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The Beast Within -- A Guide to Blue Mage
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2017-04-13 19:32:22
The belt and neck are worded poorly. They do not give 10% Weapon Skill Damage. They give .1 fTP to the WS. For high fTP, single-hit WSs or WSs where the first hit has the vast majority of the damage (Savage and Expiacion), they provide a minimal damage increase. The raw stats and attack on the current neck and belt outweigh Fotia in basically all situations. Fotia pieces are best used for multi-hit WSs that transfer fTP across all hits.
The entire Jhakri +2 set is more than fine for Savage and Expiacion due to the high STR/acc/atk on them. However, only the hands are best in slot, while the body goes to our AF+3 and the head/legs/feet go to high STR/WSD Herculean pieces.
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2017-04-13 19:53:59
The belt and neck are worded poorly. They do not give 10% Weapon Skill Damage. They give .1 fTP to the WS. For high fTP, single-hit WSs or WSs where the first hit has the vast majority of the damage (Savage and Expiacion), they provide a minimal damage increase. The raw stats and attack on the current neck and belt outweigh Fotia in basically all situations. Fotia pieces are best used for multi-hit WSs that transfer fTP across all hits.
The entire Jhakri +2 set is more than fine for Savage and Expiacion due to the high STR/acc/atk on them. However, only the hands are best in slot, while the body goes to our AF+3 and the head/legs/feet go to high STR/WSD Herculean pieces.
Ah Wonderful !
ty
So now all I need to do is +2 my Jhakri Set 5/5 :D
ty so much for explaining , i will let Zuidar know of this as well.
/bow
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2017-04-13 19:59:53
Bismarck.Kuroganashi said: »The belt and neck are worded poorly. They do not give 10% Weapon Skill Damage. They give .1 fTP to the WS. For high fTP, single-hit WSs or WSs where the first hit has the vast majority of the damage (Savage and Expiacion), they provide a minimal damage increase. The raw stats and attack on the current neck and belt outweigh Fotia in basically all situations. Fotia pieces are best used for multi-hit WSs that transfer fTP across all hits.
The entire Jhakri +2 set is more than fine for Savage and Expiacion due to the high STR/acc/atk on them. However, only the hands are best in slot, while the body goes to our AF+3 and the head/legs/feet go to high STR/WSD Herculean pieces.
Ah Wonderful !
ty
So now all I need to do is +2 my Jhakri Set 5/5 :D
ty so much for explaining , i will let Zuidar know of this as well.
/bow
Actually another question has pop'd into my mind as of now.
SAM guide says Fotia gorget / Belt better for FUDO (1 hit) than STR+
Why if it fTP+ and doesn't have a multi-hit (so it doesn't carry over anything)
Am I missing something here ?
same for Torcleave on DRK PLD
Blade: HI NIN
Please , would you mind explaining it a bit more detailed why those "Single Hit" WS are good with Fotia and Expiacion isn't .
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2017-04-13 23:13:57
Hi crits and has agi for wsc, Fudo's scaling is less pronounced, Torc uses vit wsc and a very high base damage weapon class. Different weaponskills, different properties, different results.
Fotia is often competitive for Expi/Savage regardless, chance to retain tp is beneficial and the wsacc is potentially relevant (especially for offhand/multiattack procs). The "best" option can and will vary.
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2017-04-14 11:46:50
Hi crits and has agi for wsc, Fudo's scaling is less pronounced, Torc uses vit wsc and a very high base damage weapon class. Different weaponskills, different properties, different results.
Fotia is often competitive for Expi/Savage regardless, chance to retain tp is beneficial and the wsacc is potentially relevant (especially for offhand/multiattack procs). The "best" option can and will vary.
So I am wondering now, which should I be using ?
Fotia for (TP Retain/ WS.ACC) V.S. STR+16 DEX+6 ATK+38 DA-5% WS.ACC+5
sorry for so many questions, just trying to fully understand and Grasp what is the actual thing here, and I want to better the dmg and output (by retaining TP i can do another WS right away creating more dmg than if i were to do 1,000 more dmg on WS itself I take?)
Thank you for taking the time to explain it to me guys :)
By Boshi 2017-04-21 14:06:25
On the current blu spreadsheet Searing Tempest seems to be mistakingly giving Accuracy Bonus trait instead of Attack Bonus.
By Qualo 2017-04-22 19:43:18
Could someone post a good macro example of using CA, BA, CDC and native blu spells to SC/MB? (That's a lot of initialisms there.) I'm trying to figure out the macro flow and how to actually even do this in one macro.
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2017-04-22 19:53:37
Don't. Macro setups like that generally aren't a good idea. Split it up instead.
On the current blu spreadsheet Searing Tempest seems to be mistakingly giving Accuracy Bonus trait instead of Attack Bonus. Noted. I'll try to get a new version out with new gears some time this week.
[+]
Asura.Byrne
By Asura.Byrne 2017-04-25 01:49:30
Need some advice please.
Been fighting Vir'ava recently, set up is BLM, SCH, GEO, BLU. We fought this the other night with absolutely no problems. Only had 1 trig so GEO Bolster Indi-Focus, Entrust Languor & Geo-Malaise to boost BLM & SCH.
I as the Blu would stand away from other mages and sleep the adds as they ran over to me with a macro set up to warn me when they're close to waking up. At this point I would entomb for petri and then dreamflower again. Had no problems with this until today where Entomb simply wakes them up and instead of petri, they all just attack immediately with TP moves. Shadows were up, Stoneskin was up and I went down like a sack of potatoes.
2100 BLU
2x Nibiru clubs (Path B, INT & MAB)
Ghastly Tathlum +1
Herc Helm with Macc+25, INT+6 & Mab+26 (realise mab does nothing for petri here, just dmg)
Sanctity Necklace
Friomisi Earring
Novio Earring
Amalric Doublet - Path A (Macc & Mab +15)
Amalric Gages - Path D (Int+10, Macc & Mab +15
Strendu Ring
Acumen Ring
Cornflower Cape (+10 Blu Skill... not sure if that helps)
Salaire Belt
Amalric Slops - Path A (Macc & Mab +15)
Amalric Nails - Path D (Macc & Mab +15)
/SCH, spell list includes Tenebral Crush for Macc Trait III
So not the best gear but not horrible and had no issues before, just suddenly stopped working.
Also had a weird instance where all adds ran over to me, used dreamflower on one of them and it hit only one of them. By this I mean 1 mob got hit by the spells rather than it hit them all and all but 1 resisted, the rest ran over and gave me big tentacle cuddles of death... I don't get how dreamflower aimed in the middle of a huddle of mobs can only hit one of them. Again this was the only instance of it happening. Never seen it do that before.
Any ideas?
I apologize for what amounts to a necro on this topic, but I thumbed through the comments and did not see a response that tackled this in it's entirety.
So:
1) Be cognizant of how Sleep and Break interact with one another, they don't quite overwrite each other, there's some nuance
2) More importantly, you must wait at least 1 second after they spawn or whatever you use will not actually land properly. Many groups have experienced this on Albumen and not being able to sleep his adds if they jump the gun. The adds are actually not instantaneously interactive when they first appear, there is a small delay window. (this also applies to when they run into your range, when it comes to moving targets, just because they appear to be in your AOE doesn't necessarily mean the server reflects that yet. In these cases it's better (if you have buffs) to just let them get in that one round of melee, just so you can be 100% certain they are actually in range on the server's end)
3) Most importantly, with the changes that were made to GEO, it's spells for padding your Magic Accuracy are not as good anymore, you likely now lack the magic accuracy requisite to actually land the additional effect. I would recommend making a special mode or lua that you use for that fight that uses specifically magic accuracy gear, and also consider picking up the full Jhakri +1 set, otherwise you're probably better off just having more than one BLM, and the one on crowd control using Manawall with super revitalizers just in case of oh ***moments.
サーバ: Asura
Game: FFXI
Posts: 39
By Asura.Lothire 2017-04-27 17:39:36
I've looked through the past few pages and can't find anything current, so I was wondering if anyone would be able to upload their GearSwap .lua? Something that I might be able to go through and just edit the gear, as I am not too familiar with GearSwap itself.
Hell, even looking through someone's lua might also help me get an idea for what kind of gear I need to get next.
Thanks
サーバ: Odin
Game: FFXI
Posts: 177
By Odin.Speedyjim 2017-04-27 17:57:02
Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false
determine_haste_group()
state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
blue_magic_maps = {}
-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.
-- Physical Spells --
-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}
-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}
-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}
-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}
-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}
-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}
-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}
-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}
-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}
-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}
-- Magical Spells --
-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb', 'Searing Tempest', 'Blinding Fulgor',
'Spectral Floe', 'Scouring Spate', 'Anvil Lightning', 'Entomb', 'Tenebral Crush'
}
-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}
-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}
-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}
-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}
-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Silent Storm','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}
-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}
-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}
-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}
-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}
-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}
-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot','Mighty Guard','Cruel Joke','Cesspool','Tearing Gust'
}
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'MidAcc', 'HighAcc', 'MaxAcc', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Refresh', 'Learning')
state.HybridMode:options('Normal', 'PDT')
state.MagicBurst = M(false, 'Magic Burst')
-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Burst Affinity" <me>')
send_command('bind @` input /ja "Efflux" <me>')
send_command('bind ` input /ma "Sudden Lunge" <t>')
send_command('bind delete input /ws "Chant du Cygne" <t>')
send_command('bind ^delete input /ws "Requiescat" <t>')
send_command('bind end input /ws "Savage Blade" <t>')
send_command('bind ^end input /ws "Expiacion" <t>')
send_command('bind home input /ja "Diffusion" <me>')
send_command('bind ^- input /ma "Carcharian Verve" <me>')
send_command('bind !- input /ma "Absolute Terror" <t>')
send_command('bind ^= input /ma "Mighty Guard" <me>')
send_command('bind != input /ja "Unbridled Wisdom" <me>')
--update_combat_form()
select_default_macro_book()
set_lockstyle()
target_distance = 5.5 -- Set Default Distance Here --
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind `')
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind ^-')
send_command('unbind !-')
send_command('unbind @-')
send_command('unbind ^=')
send_command('unbind !=')
send_command('unbind @=')
send_command('unbind delete')
send_command('unbind end')
send_command('unbind home')
send_command('unbind ^delete')
send_command('unbind ^end')
send_command('unbind ^home')
send_command('unbind !delete')
send_command('unbind !end')
send_command('unbind !home')
send_command('unbind @delete')
send_command('unbind @end')
send_command('unbind @home')
send_command('unbind !q')
send_command('unbind !p')
send_command('unbind @c')
send_command('unbind !f9')
end
-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
sets.buff['Burst Affinity'] = {hands="Amalric Gages",back="Seshaw Cape",ring1="Mujin Band",ring2="Locus Ring",legs="Assimilator's Shalwar +2",feet="Hashishin Basmak +1"}
sets.buff['Chain Affinity'] = {head="Hashishin Kavuk", feet="Assimilator's Charuqs +2"}
sets.buff.Convergence = {}
sets.buff.Enchainment = {}
sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
sets.buff.Efflux = {back=rose_crit,legs="Hashishin Tayt +1"}
-- Precast Sets
organizer_items = {
colada="Colada",
tanmo="Tanmogayi +1",
seq="Sequence"}
-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands"}
sets.precast.JA['Provoke'] = {ammo="Iron Gobbet",
head=herc_head_DT,neck="Unmoving Collar",ear1="Trux Earring",ear2="Friomisi Earring",
body="Emet Harness +1",ring1="Petrov Ring",ring2="Begrudging Ring",
back="Agema Cape",waist="Sulla Belt",legs="Obatala Subligar"}
sets.precast.JA['Warcry'] = sets.precast.JA['Provoke']
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
-- Quick Magic 10%, FC 67~70%
sets.precast.FC = {ammo="Impatiens",
head="Carmine Mask",neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Rahab Ring",ring2="Prolix Ring",
back="Perimede Cape",waist="Witful Belt",legs="Psycloth Lappas",feet="Carmine Greaves"}
sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Hashishin Mintan +1"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Jukukik Feather",
head="Adhemar Bonnet",neck="Fotia Gorget",ear1="Cessance Earring",ear2="Brutal Earring",
body="Abnoba Kaftan",hands="Adhemar Wristbands",ring1="Hetairoi Ring",ring2="Epona's Ring",
back=rose_crit,waist="Fotia Belt",legs="Samnuha Tights",feet="Thereoid Greaves"}
sets.precast.WS.acc = set_combine(sets.precast.WS, {})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
ear1="Moonshade Earring",body=herc_body_DEXCRIT,hands=herc_hands_DEXCRIT,ring1="Begrudging Ring",legs=herc_legs_DEXCRIT})
sets.precast.WS['Chant du Cygne'].Acc = set_combine(sets.precast.WS['Chant du Cygne'], {
ammo="Falcon Eye",body=herc_body_ACC,neck="Combatant's Torque",ear2="Cessance Earring",
ring2="Ramuh Ring +1",waist="Grunfeld Rope",feet=herc_feet_DEXCRIT})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ammo="Hydrocera",
head="Jhakri Coronal +1",ear1="Moonshade Earring",body="Jhakri Robe +2",hands="Jhakri Cuffs +1",
ring1="Rufescent Ring",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1"})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {ammo="Floestone",
head=herc_head_STRWSD,neck="Caro Necklace",ear1="Moonshade Earring",ear2="Ishvara Earring",
body="Assimilator's Jubbah +2",hands=herc_hands_STRWSD,ring1="Rufescent Ring",ring2="Shukuyu Ring",
back=rose_WSD,waist="Prosilio Belt +1",legs=herc_legs_STRWSD,feet=herc_feet_STRWSD})
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {ammo="Mantoptera Eye"})
sets.precast.WS['Expiacion'] = set_combine(sets.precast.WS['Savage Blade'], {ear1="Telos Earring"})
sets.precast.WS['Sanguine Blade'] = {
head="Pixie Hairpin +1",neck="Sanctity Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Eschan Stone",legs="Amalric Slops",feet="Amalric Nails"}
sets.precast.WS['Vorpal Blade'] = set_combine(sets.precast.WS, {ammo="Floestone",ear1="Moonshade Earring"})
sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS['Sanguine Blade'], {})
sets.precast.WS['Realmrazer'] = sets.precast.WS['Requiescat']
sets.precast.WS['Judgment'] = sets.precast.WS['Savage Blade']
-- Midcast Sets
sets.midcast.FastRecast = {back="Swith Cape +1"}
sets.midcast['Blue Magic'] = {}
-- Physical Spells --
sets.midcast['Blue Magic'].Physical = {ammo="Floestone",
head=herc_head_STRWSD,neck="Caro Necklace",ear1="Kuwunga Earring",ear2="Vulcan's Pearl",
body="Adhemar Jacket",hands=herc_hands_STRWSD,ring1="Ifrit Ring",ring2="Shukuyu Ring",
back=rose_WSD,waist="Grunfeld Rope",legs=herc_legs_STRWSD,feet=herc_feet_STRWSD}
sets.midcast['Blue Magic'].PhysicalAcc = set_combine(sets.midcast['Blue Magic'].Physical, {
neck="Sanctity Necklace",hands="Leyline Gloves",waist="Olseni Belt",feet=herc_feet_TA})
sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical, {ring1="Ramuh Ring +1",ring2="Ramuh Ring +1"})
sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical, {})
-- Magical Spells --
sets.midcast['Blue Magic'].Magical = {ammo="Pemphredo Tathlum",
head=herc_head_MAB,neck="Sanctity Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Eschan Stone",legs="Amalric Slops",feet="Amalric Nails"}
sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
{ammo="Mavi Tathlum",ear1="Enchanter Earring +1",ear2="Gwati Earring",head="Carmine Mask",body="Hashishin Mintan +1",
hands="Leyline Gloves",ring1="Rahab Ring",legs="Psycloth Lappas",feet="Hashishin Basmak +1"})
sets.midcast['Blue Magic'].MagicAccuracy = set_combine(sets.midcast['Blue Magic'].Magical, {
head="Assimilator's Keffiyeh +2",ear1="Dignitary's Earring",ear2="Gwati Earring",
body="Hashishin Mintan +1",hands="Jhakri Cuffs +1",ring1="Rahab Ring",ring2="Sangoma Ring",
waist="Luminary Sash",legs="Assimilator's Shalwar +2",feet="Skaoi Boots"})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
{hands=telc_hands_ENH,ring1="Leviathan Ring",ring2="Rufescent Ring",legs=telc_legs_ENH,feet="Medium's Sabots"})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Tenebral Crush'] = set_combine(sets.midcast['Blue Magic'].Magical, {head="Pixie Hairpin +1",waist="Tempus Fugit"})
sets.midcast['Blue Magic']['Searing Tempest'] = set_combine(sets.midcast['Blue Magic'].Magical, {body="Jhakri Robe +2",hands="Jhakri Cuffs +1",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1",waist="Tempus Fugit"})
sets.midcast['Blue Magic']['Anvil Lightning'] = set_combine(sets.midcast['Blue Magic'].Magical, {body="Jhakri Robe +2",hands="Jhakri Cuffs +1",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1",waist="Tempus Fugit"})
sets.midcast['Blue Magic']['Blinding Fulgor'] = set_combine(sets.midcast['Blue Magic'].Magical, {body="Jhakri Robe +2",hands="Jhakri Cuffs +1",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1",waist="Tempus Fugit"})
sets.midcast['Blue Magic']['Entomb'] = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Silent Storm'] = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Scouring Spate'] = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Spectral Floe'] = set_combine(sets.midcast['Blue Magic'].Magical, {body="Jhakri Robe +2",feet="Jhakri Pigaches +1",waist="Tempus Fugit"})
sets.midcast['Blue Magic']['Subduction'] = set_combine(sets.midcast['Blue Magic'].Magical, {body="Jhakri Robe +2",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1"})
-- Breath Spells --
sets.midcast['Blue Magic'].Breath = sets.midcast['Blue Magic'].Magical
-- Other Types --
sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {ammo="Falcon Eye",
neck="Sanctity Necklace",ear1="Gwati Earring",ear2="Dignitary's Earring",
body="Jhakri Robe +2",hands="Jhakri Cuffs +1",ring2="Etana Ring",
waist="Olseni Belt",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1"})
sets.midcast['Blue Magic'].Healing = {ammo="Hydrocera",
head=telc_head_ENH,neck="Incanter's Torque",ear1="Lifestorm Earring",ear2="Mendicant's Earring",
body="Hashishin Mintan +1",hands=telc_hands_ENH,ring1="Leviathan Ring",ring2="Rufescent Ring",
back="Tempered Cape +1",waist="Bishop's Sash",legs=telc_legs_ENH,feet="Medium's Sabots"}
sets.midcast['Blue Magic']['White Wind'] = set_combine(sets.midcast['Blue Magic'].Healing, {ammo="Egoist's Tathlum",
head="Blistering Sallet +1",neck="Dualism Collar +1",ear1="Odnowa Earring +1",ear2="Odnowa Earring",
body="Vrikodara Jupon",ring1="Etana Ring",ring2="Meridian Ring",back="Moonbeam Cape",waist="Oneiros Belt"})
sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
neck="Incanter's Torque",body="Assimilator's Jubbah +2",hands="Hashishin Bazubands",back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
sets.midcast['Blue Magic'].Buff = set_combine(sets.midcast['Blue Magic'].SkillBasedBuff, {})
sets.midcast['Blue Magic']['Mighty Guard'] = set_combine(sets.midcast['Blue Magic'].Buff, {ammo="Pemphredo Tathlum",
head=telc_head_ENH,neck="Incanter's Torque",ear1="Mendicant's Earring",ear2="Gwati Earring",
body="Amalric Doublet",back="Solemnity Cape",waist="Luminary Sash",legs="Lengo Pants",feet="Carmine Greaves"})
sets.midcast['Blue Magic']['Fantod'] = sets.precast.JA['Provoke']
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}
sets.midcast.Refresh = {waist="Gishdubar Sash"}
-- Sets to return to when not performing an action.
-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",body="Assimilator's Jubbah +2",hands="Assimilator's Bazubands",
neck="Incanter's Torque",back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
--head="Luhlaza Keffiyeh"
sets.latent_refresh = {}
-- Resting sets
sets.resting = {
head="Rawhide Mask",neck="Wiglen Gorget",
body="Jhakri Robe +2",ring1="Sheltered Ring",ring2="Paguroidea Ring",legs="Lengo Pants"}
-- Idle sets
sets.idle = {ammo="Staunch Tathlum",
head=herc_head_DT,neck="Loricate Torque +1",ear1="Ethereal Earring",ear2="Etiolation Earring",
body="Emet Harness +1",hands=herc_hands_DT,ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Agema Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet=herc_feet_PDT}
sets.idle.PDT = sets.idle
sets.idle.Town = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Ainia Collar",ear1="Telos Earring",ear2="Suppanomimi",
body=herc_body_TA,hands="Adhemar Wristbands",ring1="Petrov Ring",ring2="Epona's Ring",
back=rose_crit,waist="Reiki Yotai",legs="Carmine Cuisses +1",feet=herc_feet_TA}
sets.idle.Refresh = set_combine(sets.idle, {head="Rawhide Mask",neck="Wiglen Gorget",
body="Jhakri Robe +2",hands=herc_hands_REF,ring1="Sheltered Ring",ring2="Paguroidea Ring",legs="Lengo Pants"})
sets.idle.Learning = set_combine(sets.idle, sets.Learning)
-- Defense sets
-- DT: -28%, PDT: -22%
sets.defense.PDT = {ammo="Staunch Tathlum",
head=herc_head_DT,neck="Loricate Torque +1",ear1="Odnowa Earring",ear2="Odnowa Earring +1",
body="Emet Harness +1",hands=herc_hands_DT,ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Moonbeam Cape",feet=herc_feet_PDT}
sets.defense.MDT = {ammo="Staunch Tathlum",
head=telc_head_ENH,neck="Loricate Torque +1",ear1="Sanare Earring",ear2="Etiolation Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Defending Ring",ring2="Shadow Ring",
back="Reiki Cloak",waist="Flume Belt",legs="Amalric Slops",feet="Amalric Nails"}
sets.Kiting = {legs="Carmine Cuisses +1"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Ainia Collar",ear1="Telos Earring",ear2="Suppanomimi",
body="Adhemar Jacket",hands="Adhemar Wristbands",ring1="Petrov Ring",ring2="Epona's Ring",
back=rose_TP,waist="Reiki Yotai",legs="Samnuha Tights",feet=herc_feet_TA}
sets.engaged.MidAcc = set_combine(sets.engaged, {
neck="Combatant's Torque"})
sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, {
ammo="Falcon Eye",ring1={name="Ramuh Ring +1", priority=1},ring2={name="Ramuh Ring +1", priority=10}})
sets.engaged.MaxAcc = set_combine(sets.engaged.HighAcc, {
head="Carmine Mask",ear2="Dignitary's Earring",
body="Assimilator's Jubbah +2",waist="Olseni Belt",legs="Carmine Cuisses +1",feet="Assimilator's Charuqs +2"})
sets.engaged.MaxHaste = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Ainia Collar",ear1="Telos Earring",ear2="Brutal Earring",
body="Adhemar Jacket",hands=herc_hands_TA,ring1="Petrov Ring",ring2="Epona's Ring",
back=rose_STP,waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=herc_feet_TA}
sets.engaged.MidAcc.MaxHaste = set_combine(sets.engaged.MaxHaste, {
neck="Combatant's Torque",hands="Adhemar Wristbands"})
sets.engaged.HighAcc.MaxHaste = set_combine(sets.engaged.MidAcc.MaxHaste, {
ammo="Falcon Eye",ring1={name="Ramuh Ring +1", priority=1},ring2={name="Ramuh Ring +1", priority=10}})
sets.engaged.MaxAcc.MaxHaste = set_combine(sets.engaged.HighAcc.MaxHaste, {
head="Carmine Mask",ear1="Telos Earring",ear2="Dignitary's Earring",
body=herc_body_ACC,back=rose_STP,waist="Olseni Belt",legs="Carmine Cuisses +1",feet=herc_feet_ACC})
sets.engaged.PDT = {ammo="Ginsen",
head=herc_helm_PDT,neck="Loricate Torque +1",ear1="Telos Earring",ear2="Suppanomimi",
body="Ayanmo Corazza +1",hands=herc_hands_DT,ring1="Defending Ring",ring2="Epona's Ring",
back="Agema Cape",waist="Reiki Yotai",legs="Ayanmo Cosciales +1",feet=herc_feet_PDT}
-- DT/PDT: -37%
sets.engaged.MaxHaste.PDT = set_combine(sets.engaged.PDT, {})
sets.engaged.Refresh = set_combine(sets.engaged, {head="Rawhide Mask",body="Assimilator's Jubbah +2",legs="Lengo Pants"})
sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.self_healing = {hands="Buremte Gloves",ring1="Kunaji Ring",waist="Gishdubar Sash"}
sets.MagicBurst = {ring1="Locus Ring",ring2="Mujin Band",back="Seshaw Cape"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_pretarget(spell,action)
if spell.type == "WeaponSkill" and player.status == 'Engaged' and spell.target.distance > target_distance then -- Cancel WS If You Are Out Of Range --
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Out of Range]')
return
end
end
function job_precast(spell, action, spellMap, eventArgs)
if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
end
if spell.english == 'Berserk' then
if buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
cancel_spell()
send_command('input /ja Aggressor <me>')
end
end
if spell.type == 'WeaponSkill' then
if (spell.english == "Chant Du Cygne" or spell.english == "Savage Blade") and player.tp > 2900 then
equip({ear1="Ishvara Earring",ear2="Brutal Earring"})
end
end
end
-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
end
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spell.english == 'Magic Fruit' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
if world.day_element == spell.element or world.weather_element == spell.element then
equip ({waist="Hachirin-no-Obi"})
end
end
-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then
if state.MagicBurst.value then
equip(sets.MagicBurst)
end
end
--if (buffactive.March and (buffactive.Embrava or buffactive.Haste or buffactive['Mighty Guard']) or (buffactive.Haste == 2) or (buffactive['Mighty Guard']) and (buffactive.Embrava or buffactive.Haste)) and equipSet["HighHaste"] then
-- equip(sets.engaged.HighHaste)
--end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if not (buffactive['Burst Affinity'] or buffactive['Azure Lore']) then
state.MagicBurst:reset()
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain, buff_table)
-- If we gain or lose any haste buffs, adjust which gear set we target.
if S{'haste','march','embrava','haste samba','mighty guard'}:contains(buff:lower()) then
determine_haste_group()
handle_equipping_gear(player.status)
elseif state.Buff[buff] ~= nil then
handle_equipping_gear(player.status)
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
determine_haste_group()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
--function update_combat_form()
-- Check for H2H or single-wielding
-- if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
-- state.CombatForm:reset()
--else
--state.CombatForm:set('DW')
--end
--end
function determine_haste_group()
classes.CustomMeleeGroups:clear()
if ( ( buffactive.embrava and (buffactive.march == 2 or (buffactive.march and buffactive.haste)) ) or
( buffactive.march == 2 and buffactive.haste ) or
( buffactive['Mighty Guard'] and buffactive.haste ) or
( buffactive.haste == 2 ) ) then
add_to_chat(8, '[ Current Haste Mode: Max ]')
classes.CustomMeleeGroups:append('MaxHaste')
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'WAR' or 'NIN' then
set_macro_page(1, 9)
else
set_macro_page(1, 9)
end
end
function set_lockstyle()
send_command('wait 6;input /lockstyleset 9')
end
[+]
By Boshi 2017-04-27 22:52:26
You should toss in Sweeping Guage with your stun spells in that
サーバ: Odin
Game: FFXI
Posts: 177
By Odin.Speedyjim 2017-04-28 00:43:23
Thank you, never noticed it wasn't in any list.
サーバ: Asura
Game: FFXI
Posts: 39
By Asura.Lothire 2017-04-28 12:48:03
サーバ: Sylph
Game: FFXI
Posts: 61
By Sylph.Padisharcreel 2017-05-07 16:24:18
Heya folks. Trying to maximize some of my casting sets and a question occurred to me that I can't find any information to answer.
Is there a way to increase duration of blue magic enfeebles?
The blue magic page on bg-wiki says blue magic skill directly affects potency of blue spells, but says nothing about duration.
This question is mainly in regards to our stun spells if that makes any difference.
Thanks
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2017-05-08 01:40:29
No.
As it specifically pertains to stuns, duration is naturally somewhat random but also potentially affected by macc. It is possible that boosting skill could affect your average duration if it increases your macc, but the same is true of +macc. The net potential effect of this on anything that matters is negligible.
Additionally, BLU enfeebles generally employ fixed potency. Skill is thus not a determinant in their effects, only in macc.
サーバ: Sylph
Game: FFXI
Posts: 61
By Sylph.Padisharcreel 2017-05-08 05:57:50
Awesome. Thanks for the info Night.
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2017-05-10 01:14:24
Pinga Crown
DEF:105 HP+54 MP+48 STR+20 DEX+21 VIT+24 AGI+25 INT+29 MND+32 CHR+29 Evasion+38 Magic Evasion+99 "Magic Def. Bonus"+5 Enmity-6 "Fast Cast"+8% "Cure" potency +8%
Pinga Crown +1
DEF:115 HP+74 MP+63 STR+20 DEX+21 VIT+24 AGI+25 INT+34 MND+37 CHR+29 Evasion+48 Magic Evasion+109 "Magic Def. Bonus"+6 Enmity-7 "Fast Cast"+10% "Cure" potency +10%
Pinga Tunic
DEF:135 HP+81 MP+88 STR+23 DEX+24 VIT+26 AGI+26 INT+34 MND+35 CHR+34 Evasion+45 Magic Evasion+118 "Magic Def. Bonus"+8 Enmity-8 "Fast Cast"+13% "Cure" potency +13%
Pinga Tunic +1
DEF:145 HP+101 MP+103 STR+23 DEX+24 VIT+26 AGI+26 INT+39 MND+40 CHR+34 Evasion+55 Magic Evasion+128 "Magic Def. Bonus"+9 Enmity-9 "Fast Cast"+15% "Cure" potency +15%
Pinga Mittens
DEF:93 HP+33 MP+73 STR+7 DEX+29 VIT+30 INT+24 MND+44 CHR+23 Evasion+27 Magic Evasion+91 "Magic Def. Bonus"+4 Enmity-5 "Fast Cast"+5% "Cure" potency +5%
Pinga Mittens +1
DEF:103 HP+53 MP+88 STR+7 DEX+29 VIT+30 INT+29 MND+49 CHR+23 Evasion+37 Magic Evasion+101 "Magic Def. Bonus"+5 Enmity-6 "Fast Cast"+7% "Cure" potency +7%
Pinga Pants
DEF:117 HP+64 MP+43 STR+26 VIT+17 AGI+24 INT+39 MND+30 CHR+23 Evasion+37 Magic Evasion+137 "Magic Def. Bonus"+7 Enmity-7 "Fast Cast"+11% "Cure" potency +11%
Pinga Pants +1
DEF:127 HP+84 MP+58 STR+26 VIT+17 AGI+24 INT+44 MND+35 CHR+23 Evasion+47 Magic Evasion+147 "Magic Def. Bonus"+8 Enmity-8 "Fast Cast"+13% "Cure" potency +13%
Pinga Pumps
DEF:78 HP+64 MP+66 STR+11 DEX+14 VIT+15 AGI+38 MND+30 CHR+39 Evasion+56 Magic Evasion+137 "Magic Def. Bonus"+5 Enmity-4 "Fast Cast"+3% "Cure" potency +3%
Pinga Pumps +1
DEF:85 HP+84 MP+81 STR+11 DEX+14 VIT+15 AGI+38 INT+5 MND+35 CHR+39 Evasion+66 Magic Evasion+147 "Magic Def. Bonus"+6 Enmity-5 "Fast Cast"+5% "Cure" potency +5%
Body/legs are BIS for precast, head/body/legs match or beat existing cure gear for Magic Fruit etc (as NQ, HQ is a bonus), some of the HQs are contenders for White Wind (and maybe a NQ or two depending on what you can move around?), and the whole set is loaded with meva. Other than that not much to talk about, although the new HP/acc/macc stewpot is potentially very attractive for hybrid roles.
By Skies 2017-05-10 06:22:34
*crickets chirp*
By geigei 2017-05-10 06:40:27
Such a kick in the nuts to all blu's, again.
サーバ: Asura
Game: FFXI
Posts: 60
By Asura.Starfishsky 2017-05-13 02:33:54
just got my blue 99 other day, i want to thank anyone who contributed to this guide, helping me a lot to start playing blue.
Caitsith.Mahayaya
サーバ: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2017-05-13 03:50:13
I'm happy that there's a high meva set tbh.
[+]
サーバ: Asura
Game: FFXI
Posts: 60
By Asura.Starfishsky 2017-05-13 06:06:20
question, i am building my very first jse cape for tp, so far i just punting DEX, and my question, if i will use it for TP do you recommend Double attack or store TP? i am leaning toward Dbl atk+10% personally, not sure what is the best for blue tp. let me know what you guys think pls !
By geigei 2017-05-13 06:15:17
I use stp but the difference is minimal.
サーバ: Asura
Game: FFXI
Posts: 19
By Asura.Bertoli 2017-05-13 10:27:45
If it's your first cape go with DEX/Crit Rate. It will be fine for TP to start and will give a nice boost to CDC.
サーバ: Lakshmi
Game: FFXI
Posts: 98
By Lakshmi.Iambatman 2017-05-13 11:31:44
Dex 30 acc/att 20 Crit. rate +10
Great 1st cape will help all around.
STP cape is nice, but you can get stp elsewhere and w/ JTB 1+2 you only need to set STP 3 (5).
Crit. Rate +10 will help mele. and CdC.
サーバ: Asura
Game: FFXI
Posts: 60
By Asura.Starfishsky 2017-05-13 12:39:34
ty! sounds good, i will do it!
By Blazed1979 2017-05-13 13:13:50
Such a kick in the nuts to all blu's, again. I'm still not getting beat by anything other my server's absolute top 2-3 DD's on their wars and drks as blu and that's when they're fully buffed.
I solo everything whenever I want as BLU with the exception of only the hardest content. BLU is absolutely fine where it is. Its easily the best job in game and this gear only enhances its survivability and effectiveness. We don't need any more dps. We're pretty damn epic as it is.
Sylph.Traxus
サーバ: Sylph
Game: FFXI
Posts: 383
By Sylph.Traxus 2017-05-13 14:13:20
I wouldn't mind a healer set if it wasn't ***. The mage items from omen were decent at least.
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2017-05-13 14:33:45
Ehhh...
Strictly speaking it is an upgrade for BLU. 5/5 NQ is 40% curepot (caps with curepot Rosmerta's, among other possibilities), and matches or beats most existing MND/VIT gear. HQ is 50% and highest available power per slot, plus all the -enmity. Body and legs are obviously nice for precast, and that really is quite a bit of meva as BLU gear goes.
Having said that, the cure power increase is negligible since Magic Fruit and Plenilune Embrace scale like ***. The bigger selling point as cure gear is probably the -enmity, which still isn't terribly important given typical use cases. It's slightly more interesting for White Wind since that can generate a substantial amount of enmity, but you really need HQs to make the set shine for WW (and even then, some of it may not be optimal).
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