All For One, And More For Me: A Guide To Red Mage

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2010-06-21
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All for One, and More for Me: A Guide to Red Mage
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 Leviathan.Protey
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By Leviathan.Protey 2015-03-13 02:08:34  
You should only be using Hagondes for legs.

Edited for grammar as I reread what I wrote at 1 am.
 Asura.Celoria
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By Asura.Celoria 2015-03-13 13:02:41  
I was hitting 1034 melee dps with savage blade last night, not correctly augmented on sword/gear and I ran without enspells or dia 3

Engaged was
main=Claidheamh Soluis (str+17, acc+3, dbl atk+4
sub=Thorfinn Shield +1
ammo=Paeapua
head=Taeon chapeau (acc+20, triple attk 2%, crit dmg+1)
neck=Asperity Necklace
ear1=Bladeborn earring
ear2=Steelflash Earring
body=Taeon tabard (attk +14, ws acc +10, ws dmg +1%)
hands=Taeon Gloves (acc +18, triple attk +2, ws dmg +3%)
ring1=Rajas Ring
ring2=K'ayres Ring
back=Bleating Mantle
waist=windbuffet belt +1
legs=Taeon tights (attk +22, triple attk +2, crit dmg +2)
feet=Atrophy Boots +1

and the savage blade was
ammo=Yetshila
head=Atrophy Chapeau +1
neck=Soil gorget
ear1=Brutal Earring
ear2=Moonshade Earring
body=Telchine chasuble (def 18, sTP+5, ws dmg +2%
hands=Taeon Gloves (acc +18, triple attk +2, ws dmg +3%)
ring1=Rajas ring
ring2="Aquasoul Ring
back=Buquwik cape
waist=Soil belt
legs=Mes'yohi slacks
feet=Uk'uxkaj boots

I also followed the thf rule of holding tp until 150-175% before I savage blade, if I didn't hold til then and I ws at 100% my DPS dropped to about 830-840
 Odin.Jassik
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By Odin.Jassik 2015-03-13 13:19:15  
Rainari said: »
For the purpose of nuking on RDM What slots do you think are done away with by Helios VS Hagondes and what ever other slots are out there.

Hagondes +1 legs are still top dog unless you need macc, vitivation +1 feet are still good for macc nuking, vanir and hagondes +1 body are both solid for macc as well, depending on augments.

It's by no means helios or go home, but they are the best max nuking pieces in a 4/5 slots by at least some margin with good augments.
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By Rainari 2015-03-13 20:45:41  
Im not sure of the max for Helios, But doesn't hagondes +1 head have a better max potential than helios? However, before I do anything to significant I'm waiting on AF3 Reforged because it'll most likely have some excellent pieces.

Mostly, I'm looking for what I could do right now in order to max my nuking on Rdm and Scholar since they share some pieces. This is my current nuking sets for high tier and low tier nukes and I'm looking into suggestions.


Low Tier Nukes
main="Marin Staff"
sub="Mephitis grip"
ammo="Dosis Tathlum"
head="Buremte Hat" Augments are +4 Magic Damage
neck="Eddy Necklace"
ear1="Friomisi Earring"
ear2="Hecate's Earring",
body="Hagondes Coat +1" Augments are +15 mab
hands="Otomi Gloves" Augments are -2% PDT/MDT +4 magic damage
ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int
ring2="Acumen ring"
waist="Oneiros Sash"
back="Toro Cape"
legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments)
feet="Vitivation boots"

High Tier Nukes
main="Marin Staff"
sub="Mephitis grip"
ammo="Dosis Tathlum"
head="Hagondes Hat +1" Augments are +10 Mab
neck="Eddy Necklace"
ear1="Friomisi Earring"
ear2="Hecate's Earring",
body="Hagondes Coat +1" Augments are +15 mab
hands="Helios Gloves" Augments are +11 mab 7% Aspir/Drain potency
ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int
ring2="Acumen ring"
waist="Oneiros Sash"
back="Toro Cape"
legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments)
feet="Vitivation boots"
 Asura.Highwynn
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By Asura.Highwynn 2015-03-16 09:55:22  
Considering you can get up to 30 MAB aug on all hagondes, and some hagondes come with 13-25 MAB on them already, helios may only win for like hands or feet perhaps...though hagondes cuffs have 20m.acc on them.
 Asura.Psylo
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By Asura.Psylo 2015-03-16 10:10:59  
Don't forget helios can get M;crit ++ M;crit DMg ++, or just INT ++
Hagondes can't.

i only keep hagondes legs +1, rest is helios (macc/mab 20 + M;crit)
 Leviathan.Protey
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By Leviathan.Protey 2015-03-17 03:51:02  
Asura.Celoria said: »
and the savage blade was
ammo=Yetshila

why yetshila? savage blade doesn't crit does it?

what kind of average WS damage were you doing with savage blade? (please say what mob too)
 Leviathan.Protey
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By Leviathan.Protey 2015-03-17 03:58:21  
Rainari said: »
Im not sure of the max for Helios, But doesn't hagondes +1 head have a better max potential than helios? However, before I do anything to significant I'm waiting on AF3 Reforged because it'll most likely have some excellent pieces.

Mostly, I'm looking for what I could do right now in order to max my nuking on Rdm and Scholar since they share some pieces. This is my current nuking sets for high tier and low tier nukes and I'm looking into suggestions.


Low Tier Nukes
main="Marin Staff"
sub="Mephitis grip"
ammo="Dosis Tathlum"
head="Buremte Hat" Augments are +4 Magic Damage
neck="Eddy Necklace"
ear1="Friomisi Earring"
ear2="Hecate's Earring",
body="Hagondes Coat +1" Augments are +15 mab
hands="Otomi Gloves" Augments are -2% PDT/MDT +4 magic damage
ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int
ring2="Acumen ring"
waist="Oneiros Sash"
back="Toro Cape"
legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments)
feet="Vitivation boots"

High Tier Nukes
main="Marin Staff"
sub="Mephitis grip"
ammo="Dosis Tathlum"
head="Hagondes Hat +1" Augments are +10 Mab
neck="Eddy Necklace"
ear1="Friomisi Earring"
ear2="Hecate's Earring",
body="Hagondes Coat +1" Augments are +15 mab
hands="Helios Gloves" Augments are +11 mab 7% Aspir/Drain potency
ring1="Diamond Ring" Augments are +3 int +3 mnd total of 7 int
ring2="Acumen ring"
waist="Oneiros Sash"
back="Toro Cape"
legs="Hagondes Pants +1" Augments are -1% PDT -2% MDT Pet Magc acc+11 (I intend to change this but I've had bad luck with augments)
feet="Vitivation boots"

I'd use crematio earring over hecate's. for the waist use the hachirin-no-obi if nuking on the right day/weather, otherwise use yamabuki-no-obi. for grip use zuuxowu grip (unless you need the magic acc)
 Asura.Netero
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By Asura.Netero 2015-03-26 06:48:26  
got this from BG

Lethargy Chappel "DEF:72 HP+17 MP+69 STR+9 DEX+9 VIT+9 AGI+9 INT+20 MND+20 CHR+12 Evasion+17 Magic Evasion+51 Magic Accuracy+15 "Magic Atk. Bonus "+15 "Magic Def. Bonus "+3 Haste+5% Enfeebling magic spellcasting time -14% Set: Augments "Composure"

Leth. Chappel +1 "DEF:96 HP+36 MP+75 STR+15 DEX+15 VIT+15 AGI+15 INT+28 MND+28 CHR+20 Evasion+38 Magic Evasion+75 Magic Accuracy+25 "Magic Atk. Bonus "+25 "Magic Def. Bonus "+6 Haste+6% Enfeebling magic spellcasting time -15% Set: Augments "Composure"


Lethargy Sayon "DEF:91 HP+27 MP+51 STR+15 DEX+12 VIT+12 AGI+12 INT+25 MND+24 CHR+16 Evasion+19 Magic Evasion+58 Magic Accuracy+17 "Magic Def. Bonus "+3 Haste+2% Enfeebling magic effect +12 "Refresh "+2 Set: Augments"Composure"

Lethargy Sayon +1 "DEF:127 HP+57 MP+61 STR+24 DEX+20 VIT+20 AGI+20 INT+37 MND+35 CHR+25 Evasion+41 Magic Evasion+86 Magic Accuracy+27 "Magic Def. Bonus "+7 Haste+3% Enfeebling magic effect +14 "Refresh "+2 Set: Augments"Composure"


Leth. Gantherots "DEF:61 HP+11 MP+14 STR+4 DEX+18 VIT+18 AGI+3 INT+12 MND+26 CHR+12 Evasion+11 Magic Evasion+25 Magic Accuracy+14 "Magic Def. Bonus "+1 Haste+3% Enfeebling magic skill +17 "Saboteur "+11 Set: Augments"Composure"

Leth. Gantherots +1 "DEF:85 HP+25 MP+17 STR+6 DEX+29 VIT+29 AGI+5 INT+19 MND+39 CHR+19 Evasion+24 Magic Evasion+37 Magic Accuracy+24 "Magic Def. Bonus "+3 Haste+3% Enfeebling magic skill +19 "Saboteur "+12 Set: Augments"Composure"


Leth. Fuseau "DEF:76 HP+21 MP+91 STR+17 VIT+6 AGI+12 INT+25 MND+17 CHR+12 Magic Accuracy+12 "Magic Atk. Bonus "+12 Evasion+12 Magic Evasion+76 "Magic Def. Bonus "+3 Haste+4% "Refresh " potency +1 Set: Augments"Composure"

Leth. Fuseau +1 "DEF:107 HP+45 MP+97 STR+28 VIT+10 AGI+20 INT+38 MND+28 CHR+20 Magic Accuracy+22 "Magic Atk. Bonus "+22 Evasion+27 Magic Evasion+112 "Magic Def. Bonus "+6 Haste+5% "Refresh " potency +2 Set: Augments"Composure"


Leth. Houseaux "DEF:47 HP+7 MP+14 STR+8 DEX+10 VIT+8 AGI+21 INT+10 MND+16 CHR+21 Evasion+28 Magic Evasion+73 "Magic Def. Bonus "+3 Enhancing magic skill +20 Haste+3% Enmity-8 Enhancing magic duration +25% Set: Augments"Composure"

Leth. Houseaux +1 "DEF:68 HP+15 MP+17 STR+12 DEX+16 VIT+12 AGI+33 INT+16 MND+22 CHR+33 Evasion+60 Magic Evasion+107 "Magic Def. Bonus "+6 Enhancing magic skill +25 Haste+3% Enmity-9 Enhancing magic duration +30% Set: Augments"Composure"


i can see head and legs are good for Nuking when u need Macc ( hagondes pants still good )
more potency duration on body , best enhancing feet ever!!
and for hands i can say bye bye lurid mitts.

the big question is hows the augments on full set ?
 Asura.Celoria
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By Asura.Celoria 2015-03-26 18:40:41  
Do we know if the feet are going to allow us to break the +95% cap or are we just gear hoarding again. As it stands we can hit the +95$ duration already with any number of combinations. Would be nice to se 7:30+ party haste II from rdm though.
 Asura.Fiv
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By Asura.Fiv 2015-03-26 18:52:07  
Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes.
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By Cerberus.Anjisnu 2015-03-26 19:30:59  
Asura.Fiv said: »
Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes.

oh sweet rdm gets perpetuance now ?

i forgot which font was for sarcasm
 Asura.Fiv
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By Asura.Fiv 2015-03-26 19:55:01  
Just an example of duration exceeding 95% increase, being that its 250% duration. I've never heard of a 95% increase cap, so it would have to be a gear cap only, and if thats the case, can you reach 95% enhancing increase from gear alone? If so test it.
 
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 Asura.Celoria
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By Asura.Celoria 2015-03-26 20:07:26  
Asura.Fiv said: »
Where is this notion of 95% cap coming from? You know scholar with perpetuance is already at x2.5 duration right? My haste 1 on sch is already over 10 minutes with telchine and perpetuance, pro/shell is about an hour and forty minutes.


Ever used rdm empy +2 set and noticed haste II only last just under 6 minutes on pt, then add in any extra +duration during cast, it stays at 5:60 duration time, the number is only +95% it won't pass that cap for rdm. Idk about sch, i don't play sch.
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By waffle 2015-03-26 20:29:45  
I've never heard of this. By any chance, could you list the various gear combinations you've tested to hit this cap?
 Asura.Celoria
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By Asura.Celoria 2015-03-26 20:47:49  
full empy +2 set for composure augment, then in cast I have used atrophy +1 hands, Estoqueur's cape, and Estoquer's feet +2, I see no difference in duration with or without the pieces if I am using composure with 5/5 empy +2 for JA
 Leviathan.Protey
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By Leviathan.Protey 2015-03-26 20:49:30  
you can get 96% duration btw without set bonus:

telchine head - 10%
telchine body - 10%
atrophy hands +1 - 16%
telchine legs - 10%
lethargy feet +1 - 30%
ghostfyre cape - 20%
 Asura.Celoria
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By Asura.Celoria 2015-03-26 21:18:06  
Problem is I am not seeing a difference with set proc if I have enhance duration gear or not, just doesn't seem to change with or without, I am hitting 5:50 haste II on pt/ally
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By waffle 2015-03-26 21:45:57  
The composure augment on the empyrean set is at casting time. You need the set on during midcast of the enhancing spell, not at the time of activating composure.
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By Asura.Celoria 2015-03-26 22:06:13  
waffle said: »
The composure augment on the empyrean set is at casting time. You need the set on during midcast of the enhancing spell, not at the time of activating composure.

I did that and my duration only last for 5:01 now
 Asura.Celoria
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By Asura.Celoria 2015-03-26 22:12:00  
What is everyone else getting for haste II duration, mine seems to cap at 5:50 duration
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By Leviathan.Protey 2015-03-26 23:00:47  
Asura.Celoria said: »
Problem is I am not seeing a difference with set proc if I have enhance duration gear or not, just doesn't seem to change with or without, I am hitting 5:50 haste II on pt/ally

Asura.Celoria said: »
I did that and my duration only last for 5:01 now

It shouldn't be going down. Your macros are screwed up.

With just Composure, nq Lethargy feet, Atrophy Gloves +1, +3 enhancing duration augment on Telchine body, and +19 enhancing duration on Ghostfyre cape I did 5min 40sec Haste2 on someone in my party. So if you are using 4/5 empy set (atrophy hands +1), you should be doing way longer Haste2s.
 Asura.Celoria
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By Asura.Celoria 2015-03-26 23:08:07  
Um.. Actually mine is lasting longer than yours is and you are using more +duration gear than me.

Set 5/5 empy +2 for JA, then gs takes over and in GS I have enhance skill+ and mnd stacked as much as possible while using these three pieces;
Estoqueur's feet +2,
Atrophy hands +1
Estoqueur's back

With that I get 5:50 Haste II on pt/ally

However I did find out why I dropped down to 5:01 and fixed that issue, (had //gs disable back on for cap points back and wasn't adding that during cast) but if I add more empy gear +2 gear then I just lose enhance skill+ and MND and still am hitting 5:50 on my haste II. I am really starting to see an actual cap on enhance duration here. That or 5/5 emp doesn't effect during cast and only JA
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By Leviathan.Protey 2015-03-26 23:16:26  
Asura.Celoria said: »
Um.. Actually mine is lasting longer than yours is and you are using more +duration gear than me.

Set 5/5 empy +2 for JA, then gs takes over and in GS I have enhance skill+ and mnd stacked as much as possible while using these three pieces;
Estoqueur's feet +2,
Atrophy hands +1
Estoqueur's back

With that I get 5:50 Haste II on pt/ally

However I did find out why I dropped down to 5:01 and fixed that issue, (had //gs disable back on for cap points back and wasn't adding that during cast) but if I add more empy gear +2 gear then I just lose enhance skill+ and MND and still am hitting 5:50 on my haste II. I am really starting to see an actual cap on enhance duration here. That or 5/5 emp doesn't effect during cast and only JA

enhancing skill has nothing to do with the potency of enhancing buffs such as haste2, refresh2, etc and so you should favor enhancing duration. Self buffs like phalanx, enspell, temper, gain-stat the skill does matter however.
 Leviathan.Protey
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By Leviathan.Protey 2015-03-26 23:35:44  
alright, just tested with 4/5 lethargy, atrophy hands +1, ghostfyre cape. Got 6min 47sec. There is no cap.
 Asura.Celoria
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By Asura.Celoria 2015-03-27 01:53:00  
Leviathan.Protey said: »
alright, just tested with 4/5 lethargy, atrophy hands +1, ghostfyre cape. Got 6min 47sec. There is no cap.

Leviathan.Protey said: »

enhancing skill has nothing to do with the potency of enhancing buffs such as haste2, refresh2, etc and so you should favor enhancing duration. Self buffs like phalanx, enspell, temper, gain-stat the skill does matter however.


Cool thanks


edit:

ok so this is what I am using in cast now, (haven't started the empy upgrade to 109/119 yet)

main=Arendsi Fleuret
head=Estoqueur's Chappel +2
body=Estoqueur's sayon +2
hands=Vitivation gloves +1
back=Ghostfyre Cape
legs=Estoqueur's fuseau +2
feet=Estoqueur's Houseaux +2
back=Ghostfyre Cape

Something is seriously wrong with my gearswap, I turned if off and manually set gear how I want and I got 24:28 duration on myself and a 10:35 cast on pt members. (Based off timers plug-in, I am currently waiting out the time to see if it is correct.)
 Asura.Celoria
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By Asura.Celoria 2015-03-27 02:42:25  
Ok so I timed it on pt member (timers plugin was off/incorrect) for pt member it lasted just over 7 minutes Still waiting on mine to wear off.

Think I might have GS changing gear before the cast is over.
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By Asura.Leoheika 2015-03-27 02:58:03  
Anyone know where ardor comes from yet?
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By Shiva.Ariaum 2015-03-27 03:07:11  
Asura.Leoheika said: »
Anyone know where ardor comes from yet?
nowhere.

Its the augmented back it messes up timers for what ever reason. The skirmish gear might do the same never used it. Cast with out the back piece and it works fine, w/ you get odd ball timers that are way off. Was reported and "fixed" by windower but never "fixed".
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