Asura.Brennski said: »
WHM gets far stronger barspells
But its unfortunately not so common to have Whms cast status bar spells in the first place ^^,
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Asura.Brennski said: » WHM gets far stronger barspells But its unfortunately not so common to have Whms cast status bar spells in the first place ^^, Bahadir said: » Asura.Brennski said: » WHM gets far stronger barspells But its unfortunately not so common to have Whms cast status bar spells in the first place ^^, I'm about 95% sure that applies to bar status spells as well, hopefully someone can confirm or correct me. Any WHM worth their salt should be casting barspells before fights if not ask them to it will help everyone in the party. I've never done anything apart from old school leveling up to 75 cap and merits or Apexs where the healers haven't been casting barspells elemental and status. Asura.Sechs said: » Shiva.Arislan said: » Asura.Ladyofhonor said: » I inform the leader the character can keep hate and take reduced damage and that's it. The very basics of what a tank is invited to do. I suppose if that's the standard you're happy with... then have at it. I've seen much worse 2100 RUNs playing on their main, trust me. No way a GIN run would ever fail because of LOH's mule. If it fails, trust me it's because of someone else, not him. Oh yeah, I forgot you ran with my mule on his first Gin run. Technically it's only going to get stronger from there, and we won without issue there. Now, the next group I ran with with an afk geo and a war/dnc using sword/board...that was painful. Bahadir said: » I didnt pay too much attention to stacking DT in my midcast sets. Need to check that. With this I don't wanna say it's not important, but more that it's a very complex and time-consuming task that requires a lot of situational choices and a lot of knowledge of the job. You might want to postpone this task until you have gathered more experience. Especially if you have capped FC gear in your precast (which is a far simpler task to achieve) the midcast DT thing is slightly less important. It becomes more vital the further away you are from the FC cap in your precast gear. Thing is when you're midcasting, there are several different stats that are very important for a tank 1) HP => You don't want all your precast/midcast swap to lower your HP too much. Ideally you want to keep those numbers as close as possible 2) DT and general defensive stats (Meva/Def/MDB etc) => getting hit by monsters while you have values that are far away from the ones you have in your default TP tanking sets might produce very dangerous results (like you getting oneshot by a monster TP move happening at the wrong time!) 3) Haste/FC => Sometimes it's important to do your best to maximize the recast on some spells, according to your subjob and the buffs you're getting 4) Enmity => Midcasting action with enmity increases the enmity% generated by such action, which can be quite important to fulfill your role as a tank. So, given that you only have a certain amount of slots and can't maximize everything, you need to decide which gear you want to Midcast in. It's even more complicated for some JAs/Spells that bind some slots out because of specific enhancing gear. I'm sure you can understand from this that it's a very complex issue and there is no correct answer for every spell in every circumstance. ***it's situational, it depends on your playstyle, blahblah, it's basically some very difficult fine-tuning I'd do at the end of your RUN journey, and focus on optimizing other simpler things before you get to that. Quote: So far I tried to get Blink/Third eye up and then recast other buffs. I mean I imagine on some easy content you can afford that, but on stuff that matters the cooldown penalty from Seigan/Hasso is way too bad for you. Pick other sub jobs. There's a very detailed insight in Ruaumoko's guide or in this guide. Quote: Also I dont have a lot of Spell Interruption gear yet. If anything just focus on keeping Aquaveil up! XD Quote: So far I tended to use Embolden Will give a very nice boost in Defense! Plus the default duration of Protect is usually so high that the emboldened bonus will last for the whole duration of the majority (all?) of fights. Asura.Ladyofhonor said: » war/dnc using sword/board I second everything Sechs said. Especially:
Asura.Sechs said: » Thing is when you're midcasting, there are several different stats that are very important for a tank 1) HP => You don't want all your precast/midcast swap to lower your HP too much. Ideally you want to keep those numbers as close as possible So at this point I'm down to losing no more than about 150 HP in any of my swaps, but it's still a lot of HP to lose every time I cast a spell which I'm basically doing nonstop most of the time. Fast cast & Spell Interrupt were the two builds I especially had to tweak to get the HP up. I even went so far as to augment HP+50 on my Taeon Tabard and use Dyes for a total of HP+80 on my fast cast Ogma's Cape. Asura.Sechs said: » Others have said it already, but do not tank as /SAM. Fenrir.Nightfyre said: » Asura.Sechs said: » Others have said it already, but do not tank as /SAM. I've been using /SAM for VD Ambu this month and just riding Hasso the whole time. I normally go /DRK but didn't want the defense down from Last Resort. If you turtle up on the MB, then switch to a hybrid set for everything else, you can get away with /SAM. Also probably depends on your how well your WHM is so that you don't have to /BLU. Turms Cap
DEF:115 HP+79 STR+21 DEX+37 VIT+20 AGI+38 INT+20 MND+20 CHR+28 Accuracy+40 Evasion+84 Magic Evasion+99 "Magic Def. Bonus"+6 Haste+6% "Regen"+6 "Regain"+4 Turms Cap +1 DEF:125 HP+94 STR+21 DEX+42 VIT+20 AGI+43 INT+20 MND+20 CHR+28 Accuracy+50 Evasion+94 Magic Evasion+109 "Magic Def. Bonus"+7 Haste+6% "Regen"+7 "Regain"+5 Turms Harness DEF:145 HP+114 STR+25 DEX+42 VIT+24 AGI+39 INT+23 MND+23 CHR+29 Accuracy+42 Evasion+88 Magic Evasion+118 "Magic Def. Bonus"+8 Haste+4% "Store TP"+9 "Regen"+8 Turms Harness +1 DEF:155 HP+129 STR+25 DEX+47 VIT+24 AGI+44 INT+23 MND+23 CHR+29 Accuracy+52 Evasion+98 Magic Evasion+128 "Magic Def. Bonus"+9 Haste+4% "Store TP"+12 "Regen"+9 Turms Mittens DEF:103 HP+59 STR+12 DEX+46 VIT+32 INT+15 MND+30 CHR+23 Accuracy+39 Evasion+70 Magic Evasion+91 "Magic Def. Bonus"+4 Haste+4% "Regen"+5 Parry: Recover HP+75 Turms Mittens +1 DEF:113 HP+74 STR+12 DEX+51 VIT+32 AGI+5 INT+15 MND+30 CHR+23 Accuracy+49 Evasion+80 Magic Evasion+101 "Magic Def. Bonus"+5 Haste+4% "Regen"+6 Parry: Recover HP+100 Turms Subligar DEF:127 HP+107 STR+30 VIT+16 AGI+32 INT+30 MND+17 CHR+17 Accuracy+41 Evasion+74 Magic Evasion+137 "Magic Def. Bonus"+8 Haste+9% "Regen"+7 Critical hit rate +6% Turms Subligar +1 DEF:137 HP+122 STR+30 DEX+5 VIT+16 AGI+37 INT+30 MND+17 CHR+17 Accuracy+51 Evasion+84 Magic Evasion+147 "Magic Def. Bonus"+9 Haste+9% "Regen"+8 Critical hit rate +8% Turms Leggings DEF:85 HP+61 STR+14 DEX+34 VIT+12 AGI+48 MND+12 CHR+38 Accuracy+38 Evasion+109 Magic Evasion+137 "Magic Def. Bonus"+6 Haste+3% "Inquartata"+4 "Regen"+4 Turms Leggings +1 DEF:95 HP+76 STR+14 DEX+39 VIT+12 AGI+53 MND+12 CHR+38 Accuracy+48 Evasion+119 Magic Evasion+147 "Magic Def. Bonus"+7 Haste+3% "Inquartata"+5 "Regen"+5 Whole set is good for idle gear (especially that headpiece) and possesses notably high HP/meva, but the standouts are obviously the hands and feet. Baseline parry rate on RUN is now 44% with full gifts and all three Inquartata pieces, 46% if you have HQ feet. Offline
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So...so......do I read that correctly? Does this let us recover 75/100HP everytime we parry? Srsly?
Thats insane haha Oh well....Im disappointed that the Nin gear is crappy but this actually looks interesting. Need to change my sets to squeeze Feet and hands in somehow. Bahadir said: » Oh well....Im disappointed that the Nin gear is crappy Anyway squeezing both feet AND hands in the same set AND capping 50% is require tough choices. Max I can think of without those slots and without back (because clearly you want Ogma in there) is 49% ... / Refined+1 / ... / Staunch Herc / Loricate+1 / ... / ... body / ... / Dark / Defending Ogma / Flume / Erilaz+1 / ... HQ staunch gets you at 50. Alternatively using Vocane looks bloody perfect. Alternatively you can use Mensch Grip but that's just PDT and lose HP from refined. Could also put a Genmei Earring in there but with so many good earrings that would such a shame :'( Herc head requires 4-5% PDT (according to the options in your other slots) and body can be Futhark+1 or ideally Ashera Harness. Can't think of anything else but I'd welcome other people to add stuff I forgot about. This also means a loss of enmity from feet/body and a reduction in the AF3 set bonus (which is icing on the cake anyway, nothing vital) Speaking of hands I dunno about them. They sound bloody insane in situations against multiple targets with you engaged, but against a single target I'm not sure I'd want to use them, I'd probably still favor other options. But against multiple targets, supposing there is no internal cooldown, those hands do look indeed pretty awesome. To be fair even in situations against multiple targets what the hands do is heal you, which is gonna be very nice for all those situations where your healer is dead or when you have another non-healer job healing you, or when you have no healer at all.
But in all the other situations where it's fine for you to rely on a real healer? In those situations I think I'd still prefer other setups allowing me to boost my enmity/debuff/whatever resistances further, compared to getting healed for each parry I perform. I don't have such concerns for Feet for instance, that Inquartata is gonna be awesome no matter what, if you can adjust your tanking set to cap PDT without using the feet slot. Offline
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Epeolatry (25%)
Refined Grip +1 (3%) Staunch Tathlum (2%) Loricate Torque +1 (6%) Defending Ring (10%) Vocane Ring (7%) Erilaz Leg Guards +1 (7%) Flume Belt (4%) 39% PDT/DT not counting the Epeolatry and assuming no Herc Helm. Epeolatry more than pushes it over. Asura.Sechs said: » To be fair even in situations against multiple targets what the hands do is heal you That's exactly the situation where those hands could shine. NM with adds( a few T4s Reisen) , or massive pulls ( Omen non-boss floors?) Ruaumoko said: » Epeolatry (25%) Refined Grip +1 (3%) Staunch Tathlum (2%) Loricate Torque +1 (6%) Defending Ring (10%) Vocane Ring (7%) Erilaz Leg Guards +1 (7%) Flume Belt (4%) 39% PDT/DT not counting the Epeolatry and assuming no Herc Helm. Epeolatry more than pushes it over. People with Vocane ring gonna love these new options! Keep in mind using Turms hands/feet would leave you at 25% haste, so a bit below the cap, but I doubt this would have a big impact on tanking anyway. Asura.Ganno said: » Asura.Sechs said: » To be fair even in situations against multiple targets what the hands do is heal you That's exactly the situation where those hands could shine. NM with adds( a few T4s Reisen) , or massive pulls ( Omen non-boss floors?) But my point is... what do you do with all that healing? In hindsight if you're in a scenario where you're getting healed and you're not risking to die because of lack of healing, I would still prefer boosting other stats (resist rate? Meva? Enmity?) over making the healer's job more trivial. It's a different story for setups where you don't have a proper healer, some people seem to like those setups, and hands are gonna rock there, especially for Epe users. More in detail checking vs the three different hands I currently use in my tanking sets: Turms vs Erilaz+1 => kinda moot. Turms doesn't have the resist+, but it has so much higher meva that in the end it will probably provide higher resistance regardless. Turms vs Kurys => more meva/mdb still, more HP, no enmity, no DT. Turms vs Herc (DT aug) => more meva/mdb again, but no TA, no PDT/DT Biggest point of using Herc would be allowing you to use a nonDT body (erilaz+1) but given how the PDT>MP is not vital and the Enmity Retention effect is hard to evaluate, I'd say Turms still win. tl;dr I kinda just contradicted myself. I didn't see Turms being that game-changing given how the Parry>Heal effect is surely cool but not necessary in situations with a real healer. After seeing the rest of the Turms stats though (meva, eva, mdb, hp etc) I'd say they still win over the other options. Erilaz hands dont put you immune to debuffs.
Turms hands put you immune to damage. Thats how i feel it. Healers can just focus onto buff/debuff RUNs. Asura.Ganno said: » Erilaz hands dont put you immune to debuffs. Turms hands put you immune to damage. Thats how i feel it. Healers can just focus onto buff/debuff RUNs. If healer has just to focus on buff/debuff why even bring a main healer at all? Just have other jobs /WHM or /SCH handle it. Which is exactely what some people do already, and for those scenario I already said Turms would be bloody insane. But if you are bringing a WHM, why let him stay idle and do nothing but buff/debuff? What is that gonna do to you as a tank or to the alliance success rate into killing a monster? But still, as I said before, I changed my mind because I forgot to notice THE OTHER STATS Turms have. Even without considering the Parry>HP, Turms still have very good stats, arguably better than the other 3 options I'm currently using that I listed above. So yeah, Turms Hands ftw. Asura.Sechs said: » But if you are bringing a WHM, why let him stay idle and do nothing but buff/debuff? What is that gonna do to you as a tank or to the alliance success rate into killing a monster? no more excuses for the healer to let DDs die because tank is main cure priority! DRKs got their dedicated healer now , souleater spam weee Asura.Sechs said: » Asura.Ganno said: » Erilaz hands dont put you immune to debuffs. Turms hands put you immune to damage. Thats how i feel it. Healers can just focus onto buff/debuff RUNs. If healer has just to focus on buff/debuff why even bring a main healer at all? Just have other jobs /WHM or /SCH handle it. It can create flexibility in party set up if you're working with an alliance. My LS has run into issues lately in Omen where we really want a WHM in the melee party for Curaga to handle the big AoE moves from the bosses, but then also want a WHM in the tank party for just regular healing and status cures. So who knows, maybe with the new gear we could have just the one WHM looking after the melees while a GEO or BRD subs WHM and removes the tank's status effects. Also when looking at gear don't forget Gelatinous Ring +1 for 7% PDT if you picked a ring other than Vocane. Sylph.Parshias said: » Also when looking at gear don't forget Gelatinous Ring +1 for 7% PDT if you picked a ring other than Vocane. Could also get an additional 2% PDT from Genmei Earring, or an additional 2% PDT from Mensch+1 over Refined+1. Neither sounds like a very solid option to me because you're giving up more interesting stuff in those slots =/ At that point I'd rather stand with the current options but at 49%, like Ganno hinted a few posts ago. Also let's not forget while in Escha zones we get an additional 3% DT, so there's that for those zones at least. Using hands/feet for tanking idle doesn't preclude using other gear when taking big hits. It's not an either/or situation, you can get the best of both worlds.
Fenrir.Nightfyre said: » Using hands/feet for tanking idle doesn't preclude using other gear when taking big hits. It's not an either/or situation, you can get the best of both worlds. Sure, but then you'd have to pay attention. Nobody wants to do that! Anyone have a lua with SI coding? Or a simple code for the gear?
I just have it for specific spells. Such as BLU enmnity spells and aquaveil Darkness
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Fenrir.Sathicus said: » if state.Runes.value == 'Ignis (Fire)' then Name = 'Ignis' Element = 'Fire' ResistEle = 'Ice' ResistAilment = 'Paralyze' function display_current_job_state(eventArgs) if state.Runes.value ~= 'None' then add_to_chat(8,'--- Rune: '.. state.Runes.value ..': --- Resist Element: ' .. ResistEle ..' --- Resist Ailments: '.. ResistAilment ..' ') end end Any chance you could post a link to the full LUA? I've been trying (and failing) to do something like this. EDIT: dlsmd helped me out with it over on BG. Here is the relevant code Code state.Runes = M{['description']='Runes', "Ignis", "Gelus", "Flabra", "Tellus", "Sulpor", "Unda", "Lux", "Tenebrae"} Code function job_self_command(cmdParams, eventArgs) if cmdParams[2] then local Chat_add = { --a is the rune name / b is the resistance type / c is the damage type Ignis={a="Gelus",b="Wind",c="Ice"},Gelus={a="Flabra",b="Earth",c="Wind"}, Flabra={a="Tellus",b="Lightning",c="Earth"},Tellus={a="Sulpor",b="Water",c="Lightning"}, Sulpor={a="Unda",b="Fire",c="Water"},Unda={a="LUX",b="Dark",c="Light"}, Lux={a="Tenebrae",b="Light",c="Dark"},Tenebrae={a="Ignis",b="Ice",c="Fire"} } local temp = Chat_add[state.Runes.value] add_to_chat(122,"Runes is now ".. temp.a .." - "..temp.b.." Resistance and "..temp.c.." Damage") end if cmdParams[1]:lower() == 'rune' then send_command('@input /ja '..state.Runes.value..' <me>') end end You can set the Runes directly with a macro like: /console gs c set Runes Ignis Or you can Cycle the runes: /console gs c cycle Runes and /console gs c Rune will fire whichever rune you have set. I am using Motes, but I imagine you could do something similar without using motes includes etc. I'm curious what you guys tend to value in regard to magic evasion vs. ailment resistance?
I'm working on a build for tanking ailment-heavy stuff like Kyou or Albumen, since I just finished Runeist's Trousers +3. It's a work in progress: ItemSet 351398 The two Herc pieces have DT-4 on them. What I'm trying to figure out is if there's a way to utilize Erilaz Gauntlets +1. They have no PDT whatsoever... I would need to do something like Flume+1 if I wanted to use them. In fact, I'd still be 1 PDT shy with Flume+1. I end up losing 30+ magic evasion to gain 6 resistance to all ailments. Magic evasion seems stronger on paper, but if my magic evasion is floored then it won't exactly be helping. Still, in my experience RUN is very strong at resisting ailments even against high-level NMs. I'm thinking the magic evasion pays off and Erilaz Gauntlets +1 are useless. Thoughts? For Kyou it should be much easier to reach meva to avoid his debuffs, so I'd favor meva there. For Albumen it would depend on vex/attune or no, if you have vex/attune, you can likely reach things with meva, if not, I'd favor straight status ailment resistance.
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