Endeavoring To Awaken --A Guide To Rune Fencer |
||
Endeavoring to Awaken --A Guide to Rune Fencer
blistering sallet +1 is worth mentioning for a PDT/HP build. Little low on meva, but otherwise a great piece that's flown under the radar in recent discussions.
Geez, I check the thread periodically and each time I see new suggestions for pushing RUN farther. Hat tips to all because I wouldn't have thought of half the suggestions on here.
Anywho, personally I've been fidgeting with a +parry/counter build when /nin tanking. Sadly I haven't gotten much use out of RUN lately due to LS needing my Pally. ItemSet 342986 Herc. head: AGI+15 Acc+32 Att+21 counter +2% Herc. Hands: DEX+15 Acc+30 Att+27 counter+3% I'm currently sitting at about 10% counter with my +parry where I can fit it in. Viable? Or am I wasting my time? The problem with counter and parry is that they don't scale well on content where you actually want a tank. Counter has an accuracy check, so in a set like that your 10% counter rate might only proc 2% of the time. Parrying... my first question would be whether or not we're floored on parry rate before +skill gear. Admittedly haven't parsed for parry rate on higher level mobs. On lesser content you could maybe make a case for it, but 130+? I'm not so sure about that, and parrying skill is hard to come by in the first place. You're basically limited to Balarama Grip, Combatant's/Maskirova Torque, and Futhark Boots/+1. Hence the value of Inquartata+ gear, akin to PLD and block+ gear.
Martel might be able to offer more refined insight with regards to parrying - he's done quite a bit of testing on parry and block mechanics over the years, and it's a topic on which I'm still pretty rusty with regards to the underlying mechanics. Which 3 runes to use when tanking Schah?
I read the blog of Two Man Cell. Fire + Water + Light combo is recommended for the first part of the fight but I don't really understand why. OK. No biggie. I really don't get to use RUN on anything higher than maybe 124~125. The few times I get to use it on say Resen T1's and Ru'an T2's I'm simply a Gambit and Rayke *** so riding Batuta pretty much covers any fights that last longer than 2.5 minutes...
If I'm solo w/ trusts it's probably not an NM that can kill me unless something goes horribly wrong. But what does an Accuracy check have to do with a proc? Miss or hit, it's a hit mitigated no? Again, if I'm fighting something THAT high, more than likely my LS will make me go Pally for tanking. :( I love playing Rune Fencer, I really do but... Honestly these days I barely get to use it so I'm stuck sitting in jeuno in my pink jacket twiddling my thumbs... Whiffing a counter means you eat the original hit, as if counter hadn't proc'd in the first place.
Fenrir.Nightfyre said: » Whiffing a counter means you eat the original hit, as if counter hadn't proc'd in the first place. Not fair! Edit: Well, if I can't do a counter build I'll just make that DT set I've been meaning to build. le sigh... Time to go stone hunting... Ragnarok.Martel
Offline
Fenrir.Nightfyre said: » The problem with counter and parry is that they don't scale well on content where you actually want a tank. Counter has an accuracy check, so in a set like that your 10% counter rate might only proc 2% of the time. Parrying... my first question would be whether or not we're floored on parry rate before +skill gear. Admittedly haven't parsed for parry rate on higher level mobs. On lesser content you could maybe make a case for it, but 130+? I'm not so sure about that, and parrying skill is hard to come by in the first place. You're basically limited to Balarama Grip, Combatant's/Maskirova Torque, and Futhark Boots/+1. Hence the value of Inquartata+ gear, akin to PLD and block+ gear. Martel might be able to offer more refined insight with regards to parrying - he's done quite a bit of testing on parry and block mechanics over the years, and it's a topic on which I'm still pretty rusty with regards to the underlying mechanics. Man. I think the last time I did parry testing might have been my original Battuta testing. There needs to be more of that. And foil testing.... numbers man! I want numbers! But anyway, Parry skill... we never did get a skill to parry % value. but I can only imagine it's tiny. I can't see gearing for parry being of any value on ilvl content(even lower ilevel) I may have to do some more parry testing at some point though. RUN's parry benefits come from Inquartata(and it's +gear) and Battuta. Inquartata is valuable because it doesn't get pushed below the parry floor. Meaning if you're, skill wise, way below 5% parry, Inquartata still starts from the 5% and goes up. it doesn't have to catch up first. I assume Battuta works the same way, but I don't actually know for sure. Asura.Floppyseconds said: » If parry scales poorly is there a reason to wear Ogma's cape on 135+ then just for the magic evasion? I mean you can work some DT in there or something. Ragnarok.Martel
Offline
Sylph.Brahmsz said: » Fenrir.Nightfyre said: » Whiffing a counter means you eat the original hit, as if counter hadn't proc'd in the first place. Not fair! Till they ninja nerfed it. Was a sad sad update. Now counters chew on PLDs just like everyone else. ^With regards to Inquartata, I mentioned this a couple pages back but our baseline parry rate breaks down as follows:
-5% floor -13% trait -up to 8% from gifts -2% for each Inquartata+1 from gear, up to a current maximum of +5 (2 from legs, 3 from back) for 10% total That puts RUN at 36% minimum parry rate with all gifts and gear. 6% parry rate increase from Ogma's Cape is a nearly 10% reduction in physical damage, quite a bit more if Battuta is active. It's a really good piece. Asura.Floppyseconds said: » Still leaves things we can't parry. Like Pakecet or something. Offline
Posts: 1600
Sylph.Ykfan said: » Which 3 runes to use when tanking Schah? I read the blog of Two Man Cell. Fire + Water + Light combo is recommended for the first part of the fight but I don't really understand why. Ruaumoko said: » Sylph.Ykfan said: » Which 3 runes to use when tanking Schah? I read the blog of Two Man Cell. Fire + Water + Light combo is recommended for the first part of the fight but I don't really understand why. Fenrir.Cherrywine
Offline
Regarding the set at the end of page 90, if going for HP in the ammo slot, wouldn't Charitoni Sling or Egoist's Tathlum be superior to Aqreqaq Bomblet?
The sling has VIT, a bit more HP but one less Enmity. The tathlum has a lot more HP but -2 INT. Fenrir.Cherrywine
Offline
I figured it would get shot down for having -2 INT, but that is a much more obvious reason. Ha! >.>;
Offline
Posts: 1600
Sylph.Ykfan said: » Ruaumoko said: » Sylph.Ykfan said: » Which 3 runes to use when tanking Schah? I read the blog of Two Man Cell. Fire + Water + Light combo is recommended for the first part of the fight but I don't really understand why. Bismarck.Cloudxi
Offline
does that also work on things like ironclads? where every move is a tp move?
Odin.Llewelyn said: » You can parry physical AoE auto attacks Ruaumoko said: » Sylph.Ykfan said: » Ruaumoko said: » Sylph.Ykfan said: » Which 3 runes to use when tanking Schah? I read the blog of Two Man Cell. Fire + Water + Light combo is recommended for the first part of the fight but I don't really understand why. Done a little bit of searching but haven't found a decent list of which pieces of the RAE gear is worth grabbing for a new RUN.
It all seems to have a niche use, any I can completely skip over? Probably not many. I regularly still use 4/5 Empyrean+1 for set bonus, and the 5th is a macro piece.
Relic head is for phalanx, AF head is for regen duration (guess that's kinda skippable). Relic body is for DT, AF body is for magic resist/refresh/val-duration. AF hands are for gambit, relic for swordplay. Relic legs are for enhancing duration, AF legs for status resist and divine skill. Relic feet are for Rayke, AF feet for pflug. So if you're into min/max every single piece of our JSE is useful. The curse of having your JSE created in more recent times. Bismarck.Cloudxi
Offline
Asura.Ladyofhonor said: » Probably not many. I regularly still use 4/5 Empyrean+1 for set bonus, and the 5th is a macro piece. Relic head is for phalanx, AF head is for regen duration (guess that's kinda skippable). Relic body is for DT, AF body is for magic resist/refresh/val-duration. AF hands are for gambit, relic for swordplay. Relic legs are for enhancing duration, AF legs for status resist and divine skill. Relic feet are for Rayke, AF feet for pflug. So if you're into min/max every single piece of our JSE is useful. The curse of having your JSE created in more recent times. Quetzalcoatl.Mystery said: » Done a little bit of searching but haven't found a decent list of which pieces of the RAE gear is worth grabbing for a new RUN. It all seems to have a niche use, any I can completely skip over? Floppy,
Mine does not use Mote if that matters to you, but has functionality like that build into it. I can put it up on the main page when I get home, as well as the DD sets. I've been meaning to update it for a while but IRL keeps getting in the way... |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|