While tier I enspells apply to every hit, tier II enspells apply only to the first attack of an attack round and do not apply to multi-attacks or offhand weapons. So tier I enspells may situationally be more powerful.
Pretty much what I was wondering about. I was looking on the Enspell individual pages. Thanks for directing me to the info I was after.
I recall when master levels were released early on, someone created a spreadsheet outlining what each subjob increase would grant trait/spell wise. Anyone have that handy? My forum searches have failed.
In particular, I know /blm gained sleepga2 with this update- anything else interesting?
Anyone have any tips for getting past the voracious fight against the mage in quicksand? Can’t quite seem to get him down BLU/WAR. Been using apu, Cornelia, qultada, sehlt, amchuchu, and sometimes King. Once he gets slow and impact on the team I can’t keep up anymore.
Building my Red Mage. Can someone explain Red Mage's Enspell 1 VS Enspell 2 to me like I'm five years old, please?
I'm sure they are different, but I just tried Enfire II VS LV75 Shiva fight (on ice day like a full mad lad). About 55-60 damage on first swing of dual wield. Then I turned it off and put Enfire I on and was hitting for about the same on the first swing only as well.
I was just curious if they are different enough to farm the other tier II spells. Enfire II was just a scroll I had from Abyssea, Voidwatch, or Walk of Echos battlefields I think.
Should I be using single sword only for tier II? Reduce double attack to test one VS the other?
Help me! I r big dumb.
Late, but the short answer is that you virtually never want to use Enspell IIs; tier 1 enspells are better in almost all situations, save for 1-2 very niche fights.
The reason for this is that tier 1 Enspells trigger on every hit of an attack round — thus benefiting from RDM's high multi-attack with Temper II — and their enhancing skill potency is derived from what they're cast in.
Enspell IIs only trigger on the first hit of an attack round — thus not benefiting from multi-attack at all — and have their enhancing skill calculation determined on hit rather than from your midcast (and enhancing skill gear is... not good to TP in). The only situation where they're remotely useful is when you need slow, controlled damage output, e.g. the Sealed Fate master trial.
What would a curaga set look like for COR. (without trove rings and soa rings) Any armor less annoying than taeon augs?
5/5 taeon with leafdim augs? ItemSet 385248
(10% on the ambu cape too, of course)
Chatoyant Staff
Naji's Loop if you have VR progress.
DM augmented herc has higher cure pot than taeon if you have been keeping them in the past.
Admittedly some of them can be more annoying than taeon if it's for a new character. I just happened to have them as I do VR and keeping DM herc on an old character, and personally find them less annoying than taeon.
yeah, with just gun+staff+cape, you put together a relatively decent set for low effort. +40% and all you have to deal with is maxed doomsday (though +10% Cure Pot. on 2 pieces of Taeon is not too hard to get)
Recently I reinstalled the game and I have 8 accounts. I followed the multiple POL instructions quite perfectly again to set it up where you can have multiple POL logins saved. However, when I go and select certain characters - and always the same characters - to login at the login screen, the game completely crashes.
I tried a file fix through POL and it still doesn't work.
When you reinstall you have to reregister all those accounts cause the file path will be different and cause the crash.
(or you point the directory to the right file path, maybe)
I must have not done it correctly then. They were all fine and operating at first, but one by one they just crashed and then I couldn't login to those characters at all.
haub though you could ride askar, usukane was iirc the overall best, hands were dusk, feet you could ride fuma kyahan forever basically unless you got +1 dusk
I used Dusk hands and feet for TP back then. Back was Amemet +1 for a while, or Behemoth +1 if you had money. You could also augment your capes with minor stats if you got lucky (they were random).
Earrings: Yee old Brutal Earring will full time one slot, Bushinomimi for the second slot maybe?
Rings: D Ring if you got it, or just some ACC rings and Strength Rings for WS (Accessories were very dry back then)
Waist: Speed Belt or Ninurta Sash if you need it (iirc, you WILL need a belt to cap gear haste) or whatever you can piece together.
Cape: the options were bland. Shadow Cape for defense, I can’t remember what was good for offense, probably just something off AH.
I’m way late on the post anyway but that was fun to dig through those memories. Thanks for that lol
Earrings: Etheral/Brutal for free options?
Rings: defo Raja’s on there
Waist: Swift belt as a free option
Back: if ToAU then I had forager’s and Cerberus mantles I shared on my DRK and SAM
pretty standard to use hachiman hands to maintain a 6 hit unless you had usukane or white tathlum available (dusk gloves +1 and hachiman feet with tathlum was an option.. but given what dusk gloves +1 cost and fuma not having movement speed- it was pretty uncommon)
For those of you that visit Bg you already know the premise of this thread but for those that don't, it's simple.
Quote:
This thread is for off-the-cuff questions that don't merit a full topic to answer. 'What should I wear for my level 65 pup?' 'What's the best way to learn the Qutrub Blu spell?'
General Guidelines.
Any questions goes be it FFXI related or not this community has a plethora of people surely one will be able to assist you.
Please don't bash people for asking questions hating someone for seeking knowledge even if you deem it a stupid thing to ask makes you look like an even bigger tool.
If your answer is on the large side either providing a link or spoilering the answer might be a good idea to help reduce the thread size.