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Schmidster
12-23-2005, 07:50 AM
Greetings fellow red mages.
i am a 75 red mage and i've been curious as to the effectiveness of the magic accuracy that the wise set gives.

soo far i have not seen much difference on my enfeebles or my nukes before and after i've obtained the wise set.
i have read the Magic Accuracy Research I need help (http://www.ffxionline.com/forums/showthread.php?t=50188) thread but it has not really answered any questions.

another question will be about /drk stunning on gods and HNMs. is the wise set needed?

and so it comes down to my main question
is the wise set worth the price tag?
i am also a red mage with a lot of free time on my hands. if you need a red mage to help in researching about the many confounding... things... about FFXI, please feel free to ask.

Alauna
12-23-2005, 09:42 AM
I used the Chasuble and Wise Braconi for a little while (borrowed from a frend while he was MIA). From what I noticed, the +5 Macc, and the +15 enf. skill were about even on normal mobs (low vt-it) (for enfeebles) but i liked the consistancy of the +skill over the +acc when it came to gods/hnms. The +5 acc helps a good deal on nukes, to reduce the resists on higher lvl mobs. On VTs, the +10 INT on the Errant is a little better, for that extra "oomph" of dmg.

In reguards to the +2 Macc of the Braconi, i wore them almost all the time, only swapping Errant for Slow (since it's a %-based off MND) and nukes on lower-lvl mobs (*see Errant Body above*).

Never did get my hands on a Wise Cap, but i'll bet i'll help a bit for landing enfeebles on gods.

POI. After I gave the chas. and braconi back, I have sucessfuly landed Gravity on Kirin, /whm with just my Tabard and Wind Staff and +30-some INT (no torque/earring) a number of times at Lvl 73. So it's not all about stats. =D

Schmidster
12-23-2005, 05:54 PM
well Kirin is earth, and he is weak to wind, so it will be rather easy to land gravity once or twice since gravity is wind based.
i also have landed gravity on Kirin both with or without the M.acc from the wise set.

i think for nuking mobs IT++, m.acc is the better choice because of the lack of anything better (if there is, please feel free to correct me), so let us talk mainly about enfeebling/stunning only.

arkaine23
01-18-2006, 09:43 AM
Given RDM have such poor dark skill, M Acc+ would be preferred for stun/drain/aspir, and also for nuking IT mobs, or free nuking in general (if you are in a mostly melee pt with no blm for instance). And against HNM of course you'll want some extra accuracy for enfeebles, just don't trade acc for enfeebling skill (as in the Tabrd).

WishMaster3K
01-23-2006, 05:11 AM
http://www.ffxionline.com/forums/showthread.php?t=50188

Just wrote my response to this post (number 11) and I'm very tired, so check it out :P

It's a very long post, but I think I explained everything ok >.>;

Schmidster
01-23-2006, 07:51 AM
ah yes, a very informative post.
results from my own experimenting is as you have said in that post you mentioned, it is all situational: depends on what you do and what your doing it on.

from the results i received, it is similar to the others where they say skill/acc affects how it lands while MND/INT affects the power of it.