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Bellrogg
12-14-2004, 02:10 PM
Ok, im a Lv 8 Taru Blm, i have bought Astril rings already, and i was wondering due to my n00bishness :P When would be the best lv to start wearing them? I dont know, but im guessing at around lv 10 in the dooms, er...i mean dunes, ill have around 100hp if im lucky, and if i put those rings on...ill have around 50hp give er or take a bit, So, my question is, when would be best ot put em on?> And should i just stick with +2 Int rings for now...O_o

Brayden
12-14-2004, 02:16 PM
Dang, if you've already bought them, then use them at lvl 10 when they come avaiable. No need to let that chunck o change sit around unused.

Bellrogg
12-14-2004, 02:50 PM
Im just concerned about it being the dunes, people are still learning how to play, and if i get a pt that the tank...........sux, i could have a gob or a lizzie fart on me, and id die with my 50hp. heh...But ill try it and go back and forth and see how it goes.lol
:spin:

Tetsura
12-14-2004, 04:22 PM
It's a risky situation... I would usually go the route of Eremite +1's over Astrals for taru just for this reason. Anyone that's been a Taru blm in a noob dunes pt knows that it tends to lead quickly to disaster, and with your further lowered hp... it's a risk.

Xyphere
12-14-2004, 04:32 PM
Yeah -50 HP for a Taru BLM aint going to do you much good at that level...

Bellrogg
12-14-2004, 06:19 PM
Would i be better off going Hume Blm..? Due to Lack of hp for a taru? Now are Astril rings really that important for a taru???
lol, i know its a silly question, but i thought id ask..:P taru already have a wack of mp, and not much hp........maybe i should wait til Lv 20 or so to put em on.....i dont know, im a n00b blm still :P

plake
12-14-2004, 06:50 PM
I wouldn't use them in the Dunes, too risky. Use them If you get in a good party, or use just one.

Edit: Saw you're a BLM. I wouldn't use them at all unelss you get stuck in a healing role. BLMs need INT not Astrals IMO.

Akiro
12-14-2004, 07:54 PM
at 14 i only wore 1 ring but aginst certain things like Flys or Goblins i wore INT rings cause the AOE damage from a bomb or a Sphere toss was to much damge against, crabs i put the astral ring back on just be careful on the nuking cause i did a little to much and was 1 shotted - -

Bellrogg
12-14-2004, 07:59 PM
So mix it up then....But for higher lvs i guess when i have a whm sub, they will come in handy i hope.,......but while i have some kote cash still ill go buy both Int rings as well..:P Thx for the info all. :)

Akiro
12-14-2004, 08:07 PM
i am acutally about to resell mine when i hit 40 for Electums with whm cause there just not that usefull to me anymore and i am only losing -10 MP but i'm a taru so thats nothing + with all the MP stuff they have its not al total loss so 550k is coming right back to me :thumbsup:

Bellrogg
12-14-2004, 08:13 PM
How much r those rings???? O_o
I just paid 725K for these 2 the other day...and the price is riiiiiising fast lol:spin:

Akiro
12-14-2004, 08:40 PM
on Bahamut there 275k each, i guess it isnt as bad as i thought :sweat:

Gavin
12-15-2004, 10:45 AM
Sell the astrals and get a pair of +3 INT rings. :)

Akiro
12-15-2004, 11:06 AM
you might wanna take a look at his race, him being a galka he will need all the MP he can get.

Tetsura
12-15-2004, 06:58 PM
But he said in his original post that he remade his character as a taru, and is now a lvl 8 blm.

Gavin
12-15-2004, 10:00 PM
He's a Lv 8 taru, MP shouldn't be a problem and INT is important in the early levels

Bellrogg
12-18-2004, 11:34 AM
Im acutually a taru, i started over, also, i sold the astral rings and bought 2 Int+3 rings :D Lv 16 atm :)

Aelith
12-31-2004, 04:39 AM
You sold both? I would have kept one... nothing wrong with mixing and matching rings, you know?

Using two astrals at level 10 - especially as a taru blm - is foolish. You don't need a bad tank to die like that, you only need the mob to turn on you once. That will happen with fairly decent tanks to - especially early on where they have nothing to keep hate but a single voke.

Also you have plenty of mp as a taru. Getting an extra 50 mp so early on would easiliy lead you to overnukeing. Especially since you don't have a good feel for it yet. That will make you a worse player in the long run, and will leave you dead in the immediate future.

That said, I like one astral ring on. Gives a nice little mp boost, especially early on. I found it was more useful on my whm than blm though, as +int is more important to a blm than +mnd is to a whm. I should mention that I play a hume though. There's some intangible feel about tarus that I (personally) really dislike. So i have less mp than you, and significantly more hp available to sacrifice on astrals and such.

Tibiam
01-23-2005, 02:15 PM
I am a Taru BLM and i have never used Astral rings before. taru have plenty MP so if i were you i'd get INT rings.

Yuanlung
01-24-2005, 08:20 AM
I carry both +INT rings and +MP rings (electrum and astral) myself. It's easy to swap them once you have used up the MP.


Get the best of both worlds. :P


Price of Astral is climbing none-stop nowadays though. I would've kept it.

Faranim
01-24-2005, 09:01 AM
Astral Ring is useless for BLM.

+ INT = more damage = less nukes = less MP spent.

Mages need to focus on MP efficiency, not max MP.

A BLM with 300 MP who manages it well will be much better than a BLM with 500 MP who needs to spam spells to do damage.

Get +INT rings.

Yuanlung
01-24-2005, 10:18 AM
Originally posted by Faranim
Astral Ring is useless for BLM.

+ INT = more damage = less nukes = less MP spent.

Mages need to focus on MP efficiency, not max MP.

A BLM with 300 MP who manages it well will be much better than a BLM with 500 MP who needs to spam spells to do damage.

Get +INT rings.



Generally true, but there are exceptions depanding on the gear you have, your level, race, and monster you are fighting.


Right now, I have way more INT then neccessary. I can take off half of my +INT and still not get any resists. All those extra +INT gears I have only boost my damage slightly. (+6 damage on a nuke that does over 800 just isn't all that impressive -_-;; )


On the other hand, the +MP stuff gives me more wiggle room when we are trying to make 5.

Faranim
01-24-2005, 11:04 AM
+INT doesn't affect resist rates (on nukes). It simply affects the amount of damage your nuked will do.

Elemental Magic Skill is what determines resistance on nukes.

For higher levels, + INT becomes less effective due to the significantly higher base damage on spells.

Higher levels also don't need to worry about MP as much, because of access to things like Refresh and Dark Staff.

On a lower level BLM, +6 INT will make a very big difference in your damage. Converting 50 HP to MP will just get you killed faster.

Yuanlung
01-24-2005, 11:44 AM
Originally posted by Faranim
+INT doesn't affect resist rates (on nukes). It simply affects the amount of damage your nuked will do.

Elemental Magic Skill is what determines resistance on nukes.



Funny how this argument keeps creeping back.


Check this notice out, the 4th bulleted point. Square's own words, INT affects "spell accuracy".

http://www.playonline.com/comnews/200211261911.html



I have done numerous tests with parser and logs, and it's quite easy to tell in the mid 50's when simply having the +INT rings on or off will have an impact on resist rate. INT does affect resist.



MP does matter too. Not every party has the luxury of RDM +BRD. Not every RDM or BRD is competent. Sometimes we just have to work with what we do have. In a few instances, the 50 extra MP I get played a major role in us making chain 5. Like I said, it all depands on the situation. Having both sets lets me adjust to what's in the party. I actually have 3 sets of accessories, +MP, +INT, and -enimity. It's good to be flexible.




PS: Having said this, you are right though, of course, that INT generally has a much greater impact to a BLM's performance in lower levels. I am all for +INT for 1~60. However, what I am saying is, looking at how the price of astral is, it might be good to hold onto them. So you have handy when you find them useful in the mid 60's, and the AH has them for 3 mil each. >.>

Tetsura
01-24-2005, 06:49 PM
MP isnt useless for Blm. When you are doing Gods and such, you'll be letting loose with all your mp, then sitting down and resting it all back up, so the more mp you have the more damage potential you have (assuming you dont take +mp over elmenetal skill or something).

Also, MP is great for finishing up chains when things just need to die in a big way. Generally MP is not useful in a exp setting, but when you need the MP, it's usually in a very critical situation where it is very important. I'm not saying you should be focusing on +mp or course, just that it too has it's uses.

P.S: AF2 Boots + Weskit pwn joo.

Secrenja
01-29-2005, 10:13 PM
Originally posted by Yuanlung
Funny how this argument keeps creeping back.

Check this notice out, the 4th bulleted point. Square's own words, INT affects "spell accuracy".

http://www.playonline.com/comnews/200211261911.html

I have done numerous tests with parser and logs, and it's quite easy to tell in the mid 50's when simply having the +INT rings on or off will have an impact on resist rate. INT does affect resist.

Got that info in english? Can't really expect english speakers to check that info.

Right now, I have way more INT then neccessary. I can take off half of my +INT and still not get any resists. All those extra +INT gears I have only boost my damage slightly. (+6 damage on a nuke that does over 800 just isn't all that impressive -_-;; )

You're not noticing any more resists because INT doesn't effect resist :)

Edit: Ran that site through a trans I found, Here's what the 4th bullet says, Can anyone point out the part about INT effecting resist?

The job that can improve by various synthetic high quality goods (+ one item) etc. the performance of the following items, and equip it has increased.
- Leggings +1 of the earthÂ_Â_- Chanhorz +1Â_Â_- Lizard belt +1Â_Â_- Lizard belt
- Militiaman's fingernailÂ_Â_- Vaughan acth +1Â_Â_- Misrilacs +1Â_Â_- Caman +1
- Maplwand +1Â_Â_- Brass rod +1Â_Â_- Gratobou +1Â_Â_- Batolbou +1
- Worbou +1Â_Â_- Crossbow +1Â_Â_- Zambarha +1Â_Â_- Albarest +1
- Hevicrosbou +1Â_Â_- Brigandain +1Â_Â_- Opal ring

Yuanlung
01-31-2005, 12:27 AM
It's the 4th bullet of the first item, the part about Flare.

The mess you got translated is from the forth item.