Estoqueur's fuseau +2 feet=Estoqueur's Houseaux +2 back=Ghostfyre Cape Something is seriously wrong with my gearswap, I turned if off and manually set gear how I want and I got 24:28 duration on myself and a 10:35 cast on pt members. (Based off timers plug-in, I am currently waiting out the time to see if it is correct.) Ok so I timed it on pt member (timers plugin was off/incorrect) for pt member it lasted just over 7 minutes Still waiting on mine to wear off.
Think I might have GS changing gear before the cast is over. Anyone know where ardor comes from yet?
Asura.Leoheika said: » Anyone know where ardor comes from yet? Its the augmented back it messes up timers for what ever reason. The skirmish gear might do the same never used it. Cast with out the back piece and it works fine, w/ you get odd ball timers that are way off. Was reported and "fixed" by windower but never "fixed". |
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