|
All for One, and More for Me: A Guide to Red Mage
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-01 01:34:13
If no gear sets for Death Blossom or Savage Blade exist what would be main focus stat wise?
ATT and STR or Multi hit?
Taeon with acc/att+20, TA+2, STR/DEX+7 are what augments I go for (I know it's MND and not DEX, but I use the set to both melee and WS in for all WSs since the set is that good, and I don't really have another few hundred mil to make another perfect set just for STR+10). You could use Fotia Neck/Waist, but I use Metalsinger Belt. I only use Death Blossom at 3000 TP, so I don't use moonshade earring like I do for Savage Blade. Back I use Bleating Mantle, Ammo it kind of depends on what you are fighting, you could use a stat ammo, or if you are fighting something high level and need the acc/att you can go with Hasty Pinion+1 or Ginsen. Rings you could use 2x Ifrit Ring +1 or one and Rajas.
Also, offhand I'd go with Demersal Degen+1 or Blurred Knife+1. That 40-50% OAT plus with all that extra enspell damage should far exceed that of offhanding Nabiru Blade (unless you're really, really hurting for accuracy; you shouldn't be as RDM has one of the highest accuracies of any job... I have 959 accuracy in my normal (not accuracy) TP set with just composure on and nothing else, not even ionis. This is about to go up even further with Job Points getting a boost in a few days).
As for tanking set, I use Hasty Pinion+1, Taeon head, Twilight Torque, Steelflash/Bladeborn Earrings, Emet Harness+1, Umuthi Gloves, Defending Ring, My 6/5/5 Augmented Dark Ring, Umbra Cape, Flume Belt, Taeon Legs and Feet. This is less than 50% PDT, if you are concerned that much about it you could swap in Battlecast Gaiters (I view the 5 STR, 5 DEX, 12 Accuracy, 20 Attack, 2% TA, and Dual Wield+4 >>>> 5STP and 3% PDT personally).
Work on your phalanx set too. Currently I am able to get -48 damage (can get +15 on your second Taeon set, at the cost of enhancing skill and duration so it comes out to +13). With the upgrade to JPs and therefore Gifts.... if we get another enhancing skill upgrade then we will possibly be able to go to -49 damage.
Asura.Psylo
Server: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-08-01 05:17:08
For taeon Phalanx, i'm still stuck @ +2, spam million and million gils and never see a +3, a lot of regen +3, but no phalanx and i don't have more inventory place to get another taeon set specialy for regen...
And for melee, i find my nuke more efficient than melee, even solo or event.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2015-08-04 12:44:23
RDM/NIN spamming CDC is your best DPS option, especially since it self chains for light. RDM/WAR using savage blade doesn't get enough TP Bonus to make up the difference. As for why all the attention on Savage Blade, it's not because of BLU or RDM but because of WAR. WAR gets Fencer V for +500 TP Bonus base, then another +100 from gifts and another +100 from Emp 119 legs. 700 TP Bonus vs 200 is a pretty big difference. Now take on +250 TP Bonus from Moonshade and another +700 from Savagery warcry and we can see how silly it gets. RDM and BLU only get 200 from /WAR and another 250 from Moonshade, that's not enough to beat out CDC with it's extra hits and TP copy.
CDC 3+1 hit with TP Copy. 2.45 fTP per hit at 4 hits is 9.8, then factor in DA and TA procs which also get 2.45 and your average fTP turns into something like 11.5 with 80% DEX. DEX raises your critical hit rate which further exasperates how CDC works. Savage as /WAR with 1000TP is 7.81 fTP, extra hits only raise it 1.0 so on average your talking 8.4 fTP give or take.
BLU can use Savage to self SC for Light or Expacion, which is similar to Savage, for Darkness. RDM on the other hand can't do either so Savage becomes only useful if for whatever reason your at 2400+ TP.
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-04 16:24:03
You should only be using Savage Blade at 1750+ TP, otherwise CDC. You should rarely find yourself with 1750+ TP, but it does happen time to time. With my Murgleis I like to open aftermath with Death Blossom, SC with myself using CDC to make Distortion, then SC with myself again using Requiescat to make Darkness (using another CDC here would not SC). After that I just spam CDC > CDC to make Light.
[+]
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-04 16:26:08
For taeon Phalanx, i'm still stuck @ +2, spam million and million gils and never see a +3, a lot of regen +3, but no phalanx and i don't have more inventory place to get another taeon set specialy for regen...
And for melee, i find my nuke more efficient than melee, even solo or event.
Yea, it took me 2-300 mil in Duskdim+2s to get 5/5 phalanx+3. Not for the faint of heart.
Siren.Kyte
Server: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-08-05 01:56:21
It will almost certainly devalue it, although it won't necessarily devalue it by that much.
By Creecreelo 2015-08-05 02:03:38
Temper II
Grants the ability to occasionally attack thrice.
I hope that doesn't somehow devalue mythic.
Personally, I only really come Rdm when I'm farming CP and I find the sword rather underwhelming. Sure, Mythic AM3 is awesome, but Murg has TERRIBLE base dmg, a somewhat avg delay, and has to use Death Blossom to activate AM3, which also sucks. Rdm also lacks quick ways to generate lots of TP outside of multi-attack, although Temper(II) certainly does help, but still.
When CP farming as Rdm melee, it usually is CDC -> CDC move on and I've been finding that dual wielding augmented 115 WKR weapons works just as well or better because I don't have to worry about managing AM3 at all (and can be more lazy).
I wouldn't consider myself a Rdm melee prodigy but that's been my own experience with Murg melee, which is definitely limited in scope. No matter what though, the sword makes for a killer lockstyle piece.
Asura.Psylo
Server: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-08-05 02:21:45
Since i'm at work, nobody can post the nex list of gift? ^^
Siren.Kyte
Server: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-08-05 02:29:38
Asura.Psylo
Server: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-08-05 02:34:45
Oh *** ... 1200 *** point
Asura.Psylo
Server: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-08-05 03:18:05
Some nice gear in update.
Code
Serenity
WHM, BLM, RDM, BRD, SMN, SCH, GEO
DMG:190 Delay:366 INT+19 MND+19
Magic Accuracy+25
"Magic Atk. Bonus"+28
Magic Damage+217
Magic Accuracy skill +228
Staff skill +242
Parrying skill +242
Enmity-5 "Cure" potency +25%
I need to check my skirmish augment, but think i've got a new staff for nuke, paired with the unity one.
Code
Emissary
RDM
DMG:123 Delay:240 Accuracy+15
"Magic Atk. Bonus"+14
Magic Damage+130
Magic Accuracy skill +201
Sword skill +242
Parrying skill +242
"Fast Cast"+10%
Physical damage taken -3%
Nice one for my iddle set, in fact a damn nice sword
The news drain/aspir gear ^^, paired with my helios drain/aspir set, mouahahaha Code
Evanescence Ring
Dark magic skill +10
Spell interruption rate down 5%
"Drain" and "Aspir" potency +10
Rubicundity
WHM, BLM, RDM, SMN, SCH, GEO
DMG:160 Delay:288 INT+21 MND+6
Magic Accuracy+20
"Magic Atk. Bonus"+16
Magic Damage+124
Club skill +242
Parrying skill +242
Dark magic skill +15
Magic Accuracy skill +215
"Drain" and "Aspir" potency +20
Additional effect: HP, MP, or TP Drain
And this because This ^^
Code
Carmine Cuisses +1
RDM, PLD, DRK, RNG, DRG, BLU, COR, RUN
DEF:122 HP+50 STR+30 VIT+17
AGI+17 INT+29 MND+16 CHR+16
Accuracy+19 Attack+19
Evasion+27 Magic Evasion+80
"Magic Def. Bonus"+4
Healing magic skill +18
Enhancing magic skill +18
Spell interruption rate down 20%
Movement speed +18% Haste+6%
Set: Increases Accuracy
And this waist is damn pretty good too
Code
Porous Rope
WHM, BLM, RDM, BRD, SMN, BLU, PUP, SCH, GEO
DEF:8 HP+20 MP+20
INT+7 MND+7 CHR+7
Magic Accuracy+5
"Resist Petrify"+15
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-05 04:45:27
with the 10 additional enhancing skill, can now get -49 damage from phalanx ^^d
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2015-08-05 05:18:50
Quote: Quote: Emissary
RDM
DMG:123 Delay:240 Accuracy+15
"Magic Atk. Bonus"+14
Magic Damage+130
Magic Accuracy skill +201
Sword skill +242
Parrying skill +242
"Fast Cast"+10%
Physical damage taken -3%
That looks like a nice sword for Sanguine Blade Spam. Sang blade can be made really strong on RDM and BLU due to native MAB, access to high MAB / INT gear and access to weapons that further enhance MAB / MDMG. Off hand this while main handing the Acclimator, 226 MDMG and 14 extra MAB is pretty sweet.
Siren.Akson
Server: Siren
Game: FFXI
Posts: 2172
By Siren.Akson 2015-08-05 07:02:20
Temper II
Grants the ability to occasionally attack thrice.
I hope that doesn't somehow devalue mythic. Mythic NIN and Taeon itself devalued Nagi to the point where Izuna (Alluvion) with perfect augs is not only equal but alot more useful since most fights do not last 3min on NIN.
Looking at THF... I'm seeing the only thing keeping Vajra above Ipetam is the "Enhances Sneak/Trick Attack V". If not for such Ipetam augs would beat Vajra rather easily due to THF's inate trip rate.
Yea, it has. Taeon alrdy did. Now is just a question of how much so which depends on what % Thrice is at.
You could even consider doing all DW augs on your RDM taeon removing TA+2 from tp sets possibly. Since Temper II might cover if it's at minumum 10% Thrice alone.
I don't melee on RDM tho so heh. idk
Cerberus.Lasareth
Server: Cerberus
Game: FFXI
Posts: 334
By Cerberus.Lasareth 2015-08-09 21:48:01
Unrelated, but has anyone figured out how temper works since the update?
Cerberus.Onvasquez
Server: Cerberus
Game: FFXI
Posts: 87
By Cerberus.Onvasquez 2015-08-12 19:18:33
Does anyone know if there is a cap to Enhancing Magic Duration. At the moment with composure and gear my haste 2 (on self) lasts 18 minuets and 54 seconds. I know I am not capped on gear atm. On Telchine head I have 8 Body 9 legs 9. AF hands +1 AF3 feet +1 and 18 on back. But all 3 Telchine can be capped at 10 and back 20. My question is there a cap. Is getting cap on Telchine and back past cap? Anyone have 10/10+3 and 20 back? And also is there more duration gear out there? Thank You.
Cerberus.Onvasquez
Server: Cerberus
Game: FFXI
Posts: 87
By Cerberus.Onvasquez 2015-08-13 10:08:56
Used another stack of duskdim +1 and got +9 on head now. Manually timed haste 2 to 19:30 now. Still dont know if I have reached a cap. Not sure how long it will take now to get the extra 1 for all 3 pieces and the last 2 on back. Used about 84 duskdims +1 so far.
Server: Odin
Game: FFXI
Posts: 14
By Odin.Jigoku 2015-08-13 18:57:01
there is no cap for enhancing Duration, or it can not be reached with current gear Options yet. your Augments are really good but each 1% you lack is only 5 sec Duration for haste II if you got composure on.I never wait untill buffs wear, so I gave up on the 1-2% I'm missing on my gear because I'm only 25 sec away from the Maximum Duration currently possible.
it is 180 sec (haste base duration) + 0-15 sec added to base Duration from Jobpoints enhancing Duration + the percentage of enhancing Duration gear you are using and then x3 for composure.
so... (180(base)+15(JP)+96%(max Duration+ you can get atm)) x3(composure)=1,146 sec /60 = 19 min 6 seconds
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-15 03:33:40
there is no cap for enhancing Duration, or it can not be reached with current gear Options yet. your Augments are really good but each 1% you lack is only 5 sec Duration for haste II if you got composure on.I never wait untill buffs wear, so I gave up on the 1-2% I'm missing on my gear because I'm only 25 sec away from the Maximum Duration currently possible.
it is 180 sec (haste base duration) + 0-15 sec added to base Duration from Jobpoints enhancing Duration + the percentage of enhancing Duration gear you are using and then x3 for composure.
so... (180(base)+15(JP)+96%(max Duration+ you can get atm)) x3(composure)=1,146 sec /60 = 19 min 6 seconds
This is incorrect. As I pointed out on the bottom of page 8, Ghostfyre Cape is multiplicative, not additive. So the maximum is:
(180 base +15 JP)x1.76 (from armor)x1.2 (from cape)x3 (from composure)=1,235s or 20min 35s
By Boshi 2015-08-15 19:42:36
Some info on New crimson/blood set from BG forums:
4 aug paths like other escha armors, A/B/C identical for set, D unique. Only the +1 version have the set bonus, and the Augments paths are better on the +1 version.
NQ path values:
A: hp60 str10 int10
B: acc10 dex10 mnd15
C: mp60 int10 mnd10
legs nq D path: acc15 att10 dw+5
The set bonus is +10 acc per piece.
Legs/feet have some potential. legs B path also perhaps for some str/mnd ws such at death blossom? (nq B @ str30 mnd31 dex10 att18 acc33)
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-16 04:44:19
What is the current best nuking setup if you dont mind me asking.
I'm pretty sure it's 5/5 Amalric +1. Due to having 5/5 has set bonus of MAB+50 on top of the gear + augments. Good luck getting them though! LOL.
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-08-16 10:27:47
Don't know, I never take off my sword.
|
|