Endeavoring To Awaken --A Guide To Rune Fencer |
||
Endeavoring to Awaken --A Guide to Rune Fencer
ItemSet 294196
Senbaak/Rose/Hag
Uk/Asperity/Blood/Steel Thaumas/Buremte/Epona/Rajas Letalis/Hurchlan/Manibozho/Thaumas 6-hit, don't 5. Why? What do you gain from the build really?
A lot of accuracy and a lot of multihits.
ItemSet 305400
That's what I'm aiming for. Valefor.Sehachan said: » A lot of accuracy and a lot of multihits. It's at least 10 acc. Depending on rank on boots you may or may not gain acc from there. Then there's multihits on Thaumas body and epona, and on a minor note Thaumas feet are 1% more as well.
But the accuracy you are gaining, does nothing for you because you already at cap. Also Stp>x-hit. In a short fight which is all that exists, (if you are looking for a solo build that's different but in which case you should have some sort of hybrid most likely anyway) a hit build getting your more Weapon skills is gonna be the way to go. I will break down the math here in a minute on these particular sets to make sure that stands true here but at a quick glance I think it will.
Thaumas bods and eponas ring = 27 more attacks per 100 swings on average with the occasional 4 swings netting you an instant ws. Pole/duplos is another 2-3 too.
Why ask if you don't want to hear other opinions? If you don't need acc from Hurch there's Twilight, or simply go with Thorbean build using Goading, Dup and Maniboots.
Phoenix.Thorbean said: » Thaumas bods and eponas ring = 27 more attacks per 100 swings on average with the occasional 4 swings netting you an instant ws. Pole/duplos is another 2-3 too. Why ask if you don't want to hear other opinions? Edit: 141-100 atk rounds 16.8% tp per hit 2368.8 114- 100 atk rounds 20.1% tp per hit 2291.4 mine vs his Why would you be /war...hasso.
Well in zerg fights I guess /drk would be better
Are you still doing VW? You wouldn't have LR up all run and you're not invincible here.
I want some feet like whirlpool greaves mixed with charis toeshoes for run...
Shiva.Tedril said: » 141-100 atk rounds 16.8% tp per hit 2368.8 114- 100 atk rounds 20.1% tp per hit 2291.4 mine vs his The extra 27 swings contributes a significant portion of damage too and generates more hate. Agreed, I really hope they do add some feet like I had said with stp bc then the swap to thaumas coat would be a very nice option. I havn't geared run very seriously yet, simply bc its still not that great yet.
RUN is pretty amazing on Dakuwaqa at least, there's a reason JPs will shout for it for an hour before leaving town for shark runs.
What exactly is the benefit of RUN on daku anyways? Compared to another MNK/RUN or SAM/RUN that is.
neither of those can make things like mayhem and spike phases completely ignorable
Valiance and One For All are pretty strong, and the DPS of a properly geared RUN shouldn't be very far behind other DDs I really really hope the make a mythic for RUN, Mythics have always been really amazing for 2h'ers. Also I can see Run being kinda like drg in that aspect bc if it is able to enhance RUN's ability to do damage more naturally (similar to how ryu does) then I think it will transcend to the level of being a real competing DD.
The purpose of RUN isn't to be a "real DD". Nor is it a tank; SE may have wanted to design it as one, but it really isn't. RUn is a "light" DD with support elements, and when those support elements are useful they're a very valuable contribution to any group.
Currently, in a couple of fights, RUN's small to moderate damage disadvantage is more than made up for via the other things that it contributes to the group. I've probably got more experience on RUN than most, ccl is the only person off hand that I can think of who may have more. I'm sure he'd be willing to vouch the same as what I'm saying here. I get that, but that doesn't mean that it HAS to be that way. I mean some jobs suck and can't do things simply because of lack of gear. Example: Pld is naturally a physical based tank, can't evade and can't hold up against magic damage any better than the next guy. Throw a aegis on 'em and all of a sudden it's a new job. So my point is this could be a "job changing" piece of equipment, and I hope that SE decide to go ahead and give us that option to get that. Bc without it, it will be yet another niche job they have come out with.
Sylph.Systematicchaos
Offline
Valefor.Prothescar said: » neither of those can make things like mayhem and spike phases completely ignorable Valiance and One For All are pretty strong, and the DPS of a properly geared RUN shouldn't be very far behind other DDs Could you describe how run is used against Dakuwaqa a little? I might just not be super familiar with the fight, but for example, valiance... are all his attacks magic based? Genuinely curious Pretty much everything Dakuwaqa does is magical / water based (even one of his "normal" attacks).
^ what he said. it reduces your only worries on him down to Verve'd spinny attacks/chomp chomps.
Sylph.Systematicchaos
Offline
Interesting, does it have similar use on either of the other current bosses? Or just Dakuwaqa primarily?
Dakuwaqa is the only one that it's relevant on, but it'd have a similar effect on any of them. I suspect RUN will be integral for Hurkan's Delve version.
Valefor.Prothescar said: » ^ what he said. it reduces your only worries on him down to Verve'd spinny attacks/chomp chomps. Spinny attacks are water based! |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|