The Parthenon: A Warrior's Kyklos |
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The Parthenon: A Warrior's Kyklos
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War use a sword now, wake up!.
Chyula said: » War use a sword now, wake up!. And your war uses panties. Offline
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Asura.Kingnobody said: » I didnt know that Jeuno became so dangerous lately. Pantafernando said: » Asura.Kingnobody said: » I didnt know that Jeuno became so dangerous lately. Offline
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Asura.Kingnobody said: » Pantafernando said: » Asura.Kingnobody said: » I didnt know that Jeuno became so dangerous lately. Haters!, keep hating on my spark/bayld gear set on my war. Pushed out some generic new sets if there's any warriors looking for something to work towards!
TP: Augs- acro has acc/att, stp, critdmg on all ItemSet 328646 Upheaval: Augs- Yorium has at least acc/att + vit ItemSet 326451 Ukkos: Augs - Acro has crit dmg+, acc/att, and dblatt ItemSet 326453 Good luck! Updated most of the great axe TP sets in the guide. If you have any suggestions/edits/upgrades/requests let me know.
Does anybody have a general idea of the DPS difference between Rag, Ukon and Conqueror? I don't trust myself with spreadsheet, as I don't play WAR...
Second question: Is question one even relevant or do WAR's just spam Savage Blade now? Ejiin, I'm a little confused here, most of the sets with Acro gear in them only seem to have 22% gear haste.
Are one of those pieces supposed to have a haste augment? Head is augmented with Haste+3. I'll add that to the notes in the guide(it was in the notes of the itemset).
Phoenix.Bahtbaht said: » Ejiin, I'm a little confused here, most of the sets with Acro gear in them only seem to have 22% gear haste. Are one of those pieces supposed to have a haste augment? I went with Store TP +6 on the head and just use Cetl Belt. So far I got Head: Store TP +6 Atk/Acc +19 Crit Hit Damage +2% Body: DA +3 Atk/Acc +19 STR / AGI +7 Hands: DA +3 Atk/Acc +19 STR/DEX +5 Legs: Nothing yet, Use Relic +1 instead Feet: DA +3 Atk/Acc +15/15 STR/DEX +6 This was for a Rag 6-hit build. Total is Crit +30%, Crit Hit Damage +17%, DA +55 with a little bit of TA off the Oneiros ring. I've been debating putting Haste on either the head and using Windbuffet +1 with the other Store TP ring. I like DA+3 on the feet because I use those as a resolution WS piece. I need to see if I can get some of those pieces to 20/20 Atk / Acc, some higher STR augments and the head to Crit Hit damage +3%. Maulers mantle been a complete d!ck to me and best is STR+3 DEX +4 Acc +3. Cerberus.Fiasko
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ItemSet 328646
Fasaga did you need the 3 stp from asperity necklace? (could swap rancorous/asperity for a well augmented maulers/rancor) Cerberus.Fiasko said: » ItemSet 328646 Fasaga did you need the 3 stp from asperity necklace? (could swap rancorous/asperity for a well augmented maulers/rancor) If you have either a 5% crit dmg aug, or a 4% crit with 5str/5dex then mauler's pulls ahead. Unfortunately, after lots of incursion, and a good chunk of refractive crystals, I'm still stuck at str/dex+2, and crit dmg +2. But ya, if you have a good cape, I'd make the swap. Offline
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Are relic legs still best in slot providing you don't need acc or any STP in that slot? not sure if they'd still be best or if subligar might take over
Quote: If you have either a 5% crit dmg aug, or a 4% crit with 5str/5dex then mauler's pulls ahead. Unfortunately, after lots of incursion, and a good chunk of refractive crystals, I'm still stuck at str/dex+2, and crit dmg +2. But ya, if you have a good cape, I'd make the swap. I wouldn't ever TP in Ranc mantle just because the DT I think you mean DT+10%, but that's the same reason I don't TP in rancor gear anymore. 99% of the time it's still less dangerous than using berserk, but it's just not worth the DPS loss if it makes you a dead DD instead of a nearly dead DD.
Quote: 99% of the time it's still less dangerous than using berserk, but it's just not worth the DPS loss if it makes you a dead DD instead of a nearly dead DD Berserk gives a far larger DPS increase then Ranc Mantle, the real danger is using both together since their effects multiply into each other. Taking a flat 10% more damage from everything is just not worth an additional 5% crit rate unless your fighting stuff so weak that it's not really a topic to discuss. Same reason I use Qaaxo over Thaumas on BLU, defensive stats mean something now that SE has given everything ridiculous TP moves. The only monsters you really run the risk of dying on is T4 mandy in yorcia, and MB of incursion at high levels when he uses MS. Other than that, if your dying bring better support.
ItemSet 333786
ItemSet 333787 With capped attack and accuracy, I'm getting these sets at 1922 DPS. With the exact same buffs and mob, I get Koga SAM at 1997 DPS and Tsuru SAM somewhere around 1500 DPS. So WAR actually got a pretty large boost this update in terms of restoring it into the 2hand DD hierarchy. With WAR's SPs active, DPS becomes absolutely absurd, reaching over 4K DPS with Crit. Damage augments on Acro. Augments: •Macbain: Damage+30 or more and DA+6. •Acro Helm: Haste+3, STR/DEX+7. •Acro body/legs/feet/hands for TP: STR/DEX+7 and STP+6. •Acro body/legs/feet/hands for WS: STR+10 and DA+3. •Mauler's Mantle: STR+5 and Crit. Damage +5%. Ragnarok.Fasaga said: » The only monsters you really run the risk of dying on is T4 mandy in yorcia, and MB of incursion at high levels when he uses MS. Other than that, if your dying bring better support. That's a very dumb statement by someone who's never had to main heal a serious event. The problem with healing in FFXI is SE implemented a global three second lockout for spells. No matter how much haste, fast cast or quickcast you have, once you cast a spell you must wait three seconds until you can issue he command to cast another one. During that time you can't do squat to help out your melee's. When the healer casts haste, that's three seconds after the cast finish's that they can't do anything. Whenever they cast erase, sacrifice, paralyna or even Curaga III / IV, they then must wait the full three seconds before starting to cast the next spell. So if the healer cast paralyna to remove that annoying paralyze from you, and during that cast the NM decided to hit you for 800 damage, there is absolutely jack ***the healer can do about it for at least 4~5 seconds. During that time the NM can decide to throw a party inside your a$$hole and render you into a zero HP, zero DPS pile of slag who sits there complaining about cures or "my healer sucks!!!". Even if the healer was to cancel their cast with /heal, they still suffer the three second lockout. This lockout is so immutable that every RDM who has ever done CSS should be intimately familiar with it. As a DD one of your priorities is to have a time-to-live of at least six to seven seconds, preferably ten, that gives your healer enough time to fire off a Curaga III / IV after a poorly timed NM TP move that coincides with something regular like Paralyna / Haste / Erase / Cursna or even just a top-off cure like Curaga II. Wearing an item that gives DT+10% while your also riding an offensive JA that gives defense -25% fighting monsters that frequently inflict further defense down is the very definition of suicide. Might as well be on DRK/WAR doing LR + Berserk + Souleater then complaining that your "healers suck". palladin9479 said: » Ragnarok.Fasaga said: » The only monsters you really run the risk of dying on is T4 mandy in yorcia, and MB of incursion at high levels when he uses MS. Other than that, if your dying bring better support. That's a very dumb statement by someone who's never had to main heal a serious event. The problem with healing in FFXI is SE implemented a global three second lockout for spells. No matter how much haste, fast cast or quickcast you have, once you cast a spell you must wait three seconds until you can issue he command to cast another one. During that time you can't do squat to help out your melee's. When the healer casts haste, that's three seconds after the cast finish's that they can't do anything. Whenever they cast erase, sacrifice, paralyna or even Curaga III / IV, they then must wait the full three seconds before starting to cast the next spell. So if the healer cast paralyna to remove that annoying paralyze from you, and during that cast the NM decided to hit you for 800 damage, there is absolutely jack ***the healer can do about it for at least 4~5 seconds. During that time the NM can decide to throw a party inside your a$$hole and render you into a zero HP, zero DPS pile of slag who sits there complaining about cures or "my healer sucks!!!". Even if the healer was to cancel their cast with /heal, they still suffer the three second lockout. This lockout is so immutable that every RDM who has ever done CSS should be intimately familiar with it. As a DD one of your priorities is to have a time-to-live of at least six to seven seconds, preferably ten, that gives your healer enough time to fire off a Curaga III / IV after a poorly timed NM TP move that coincides with something regular like Paralyna / Haste / Erase / Cursna or even just a top-off cure like Curaga II. Wearing an item that gives DT+10% while your also riding an offensive JA that gives defense -25% fighting monsters that frequently inflict further defense down is the very definition of suicide. Might as well be on DRK/WAR doing LR + Berserk + Souleater then complaining that your "healers suck". Well first off, I often am the whm, or my mule is. Second off, I'm not arguing there are times when you shouldn't wear it. But you really are overestimating how hard it is to play white mage. Especially when you have a bard who can essentially do the same. What NM's are frequently hitting you for 800 damage that you'd bring a warrior to? If your getting hit that hard as it is, 10% isn't going to save you. Quote: With capped attack and accuracy, I'm getting these sets at 1922 DPS. With the exact same buffs and mob, I get Koga SAM at 1997 DPS and Tsuru SAM somewhere around 1500 DPS. So WAR actually got a pretty large boost this update in terms of restoring it into the 2hand DD hierarchy. With WAR's SPs active, DPS becomes absolutely absurd, reaching over 4K DPS with Crit. Damage augments on Acro. Hello, I don't know very much about DD jobs, but a friend of mine who likes the Warrior job is in denial that Warrior could be anything close to the DPS you have stated, saying it is very weak. Do you think you could provide some insight on how you came to the numbers you provided for Warrior and Samurai? Thank you in advance. Offline
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Asura.Crevox said: » Quote: With capped attack and accuracy, I'm getting these sets at 1922 DPS. With the exact same buffs and mob, I get Koga SAM at 1997 DPS and Tsuru SAM somewhere around 1500 DPS. So WAR actually got a pretty large boost this update in terms of restoring it into the 2hand DD hierarchy. With WAR's SPs active, DPS becomes absolutely absurd, reaching over 4K DPS with Crit. Damage augments on Acro. Hello, I don't know very much about DD jobs, but a friend of mine who likes the Warrior job is in denial that Warrior could be anything close to the DPS you have stated, saying it is very weak. Do you think you could provide some insight on how you came to the numbers you provided for Warrior and Samurai? Thank you in advance. maybe because he/she is full of ***. |
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