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An End-Game Guide To Tanking |
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An End-Game Guide to Tanking
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Leviathan.Andret said: » Because a lot of people just assume RUN is a decent DD but it turns out they can only work it with a lot of support. What do you expect >.> Run is a tank job with extremely high surviability, and it has the ability to switch to "tank mode" immediately when things go wrong. If it can compete with DRK WAR SAM without max buffs then it'd be utterly broken. >.> This is FFXI, every job all has their own strength and weakness, some works best in certain situation but not another situation. No DD is by all end all best for everything. Most DDs in FFXI excel at one thing and "functional" in another. Surely we don't need to explain THAT because "every job has strength and weakness" is like, FFXI common sense lol. Except that RUN has no weakness. /digress
(it's not intended to be a dd, so doing less than perfect dding is not a weakness) Online
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Asura.Eiryl said: » Except that RUN has no weakness. /digress IMO, it's currently the best tank for general endgame tanking. As a DD in DD slot I think it's often a bit overrated by the community, due to the lack of strong solo multi step SC access like WAR DRK DRG SAM DNC etc, and how buff dependant it can be. I wouldn't say it's the best DD. Asura.Eiryl said: » (it's not intended to be a dd, so doing less than perfect dding is not a weakness) I def agree that overall it's one of the better job in game atm. Lakshmi.Buukki
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Hmm I tossed my refined grip a while ago but can get another. I thought mensch+1 replaced that though, unless it's really for the HP?
Ambu def stats have opened up RUN. I rarely change out Utu but i also have refined for full tank situations.
Part of RUNs strength is they get a great Aeonic for DPS and the Epeo for tanking. Battuta and LR line up perfectly and Foil plus the JA aresenal dilutes the need for /blu in AoE situations. Lakshmi.Buukki said: » No, paladin isn't in the same class as rune fencer. Rune fencer skips past nearly every other DD in zergs on the tier list when max buffed, No it doesn't <.<... Where RUN jumps ahead is in fights where you can't protect the heavy DD's from mass status ailment spam. Then max buff RUN pulls way ahead because the rest are crippled. I say this as someone who not only has a super DD RUN, but was the original DD RUN ~way~ back after it's initial release. RUN isn't as strong as the other heavy DD's in pure power, yet it doesn't need to be because it's defenses let it play a whole different angle. Shiva.Arislan said: » build that ballin Phalanx set Sorry to get this thread back on track (really am) Should I just aim for Dark matter Phalanx+4 on a herc set as I don't want to work on Ergon as of yet (working on DP for cor) or do I need to have them 5+ I have 3/5 atm phalanx 4 1-2 Phalanx isn't going to make or break a RUN. You could just get Phalanx 3 on Taeon gear outside of DM campaign. The Phalanx 3-5 would just be a bonus.
Hmmm - What stones are needed for Taeon? BG doesn't have that augment listed
Edit Nvm - Im high as f spending gil so sober me can cry in the morning - the answer is duskdim Offline
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Looks like Duskdim... and yeah I gotta knock out some Phalanx+ also still.
Yeah, +3~5 on Taeon or Herc per slot, as best as you can manage -- really makes a difference. +5~7 from relic head. +4 from Deacon Sword if you're casting before battle.
If using Phalanx + Embolden, then drop Phalanx+ and go full duration. Offline
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if im looking at the equation right, above 300 skill, Phalanx+1 is like equal to 29 enhancing skill?
Sorry let me restate it, the difference you can get from max Taeon Phalanx augs vs max Herculean augs isn't going to make or break a good RUN.
Thanks for this info -
Should I even attempt to tank until I have a nice Phalanx set? Shiva.Arislan said: » If using Phalanx + Embolden, then drop Phalanx+ and go full duration. Would that mean if using Embolden there is no need for Phalanx+ at all (meaning there isnt any gains) Bismarck.Nickeny said: » Should I even attempt to tank until I have a nice Phalanx set? Oh of course you can. I was just suggesting a more defensive subjob like /BLU (Cocoon) or /WAR (Defender) in the meantime. Bismarck.Nickeny said: » Would that mean if using Embolden there is no need for Phalanx+ at all (meaning there isnt any gains) It's more about getting ~180 seconds of emboldened potency, versus a slightly higher potency for only ~90 seconds. I always encourage the people I play with to maximize their jobs, but the probability of getting a full Phalanx 4-5 set from DM campaign is abysmal. It shouldn't discourage you from learning to tank. It's more important to have a strong tanking set, understanding the mob's mechanics, and timing your buffs/enmity tools so you don't get hit in your midcast gear (assuming your midcast set has a low amount of DT).
There is still usefulness to Phalanx+ during embolden as the only pieces of enhancing duration gear RUN can use would be Erilaz Galea +1, Regal Gauntlets, and Futhark Trousers +3. Therefore you could still use Phalanx+ for body and feet, but it's personal preference if you'd want to equip enhancing duration over Phalanx+ during embolden. Capes -
I have 5 atm - 2 are DPS Reso and DPS (STP10 ACC30 Dex20 Atk 20/w 10pdt) Tank capes I have zero clue on and wondering how many more I need and what to put on the rest Overall, really not a bad guide. Something you could however add/change to your tanking gearsets would be precast/enmity sets to show how you reduce/eliminate the HP bouncing all over the place between sets.
Bismarck.Nickeny said: » Capes - I have 5 atm - 2 are DPS Reso and DPS (STP10 ACC30 Dex20 Atk 20/w 10pdt) Tank capes I have zero clue on and wondering how many more I need and what to put on the rest Just my preference on Tank Cape and FC cape: gear.EnmityCape = {name="Ogma's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','Enmity+10','Phys. dmg. taken-10%',}} gear.FCCape = {name="Ogma's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','HP+20','"Fast Cast"+10','Spell interruption rate down-10%',}} (PDT-10 or DT-5 works fine here too)
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What’s a good phalanx set for run? What number should I be hitting on run for enhancing skill to get the best at phalanx?
If you do not care about HP dip when precast/midcasting, then 500 enhancing skill.
If you do care about HP dip, aim for minimum of 444 skill. This is my set. Change Herculean for Taeon if you do not have DM augments. ItemSet 368747 This is what I prefer since I love having minimal HP dip and a rather large amount of DT midcast to stop me dying if I get caught. Odin.Vikter said: » What’s a good phalanx set for run? What number should I be hitting on run for enhancing skill to get the best at phalanx? Quick and easy: Taeon Body, Hands, Legs and Feet augmented with Phalanx +3 Futhark Bandeau +3 for Phalanx + 7 for a total of +19 in your cast set. Difficult, Expensive, pray to RNGesus or sacrifice to Lootcifer with Dark Matter offerings: Herc Body, Hands, Legs, Feet with Phalanx +4~5 a piece. Futhark Bandeau +3 to get up into +20~21. You’ll be fine with just Taeon and Futhark+3. |
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