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  • Advice needed...

    Been a while since I partied as RDM, since I've been leveling BST for a change. Been even longer since I ~really~ needed advice. Most equipment choices have been pretty straight forward, but I've come to a choice where I'm really not sure what is better. As most know, MND stat affects slow, paralyze, silence, etc (White magic enfeebles) Enfeebling magic skill increases chance to land the particular enfeeble, whether it is MND based, or INT based.

    That being said, heres my dilema.

    Promise Badge vs Spider Torque:

    Promise Badge: (Neck) HP +10, MND +5
    Spider Torque: (Neck) Enfeeble skill +5

    Basically Promise badge offers the best MND you're gonna get for a neck Equip. If I wear Spider Torque it gives me the enfeeble power of a RDM almost 2 levels above mine. However, I lose the +5 MND, which a Taru needs, and helps the duration, and effectiveness of the actual spell ONCE it lands.

    I guess what I'm saying is I am trading one benefit for another here... Since I can only equip one at a time, which is the preferred equip?

    For the record, last night I partied against Processionaires with my spider torque and I noticed not only an increase in success for landing the spell, but visible spell effects such as "The Processionaire is paralyzed" showed up more often. Maybe it was just my imagination, but I believe +5 Enfeeble skill > +5 MND.

    Thoughts?
    FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
    FFXI: Shiva Server

  • #2
    You landed more spells with the Spider Torque...

    You saw more "x is paralyzed" messages with the Promise Badge...at least that's how it should have went, but everything's random to an extent anyways.

    {Hmm..} hehe

    Basically, you treat this the way you treat all debuffs... Cast it with the maximum MND you can, and if it's not landing often enough (or for a duration that is way too short), start adding +skill instead of +MND.

    I've found that if I use the matching staff and then fill all my other slots with +MND, everything works out well. Good stick rates *and* good procs and effectiveness.

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    • #3
      Keep in mind that I as I reply, I had the response in my head and such- I'm just going to try conveying it in a clear on coherant matter, so NO ONE gets confused (I'm getting it confused as I think about as I speak right now, btw -.- )

      From past experience, I've noticed that the higher level I get in an area, I noticed that I get resited less, if even at all. So I suppose that if there is a choice, raising Enfeebling is indeed the smartest thing to do.

      Every level, we see a raise in A skills by the formula (((level) x 3) +3) For instance, change from level 30, (Enfeebling capped at 93) to 31 (Enfeebling capped at 96) to level 32 (Enfeebling capped at 99) we see that 3 skills are gained a level.

      Usually, you can fight a mob for 3-5 levels, and I did indeed notice a lower resist rate the higher I went.

      Here is the confusing part, in terms of your gear query: Raising Enfeebling level is primarily important, but as we level, our stats raise also. Especially if we are at a level where we get a direct increase from our subs.

      Therefore, I'm wondering if both Stats and Skill are equally important. Of Course, I'm inclined to believe that the skill should be first and formost to be raised, so it looks to me that you made the correct decision in utilizing the Spider Torque
      The Tao of Ren
      FFXIV LowRes Benchmark - 5011

      If we don't like something, collectively, if our hatred for it throbs like an abscess beneath every thread, does that mean that they're doing something right?
      Originally posted by Kaeko
      As hard as it may be, don't take this game or your characters too seriously. I promise you - the guys that really own your account don't.

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      • #4
        Consider Enfeebling Skill akin to accuracy, once you hit a reliable zone where you are hitting very consistently you want to then pour on whatever strength and attack (mnd or int) in the case of enfeebling and blm magic. For almost all situations though I go with Enfeebling Magic as not having to recast a spell saves MP and time.
        Relic Stage 5: Excalibur Completed.
        RDM75 / PLD73

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        • #5
          Thanks for responses. I feel I have pretty good MND+ equips, but I could add more to offset the loss of promise badge. My MND equips are as follows.

          Mythic Wand +8 MND
          Warlocks Tights +3 MND
          Red Cape +1 +3 MND
          Aquamarine Ring +3 MND
          Royal Knights Belt +2 MND
          ---------------------------------
          Total: +19 MND

          Improvements: I can buy another Aquamarine Ring and macro it in for another +3 MND. I can eat Witch Kabobs/Roast Mushroom if Im having a lot of trouble with resists/durations. Unfortunately, S-E decided to add yet another +1 INT earring (Cumming Earring, lvl 29, INT +1), instead of giving us a fricken +MND earring, so we are still SOL there. HQ rings are out of the question... I'm not spending 500k for them, I have other jobs to fund too, and 700-800k doesnt last too long.

          I was happy with the performance of the Spider Torque, just hurt to take away +5 MND. I think getting another MND+3 ring will do nicely.
          FFXIV: ARR - Leviathan Server - 50 Bard, 47 Dragoon, 50 All crafts, 48 Botany, 48 Miner
          FFXI: Shiva Server

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          • #6
            Originally posted by Gman
            Thanks for responses. I feel I have pretty good MND+ equips, but I could add more to offset the loss of promise badge. My MND equips are as follows.

            Mythic Wand +8 MND
            Warlocks Tights +3 MND
            Red Cape +1 +3 MND
            Aquamarine Ring +3 MND
            Royal Knights Belt +2 MND
            ---------------------------------
            Total: +19 MND

            Improvements: I can buy another Aquamarine Ring and macro it in for another +3 MND. I can eat Witch Kabobs/Roast Mushroom if Im having a lot of trouble with resists/durations. Unfortunately, S-E decided to add yet another +1 INT earring (Cumming Earring, lvl 29, INT +1), instead of giving us a fricken +MND earring, so we are still SOL there. HQ rings are out of the question... I'm not spending 500k for them, I have other jobs to fund too, and 700-800k doesnt last too long.

            I was happy with the performance of the Spider Torque, just hurt to take away +5 MND. I think getting another MND+3 ring will do nicely.
            A very reasonable route.
            Relic Stage 5: Excalibur Completed.
            RDM75 / PLD73

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            • #7
              Seconded... Get a second Aquamarine.

              I *WANT* communion earrings, but omg are they expensive. The more MND you have, the more paralyzed the mob will be!

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