The Beast Within -- A Guide To Blue Mage |
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The Beast Within -- A Guide to Blue Mage
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So as of now whats an optimal/high end cdc set including wkr augments.
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Looks like Prothescar updated the OP.
Since the last couple updates the only big changes are DEX+ on ukuxkaj and Dread Jupon for body and the new ramuh rings. Ragnarok.Presidentobama
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Mab set, can use int as well. With the changes they made, two 4x attack 99 and 95 swords work well again. Sure they hit for 20 to 50, but 3 to 6k dmg every 3 melee rounds, with a self cure is fun and nice.
Ragnarok.Presidentobama said: » Mab set, can use int as well. With the changes they made, two 4x attack 99 and 95 swords work well again. Sure they hit for 20 to 50, but 3 to 6k dmg every 3 melee rounds, with a self cure is fun and nice. If you can manage to hit anything outside abby with them... Immortal's Scimitar mainhand, Onion Sword offhand, best combo.
Cerberus.Doctorugh said: » with this set on a Hume (using STR and DEX merits as base, not including a third since it's so variable between players): STR: 96 base + 15 from spells + 89 from gear MND: 92 base + 3 from spells + 134 from gear INT: 83 base + 3 from spells + 150 from gear MAB: 20 from trait + 164 from gear + 120 from augments Magic Damage: 246 from gear Target INT: 110 (201 + 174) * 2.75 = 1031 1031 + 252 + 246 = 1529 1529 * 4.04 = 6177 For a somewhat reasonable range, using augments that most people probably have (say, 22 avg per piece): 1529 * 3.72 = 5688 On something with an actual INT score (190, probably still low for most delve2 things): 1031 + 46 + 246 = 1323 30MAB per piece: 1323 * 4.04 = 5344 22MAB per piece: 1323 * 3.72 = 4921 25MAB per piece: 1323 * 3.84 = 5080 27MAB per piece: 1323 * 3.92 = 5186 So on higher end things, you'd need to have basically no buffs for SB to come out ahead on average with neutral MDB/Magic Resistance (especially on something like Wopket). If you haven't got nearly capped out augments don't even bother I guess one main advantage to SB would be that it can't miss, but if you're that worried about your accuracy, you have bigger issues I suspect.
Do you have dark weather/day? Then yes for belt. Cape definitely not, cornflower is too strong
Valefor.Prothescar said: » Cerberus.Doctorugh said: » with this set on a Hume (using STR and DEX merits as base, not including a third since it's so variable between players): STR: 96 base + 15 from spells + 89 from gear MND: 92 base + 3 from spells + 134 from gear INT: 83 base + 3 from spells + 150 from gear MAB: 20 from trait + 164 from gear + 120 from augments Magic Damage: 246 from gear Target INT: 110 (201 + 174) * 2.75 = 1031 1031 + 252 + 246 = 1529 1529 * 4.04 = 6177 For a somewhat reasonable range, using augments that most people probably have (say, 22 avg per piece): 1529 * 3.72 = 5688 On something with an actual INT score (190, probably still low for most delve2 things): 1031 + 46 + 246 = 1323 30MAB per piece: 1323 * 4.04 = 5344 22MAB per piece: 1323 * 3.72 = 4921 25MAB per piece: 1323 * 3.84 = 5080 27MAB per piece: 1323 * 3.92 = 5186 So on higher end things, you'd need to have basically no buffs for SB to come out ahead on average with neutral MDB/Magic Resistance (especially on something like Wopket). If you haven't got nearly capped out augments don't even bother Typically I'll start fights with BT giving another 10% With Cor on wopket you will forgo chaos for either tact or wizard roll (tact can be really useful if your debuffers aren't on the stick) Maybe I missed it in the OP but does anyone have a gearset for blue magic skill. I'd kind of like to make one for the various buffs that use it.
Fenrir.Mefuki said: » Maybe I missed it in the OP but does anyone have a gearset for blue magic skill. I'd kind of like to make one for the various buffs that use it. Basically, wear any piece of blu skill gear you have, AF body, Relic head, AF3+2 legs, AF3 accessories, cornflower cape, Ayao's guages/Fea's cuffs/hexed hands, relic feet/augmented w. feet. There's no real reason to wear it, though, as most of those spells don't have higher tiers than 480ish skill and the gear wouldn't be used for anything else. Cerberus.Doctorugh said: » With Cor on wopket you will forgo chaos for either tact or wizard roll (tact can be really useful if your debuffers aren't on the stick) maybe if you were the only DD in the party or there were only BLUs. losing Chaos roll is a huge hit to anything else that swings a weapon in your party Odin.Jassik said: » ...most of those spells don't have higher tiers than 480ish skill... Really? I was not aware of that. highest attainable tier is 500
I tell a lie, everything caps at 500, just like enhancing magic What about helping with landing sleep? magic accuracy?
Valefor.Prothescar said: » highest attainable tier is 500 I tell a lie, everything caps at 500, just like enhancing magic Wasn't Occultation about the only thing that had a skill teir for 500? I thought basically everything capped lower than that. everything is 500. magic accuracy is different, ofc that doesn't have a hard cap. problem is that any slot you can wear skill in you can usually get higher macc from something else with the exception of back maybe
almace isn't worth making unless you have it at 99 already, and even then its uses are very limited. tizona is the best sword that blu can wear, just wish it had mdmg on it
Near infinite MP is not a bad trade off for lack of MDmg though.
Starting BLU in a few weeks from 0 anyone have any recommendations for "must get" spells right away? What weapons/ws's do I need etc. I probably won't make a mythic or almace.. Thanks in advance!
The spells in the spellsets for the guide are a good place to start. WS to focus on are CDC and at least 1/5 Requiescat, a case could be made for Savage blade, but you should unlock that regardless. Read the guide top to bottom about 10 times then come back and ask specific questions.
Asura.Kaitaru said: » So I looked over the spells section several times to make sure I wasn't missing anything but then realized that UL spells are always slotted and available when you activate the JA. I guess I can start by asking which spells are still worth obtaining that are effective in the games current endgame. From what I gather from search posts on the BLU forums are that the chance of obtaining them is just as hard as spells used to be and some of the spawn options for certain families are kinda annoying granted you cant learn them from abyssea versions of mobs? Unless this statement is false because I'm getting some mixed information. Granted they are all useful of their own merit I was curious if there is a guide or some acquisition information on how to obtain all/useful ones that I may have overlooked in my search here. |
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