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  • Question on neck slot

    Okay, so I just hit 65, and I also just got a Peacock Charm from a BCNM40. Selling that will give me more than enough gil to buy an Enfeebling Torque, and of course I already have an Enhancing Torque. My question is this: should I sell my Promise Badge, or will the +MND still come in handy for some situations? I've been trying to think of a situation where +MND would be better than +Enfeebling or +Enhancing, but I can't think of anything.
    RDM 75 - SMN 72 - WHM 37 - BLM 37 - DRK 37 -
    Bastok Rank 10 Completed
    Rise of the Zilart 16 "The Celestial Nexus"
    Chains of Promathia 8 - 1 "Garden of Antiquity"
    Treasures of Aht Urghan 13 "Lost Kingdom"

  • #2
    Re: Question on neck slot

    I got rid of mine, the +7 enfeebling skill is so great that it's not worth carrying around your old promise badge. Granted +MND helps with Dia initial damage where as +enfeebling magic does nothing, and +MND helps with curing but again both benefits are very marginal. If your looking for advice I would sell it in your place and don't look back.
    http://kofman2155.blogspot.com/

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    • #3
      Re: Question on neck slot

      same here. I rarely switch my neck to anything else now in ext/merit/dynamis or HNM. except reraise gorget.
      There are painters who transform the sun into a yellow spot,
      but there are others who with the help of their art and their intelligence
      transform a yellow spot into the sun.

      - Pablo Picasso

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      • #4
        Re: Question on neck slot

        I still use my Promise Badge, to each their own. All my macros swap out gear and I carry LOTS of it! I use it with my rdm, whm, and blm.
        Originally posted by Feba
        But I mean I do not mind a good looking man so long as I do not have to view his penis.
        Originally posted by Taskmage
        God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
        Originally posted by DakAttack
        ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

        Comment


        • #5
          Re: Question on neck slot

          Okay, thanks for the input everyone. I guess I'll just go ahead and sell it.
          RDM 75 - SMN 72 - WHM 37 - BLM 37 - DRK 37 -
          Bastok Rank 10 Completed
          Rise of the Zilart 16 "The Celestial Nexus"
          Chains of Promathia 8 - 1 "Garden of Antiquity"
          Treasures of Aht Urghan 13 "Lost Kingdom"

          Comment


          • #6
            Re: Question on neck slot

            Before you sell your Promise Badge make sure you can hit the 350 cap for Stoneskin without the +5 MND. Other than that, it's still useful for more potent Slow effects against enemies where you can reliably land the spell without extra assistance from Enfeebling Torque.


            Icemage

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            • #7
              Re: Question on neck slot

              Yep, I won't sell mine because it still has purpose. Not to mention that doing lvl capped missions and bcnms require lower lvl equips so....
              Originally posted by Feba
              But I mean I do not mind a good looking man so long as I do not have to view his penis.
              Originally posted by Taskmage
              God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
              Originally posted by DakAttack
              ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

              Comment


              • #8
                Re: Question on neck slot

                Basically if you can stick slow/para/silence without the torque toss on the Badge so that the spells are a bit stronger. Its nice to see Paralyze proc more like Ice spikes paralyze than a few times every casting...

                Also, its a decent cross over item for a few jobs.
                sigpic
                Y'okay!

                PSN: goboaj (be my friend damnit)

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                • #9
                  Re: Question on neck slot

                  You know what yea your right Gobo. I've recently been experiencing extreme weakness in a few of my spells especially on Exp mobs. Spells simply would not proc. often enough or not like they used to. Paralyze is the perfect example of that. This is due to my current setup looking something like this:

                  head: AF2
                  body: AF1
                  neck: Enfeebling Torque
                  legs: wise

                  The rest of the slots are switched into mind and int based on spell including jewlery. So I made the exchange of mahatma slops for wise broconi (legs). Result; well noticable I would say about 20% increase in proc rate. Considering how strong merited enfeebling skill can get, I can't argue with having two sets of gear. One for exp, and one for HNM. I've already started making my own differences for each and Mahatma slops are the first change I'm making, sometimes maybe it's even worth going for some mp gear but again use your own judgement every exp party every taks that we're required to do as red mages is different and unlike most jobs this versitility is what keeps things intresting
                  http://kofman2155.blogspot.com/

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                  • #10
                    Re: Question on neck slot

                    +MND is kind of useless at these high levels for curing purposes. That's why you have a light/apollo staff (or you should) which boosts the potency by 10%, something no base stat can do for you (other than trying to cap your healing skills)

                    Just an FYI...

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                    • #11
                      Re: Question on neck slot

                      To an extent yes. More MND wont bump up your cures too much. But this only applys to the first 4 cures (which are the only Cures RDM gets). Cure 5 (WHM only) on the other hand, is an entirely different story, since it has no soft cap.
                      sigpic
                      Y'okay!

                      PSN: goboaj (be my friend damnit)

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                      • #12
                        Re: Question on neck slot

                        Originally posted by Gobo
                        To an extent yes. More MND wont bump up your cures too much. But this only applys to the first 4 cures (which are the only Cures RDM gets). Cure 5 (WHM only) on the other hand, is an entirely different story, since it has no soft cap.
                        Yeah, I know ... but this is the RDM forum afterall

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                        • #13
                          Re: Question on neck slot

                          Originally posted by Aeni
                          Yeah, I know ... but this is the RDM forum afterall
                          Well..yeah..but we almost had Cure V, but they took it away from us very quickly... :<
                          sigpic
                          Y'okay!

                          PSN: goboaj (be my friend damnit)

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                          • #14
                            Re: Question on neck slot

                            I did a test with a whm before regarding cure potency and mnd. Well a few mnd say 5-10 will increase cure 4 appreciatably. All others will have less than 10-20 hp differences. Cure potency as noted is an extreme jump in cure power. I'm not yet certain if obis have any effect on cures.
                            http://kofman2155.blogspot.com/

                            Comment


                            • #15
                              Re: Question on neck slot

                              Originally posted by kman
                              I did a test with a whm before regarding cure potency and mnd. Well a few mnd say 5-10 will increase cure 4 appreciatably. All others will have less than 10-20 hp differences. Cure potency as noted is an extreme jump in cure power. I'm not yet certain if obis have any effect on cures.
                              The potency not only adds a consistent value over the "cap" of the healing amount, but adds a chance to critical on the spell. I've casted 105-108s on Cure IIs once every six to ten casts as a DRK/WHM (severely underleveled WHM mind you) using a Light Staff. Critical'd a 36 on a Cure I once before as well (I don't usually use that spell pleveling my other account after level 10...)

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