PDA

View Full Version : Seeking Corsair Questions


Omgwtfbbqkitten
11-15-2007, 06:33 PM
I had talked about revising my guide a while back and decided rather than re-invent the wheel, I should write up some smaller, supplementary guides to trim down the original's girth and perhaps answer some questions that had yet to be covered or I possibly overlooked

I have a couple ideas of my own and there are some updates to make, but I'm posting this to see if there are any questions that I might not have considered (barring the "How can I make gil for this job?" as no smart player reveals their cash cows). So if you have any unanswered questions, I'd like to hear them.

Kuro
11-16-2007, 08:59 AM
I'll try to think up a few questions that would have helped me allong the way. I got COR to 75 in 2 months through i did read a lot of guides and info, and did screw up once or twice. I'll try to remember those screwups and get back to you.

Callisto
11-16-2007, 11:27 AM
One I've been wondering: Does straight Magic Accuracy+ affect Quick Draw Accuracy?

Omgwtfbbqkitten
12-28-2007, 04:36 AM
One I've been wondering: Does straight Magic Accuracy+ affect Quick Draw Accuracy?

I hadn't forgotten about this question, its more to the end that its not something that's easy to measure. Its been almost two years and there's not hard data on what something like Warlock's Roll does.

To determine accuracy in regards to Quick Draw, I have to get something besides unresisted damage consistantly, which may prove difficult as I have full QD Accuracy Merits and a fair amount of AGI to throw around. I can drop the AGI gear, of course, but I'd also have to drop things like Moldavite.

I had thought I might be able to use Campaign mobs to find an answer, but it turns out they have a fixed amount of magic reisistance. I can QD any other Orc in Jugner Forest with Coffinmaker + Moldavite + Steel Bullet and the result is 241, but on a campaign mob, 185 is as good as it gets, even with all the AGI and an 11 on Warlock's Roll. I don't think having a RDM in PT would change that.

However I did just think of a couple other ways of testing it.

Its been proven that INT doesn't add to QD damage, even though MAB does, but INT Down does seem to cut into QD damage, its something I've several times when I'm in the Mire PTing. Whenever a Jnun used Call of the Grave, I'd lose damage on QD. The damage didn't add up the same way like it would when you had a partial resist, either.

INT Down may not be a loss of QD accuracy at all, just QD damage. But if INT doesn't improve damage, maintaining your average INT may be a secondary factor in QD accuracy. If Warlock's Roll restored your base QD damage while Call of the Grave was in effect, then we could conclude Magic Accuracy does indeed affect QD.

Another way could be testing against a light-based mob, though that could prove fickle since some of those mobs have a set magic resistance. I do know that if you Light Shot something like, say, an Aern you'll get about a 66% success rate without a Light Staff and a 75% sucess rate with a Light Staff. This is par for course with what BRD currently does and I imagine Repose would see similar results.

But given the random nature of our rolls that might be more considerably difficult to test and it may just be 75% is the limit on such mobs. If you could get success/failure rate data under IVs that might be something, especially if it exceeded 75% success, but I have my doubts on that one.

Its just really hard to say because the mobs that consistantly resist QD are just born that way and when other mobs resist, its almost always just a freak resist or the COR just never bothered to have 17-25+ AGI on them. When I hover between that extra amount of AGI, I don't see any resists, when I do, its something like a god or sea/sky mob, but I seldom have a problem sleeping Detectors in sky, too.

Callisto
12-28-2007, 06:46 AM
Yeah I realize how hard that is to test...I was curious as I could likely get Denali boots fairly easily the next time my Nyzul group runs through F20, and I was curious if they'd do more good than my Crimson Greaves.

I have an improved QD set now, it's a little ghetto in some slots but gets the job done.
Auster's Staff
Coffinmaker
C. Tricorne
Wing Pendant(ghetto, I know)
Drone Earring
Moldavite Earring
Aketon
Mage's Cuffs
Garrulous Ring
Emerald Ring
Amemet+1
R.K. Belt
War Brais+1
Crimson Greaves
Comes out to +33 AGI, 5 MAB, and 15% Staff bonus, next step is working on a Uggalepih Pendant. I rarely see resists in this setup, even without Squid, which I'm slowly weening myself away from.

STILL waiting on freaking Kirin to start dropping W. Legs so I can go after JoFort, although I may try to solo Ix'Mnk before I get ahold of the movement+ ones, he was surprisingly easy to kite as RDM/WHM.

I guess another COR question I've been pondering...at what point does meleeing for TP become more efficient for TP gain and DoT than shooting, not counting a Joyeuse?

I know a couple of CORs who are having a hard time getting a hold of a Joyeuse, and I'm curious as to if something such as a Phantom Fleuret, Company Fleuret, or a Jambiya would yield greater TP/DoT than just shooting. I've seen a ton of people spout off something along the lines of 'if you don't have a Joyeuse, don't bother meleeing' and I'm positive they've not done a shred of math or research to back that up.

Omgwtfbbqkitten
12-28-2007, 09:26 AM
I guess another COR question I've been pondering...at what point does meleeing for TP become more efficient for TP gain and DoT than shooting, not counting a Joyeuse?

When they can get a Mercurial Kris :P

I know a couple of CORs who are having a hard time getting a hold of a Joyeuse, and I'm curious as to if something such as a Phantom Fleuret, Company Fleuret, or a Jambiya would yield greater TP/DoT than just shooting. I've seen a ton of people spout off something along the lines of 'if you don't have a Joyeuse, don't bother meleeing' and I'm positive they've not done a shred of math or research to back that up.

They don't need the math, "Occasionally attacks twice" pretty much covers it, no other weapon aside from a Mercurial Kris is going to come close to matching what Joyeuse offers a COR in terms of TP gain. Keep in mind weapon delay is a factor in TP returns, but when you slip into burn PT levels as COR, that 480 to 600 to 612 delay is a killer and its not really about DoT damage any longer for you, but simply being able to TP for Slug Shot or Detonator.

The flurets have the same delay Joy does, Jambiya a little less but neither really make up for the attack rate of Joyeuse.

Joyeuse is not hyped because its a trendy weapon, its hyped because it works. It'll get you TP faster than most weapons.

Callisto
12-28-2007, 09:44 AM
When they can get a Mercurial Kris :P


I personally dislike the M. Kris as a COR TP-gain weapon, I've seen it in action and he hit for 0 a shitload of the time, negated a lot of the extra swings.

Joyeuse is not hyped because its a trendy weapon, its hyped because it works. It'll get you TP faster than most weapons.


I'm aware of that, but what I'm looking for is if you can't get a Joyeuse, is it better to just shoot for TP or melee with a different weapon for TP? The ones advocating the Joyeuse I mentioned were saying that if you don't have one you may as well use a Trailer's and just shoot for TP, which in my mind seems much slower TP and weaker DoT than meleeing with a different 224- delay weapon even if it doesn't have multiple swings per round.

LilithAngel
12-28-2007, 09:48 AM
Joyeuse is not hyped because its a trendy weapon, its hyped because it works. It'll get you TP faster than most weapons.

I would gladly trade away my Phantom Flueret for a Joyeuse in a heartbeat. I hardly ever use the thing since I'm usually either packing Fire or Wind Staves (depending on setup; and yes, I know those are NQ, but I've got four other jobs to feed too :P). Don't have Coffinmaker, but I'm not really seeing that as a problem atm; can't get the help to do that fight (much less Joytoy), nor do I have a pressing need to get it (don't do much endgame atm due to the nature of my situation for now, plus my QD damage is actually pretty solid considering my setup for it). Martial Gun and a stack of Steel is good enough for now.

Omgwtfbbqkitten
12-28-2007, 10:22 AM
Its not unheard of to wait around the KS30 that drop the latent weapons and ask if they need X or Y drop. It sounds like leeching, but some people would rather a weapon fall to a stranger than let it completely go to waste. Some people have picked up thier latent weapons this way, no shame in asking.

HQ staves are a very low priority for COR, to be honest, its nothing I'd ever worry about. If you have a high level BLM, RDM, SCH or SMN, I'd think about it then, but not much otherwise.

The ones advocating the Joyeuse I mentioned were saying that if you don't have one you may as well use a Trailer's and just shoot for TP, which in my mind seems much slower TP and weaker DoT than meleeing with a different 224- delay weapon even if it doesn't have multiple swings per round.

Key word is "seems." Even with 8/8 Sword merits and suppa, my melee damage is pretty low compared to ranged shots (my marksmanship is also 8/8 plus Gun Belt, ), but with Joyeuse, I actually have a better chance at doing better DoT. You'd get in two hits with flueret for less TP and damage than when the bullet got around to landing before the third hit, likely putting in more damage than the third hit as well.

We also have to keep in mind that we're probably not meleeing the whole of every fight, Phantom Roll will eventually pull us to the backline or stall our DoT on the frontline as well. Then there's subjob choice, I think we know anything less than /RNG is going to hurt without Trailer's or Archer's Knives and meleeing with those is total piss, if you melee for TP with those, you really are better off just shooting.

I think a COR/RNG might be able to put a Jambiya to good use and a Phantom Flueret is a respectable choice if you don't have a Joy, but it won't come close in TP to guns pre-Joyeuse and definately not close to bullet damage.

LilithAngel
12-28-2007, 10:39 AM
Yeah, I've thought about leeching the gun many times before (as well as a Dissector; honestly, those latent weapons aren't that bad of a thing to leech, as you're not taking anything of any value from the group unless that's what they're going after, and like you said, it isn't unheard of for people to let those things drop to others instead of just deleting them). I just haven't found the time to hang out at the BC for unknown periods of time, hoping someone that's not after the weapon gets it as a drop and is kind enough to let me have it.

Not that I wouldn't mind doing that, I just simply and honestly don't have the time for that. :worry:

Spider-Dan
01-21-2008, 12:25 PM
Shark Gun is a decent substitute if you can't get your hands on a Coffinmaker.

Omgwtfbbqkitten
01-21-2008, 12:46 PM
Shark Gun is a decent substitute if you can't get your hands on a Coffinmaker.

its definately nice, but its more of a certainty if you have a reliable assault static, otherwise you're left with Coffinmaker and Martial Gun. Shark Gun gets the most levelling milage of the three, to be sure.

Hypnotic
01-23-2008, 12:57 PM
regarding the potency of rolls, does any level difference between the corsair and the party members have a detrimental effect? Say I cast Warlock's Roll on a lvl 75 RDM as a lvl 20 corsair. Does he receive full benefits from the roll? I'm under the assumption that rolls are constant rather than scalar, but don't know for certain, and there are no cor in my ls to ask.

Omgwtfbbqkitten
01-23-2008, 02:24 PM
regarding the potency of rolls, does any level difference between the corsair and the party members have a detrimental effect? Say I cast Warlock's Roll on a lvl 75 RDM as a lvl 20 corsair. Does he receive full benefits from the roll? I'm under the assumption that rolls are constant rather than scalar, but don't know for certain, and there are no cor in my ls to ask.

Yes, the effects of buff values are constant. The only sense in which they scale is when the percentage-based buffs scale with the abilities of the players they're used on. They don't scale in power like a BRD's buffs would by skilling-up through the levels

Kylen
02-04-2008, 11:41 AM
regarding the potency of rolls, does any level difference between the corsair and the party members have a detrimental effect? Say I cast Warlock's Roll on a lvl 75 RDM as a lvl 20 corsair. Does he receive full benefits from the roll? I'm under the assumption that rolls are constant rather than scalar, but don't know for certain, and there are no cor in my ls to ask.
Yes, the effects of buff values are constant. The only sense in which they scale is when the percentage-based buffs scale with the abilities of the players they're used on. They don't scale in power like a BRD's buffs would by skilling-up through the levels
No, buff values for most rolls are not constant; if the COR is lower level than the target, they scale according to the level difference ratio. Essentially, the formula is (COR's level) / (Target's level) * normal buff strength. This has been proven to be the case with Chaos Roll, Hunter's roll, and Wizard's Roll, and is the reason why the potency of those rolls is halved when using COR as a subjob (since it's basically a 37 COR rolling on a 75 melee). Evoker's Roll is an exception to this; it gives the same mp/tick no matter the level difference.

Omgwtfbbqkitten
02-04-2008, 11:55 AM
No, buff values for most rolls are not constant; if the COR is lower level than the target, they scale according to the level difference ratio. Essentially, the formula is (COR's level) / (Target's level) * normal buff strength. This has been proven to be the case with Chaos Roll, Hunter's roll, and Wizard's Roll, and is the reason why the potency of those rolls is halved when using COR as a subjob (since it's basically a 37 COR rolling on a 75 melee). Evoker's Roll is an exception to this; it gives the same mp/tick no matter the level difference.

I think you misinterpeted my wording. The values I, II, III, etc. have fixed buff values, be they percentage-based or not. They are values that only get altered if a corresponding job is present in PT. The outcome of a given roll is seldom consistant given the randomized nature of Phantom Roll. How Chaos Roll affects players differs by thier base attack which is affected not only by equipment and buffs, but thier level as well, which also determines things like STR which affect your base Attack. The base attack is checked befor the percentage is applied, which is rather different from the capped bonus a BRD would add.

Now, if there is data that proves COR's level is a factor in this, I'd like to see it. This is kind of a situational subtopic to start with, but could be useful information anyway.

Callisto
02-04-2008, 12:31 PM
I'll try to dig up the info, but I too recall seeing testing done with a 75 BLM, a lower level COR, and a BLM the same level of the COR, and it showed that the higher BLM got a nerfed effect on Wizard's compared to the lower one, I'll see if I can find where I saw it. Not that this is something that would be difficult to test anyways if you have a 70~ or lower COR and melee friends at both 75 and your level using Chaos.

Omgwtfbbqkitten
02-04-2008, 12:45 PM
Man, there's actually just so many gaps in the data we have for this job, even after nearly two years. And still so few CORs to test it with since no one has the balls to spend the gil on it. And when they do level it, they level it like BRD/WHM -1.

I'd really like to find out some pet roll data, my assumption is that Beast and Puppet roll are actually equal to Chaos and Hunter's Roll, as is Drachen Roll comprable to Warlock and Wizard's Roll.

I'm cranking out my DNC sub this week to see how that pans out for various situations, but I'd think it would play like a dream on a joyeuse or MK COR.

Callisto
02-04-2008, 12:55 PM
Our LS' main COR has taken to /DNC very much, since he's usually there in more of a support capacity than anything else, and he thoroughly enjoys it.

I personally still can't bring myself to use anything but /RNG, I enjoy the playstyle and damage output too much, if I was going to /NIN for safety and gimp my damage I'd generally just go as BRD. Once I finish my MM merits I do plan on playing with /WAR to put up some epeen #'s and whatnot, but I'm still completely in love with COR/RNG.

Also, going back to the first question I asked a while back, it is looking alot like MAcc+ does in fact affect QD. I did some playing around with swapping out my Garrulous Ring for my Balhran's, and recently came into Denali Kecks which have less AGI than the War Brais+1 I was using but a few points of MAcc+, and my QD resists seem to have gone down significantly, though I haven't exactly put it to proper testing.

Can't wait, getting my Ugly Pendant very soon and Denali body as soon as it drops, then my QD set will be pretty much complete.

Omgwtfbbqkitten
02-04-2008, 01:38 PM
I personally still can't bring myself to use anything but /RNG, I enjoy the playstyle and damage output too much, if I was going to /NIN for safety and gimp my damage I'd generally just go as BRD. Once I finish my MM merits I do plan on playing with /WAR to put up some epeen #'s and whatnot, but I'm still completely in love with COR/RNG.

I think a lot of the problem with COR boils down to this:

People look a COR, think "RNG" and sub /NIN because that's what RNG subs. RNG subs /NIN only really to max out accuracy if they feel thats what is needed. RNG has Four Accuracy Bonus traits going for it, so /NIN isn't always needed by them. As a RNG, I more often sub SAM or WAR than I do /NIN these days

The other camp sees COR and thinks "BRD" and subs WHM because you can do /WHM viably to 30 and then they just keep going past 40 since a PT will accept you for Evoker's Roll and Dark Shot over any other factor. Then they look at all the BRDs subbing NIN and just assume they can do the same, I'll tell you right now that subbing NIN only hurts a COR's DoT and you shouldn't be caught with the sub unless you're pulling.

Both sides look at levelling RNG sub and see it as a financial hindrence or a levelling hindrence. Strange to me that no one sees NIN sub as the same hindrence. The cost of the Utsusemi Ichi and Ni scrolls alone far exceeds the the spending you would do to level RNG as a sub. RNG's one of the cheapest subjobs I've levelled. The armor angle of the jobs is extremely low maitenence compared to other melee classes.

I still favor /RNG above all else, I just see /DNC as a vastly more logical sub than /WHM at 60+ if I had to choose between those two. If you're scared to use a gun because of expense, then sub /DNC and gear for melee accuracy. Additionally, when you can afford to shoot for WS, DNC will give you one Accuracy Bonus trait. Not to mention COR can boost thier own TP gain with SAM Roll if absolutely needed.

Nataka
03-07-2008, 01:13 PM
Sorry to interrupt the flow of the topic, but I have a question!

Can you give a list of 'good' corsair gear at level 75? By Good I don't mean like, salvage gear good or near the caliber of Relic weapons, but just what a good, average-joe corsair should have. Thanks a bunch. :) (this mainly deals with actual armor, I understand weapons).

Callisto
03-07-2008, 01:41 PM
These are going to be opinions mostly, so some of what we say may wildly vary(I usually go for more hard-hitting stuff, BBQ generally uses more RAcc, for example)...

But anyways, here's the kinda mandatory pieces that shouldn't be extraordinarly difficult to get:

AF Body, Hat, and Feet
Optical Hat
Paluwhan Khazagand
Moldavite Earring
Crimson Finger Gauntlets
Amemet Mantle(+1)
Behemoth/Coral Rings(for Ranged Attacks)

As far as the slightly harder to get stuff, Denali Legs and Body are huge pieces, and aren't super difficult to get with a decent static(nowhere near the difficulty of Skadi pieces). Paluwhan Seraweels are also a very quality WS/TP piece that can be attained without much difficulty.

Here's my personal sets to give an idea how I gear:

TP, focuses on melee/ranged accuracy until I finish Sword/MM merits, then I'll consider a Haste build.

Joyeuse
Martial/Steel(Coffinmaker for fights I will be doing almost entirely QD in)
Optical Hat
Peacock Charm(Spectacles work well too)
Hollow Earring
Fenrir's Earring
Paluwhan Khazaghand
War Gloves
Garrulous Ring
Woodsman Ring
Amemet Mantle+1
Potent Belt(Life Belt works just as well)
Denali Kecks(Paluwhan Seraweels work well too)
Crimson Greaves(Denali Feet are good for TP sets as well)

Ranged TP/Barrage, obvious focus on RAcc/RAtk

AF Hat
PCC
Hollow Earring
Fenrir's Earring
AF Body
Crimson Finger Gauntlets
Behemoth Ring x2
Amemet Mantle+1
Gun Belt(if /RNG, Potent Belt otherwise)
Denali Kecks
AF Feet
WS Set, focuses largely on STR as it COR has alot of room to improve in that department.
AF Hat
Light Gorget(QQ Collar is a good option if you don't have Sea yet)
Drone Earring(Triumph Earrings are good too, if you have the gil)
Fenrir's Earring
Blue Cotehardie(Aketon is good as well, AF Body is passable)
Crimson Finger Gauntlets
Garrulous Ring
Behemoth Ring(Slug) or Ruby Ring(Detonator)
Amemet+1
Warwolf Belt(big chunk of STR even though the rest doesn't do much)
Denali Kecks(would use Paluwhan Legs if I had them, War Brais+1 are good too)
AF Feet

And lastly, my QD set, obviously focuses on AGI, MAcc, and MAB. Not having Kecks/Pendant is no biggy, not having Moldavite isn't passable.
AF Hat
Uggalepih Pendant
Drone Earring
Moldavite Earring
Blue Cotehardie(Same deal, Aketon is good too, Denali body is ideal)
Mage's Cuffs(Sand Gloves are good too, but a bitch to get)
Garrulous Ring(Any AGI ring is fine, really)
Balrahn's Ring(just as good as Emerald if you have it)
Amemet+1(Ideally have an AGI+ backpiece, but no more macro room, lol)
R.K. Knight's Belt(I'm poor and don't get many QD resists as is, Scouter's Rope is ideal)
Denali Kecks(this is the ideal peice, War Brais+1 are good too)
Crimson Greaves(Leaping/Bounding Boots are fine as well)

Like I said some of our other CORs equip differently and may give different advice, this is just what works for me.

Also, never, ever wear your AF pants. Keep them in case they add some useful AF+1 in the future, but don't let me catch you using them!

Kylen
03-07-2008, 01:49 PM
Can you give a list of 'good' corsair gear at level 75? By Good I don't mean like, salvage gear good or near the caliber of Relic weapons, but just what a good, average-joe corsair should have. Thanks a bunch. (this mainly deals with actual armor, I understand weapons).

Weapon: Joyeuse or M.Kris
Ranged: Martial Gun or Coffinmaker, Peacemaker if you plan to pull
Ammo: Steel
Head: Walahra Turban/O-hat for melee, AF hat for Quick Draw
Neck: PCC if you can afford it, Spectacles are fine too. Sea gorget for weaponskills if you have one.
Earrings: Suppanomimi if you use sword. Brutal and Fenrir Earrings are good, too, as are Hollow and Diabolos' Earring for melee accuracy. Drone is decent for r.acc and Quick Draw.
Body: Pahluwan is the easiest to get "standard" endgame COR body piece.
Hands: War or Dusk Gloves for melee, Pahluwan/Barbarossa's/CFG for ranged.
Rings: 2*Woodsman/Snipers for melee, 2*Behemoth for r.acc, 2*Flame/Ruby for Slug, 2*Emerald/Breeze for Quick Draw, and Luzaf's Ring (yeah, that's a lot of rings but they're all fairly important)
Back: Amemet Mantle +1
Waist: Life Belt/Swift Belt for melee, Precise Belt/Gun Belt for ranged, Warwolf for Slug Shot
Legs: Pahluwan are easy to get and work fine for melee, ranged, and Slug.
Feet: I'd go Pahluwan here too if you're looking for something easy to get; War Boots and AF Boots work well, too.

Omgwtfbbqkitten
03-07-2008, 02:02 PM
OK, that's simple enough:


Head - Optical Hat or Walrah Turban for Joyeuse melee, if unattainable, use War Beret +1/Corsair's Tricorne for Quick Draw and Weaponskills.
Body - Pahluwhan for melee, Blue Cotehardie for /mage duties
Hands - If unable to get Barbossa Mouffles or Crimson Finger Gauntlets (abjuration), use Deadeye Gloves or, if you have a joyeuse, Dusk Gloves or Pahluwhan hands.
Legs - Pahluwhan Legs or Dusk Trousers for melee, War Brais for Quick Draws, RSEusually offers a /mage options here unless you're Taru or you can use Prince's Slops. Crimson Cuissies (abjuration) is another option.
Feet - War Boots, Corsair's Bottes, Dusk Lendelisians for melee stuff, Crimson Greaves (abjuration) for QD and /mage stuff
Earrings - Drone Earringsx2 for Light/Dark Shot, Drone/Moldavite earring for other QDs, Fenrir's Earring (quested from Fenrir battle), Suppanomimi (from Divine Might) or Triumph Earring +1s
Rings - If you don't have CoPs or ToAs done, Just use Behemoth Rings, they'll do you fine. If you have those missions done, though Rajas Ring and Jalzhan's Ring are very nice.
Neck - Peacock Charm, Qiqirn Collar are nicest pre-sea gorgets, Wivre Gorget is acceptable, too.
Waist - for /RNG Gun Belt, for other melee subs I'd go with Swift Belt (obtained from Sacrarium 50 cap NMs). RSE belts in the 60s sometimes give MP which are a a nice option for /Mage, there's an AGI/Evasion on Scouter's rope
Main Hand - I highly reccomend Joyeuse (drops of Charybdis) for any COR with /RNG. /WAR or /DNC subjob, it really makes those subjobs shine.
Guns - Coffinmaker (KS30 Drop) for times you're using Slugs, Martial Gun for when you use Detonator, Peacemaker for pulling and crowd control duties or /mage build.


Some of this stuff is questable, some requires mission commitments or sky access and BC/KSNM or NM camping, but by and large, most of this is what's going to be considered average or relatively simple to get with some dedication.

Also, never, ever wear your AF pants. Keep them in case they add some useful AF+1 in the future, but don't let me catch you using them!

Actually, I've thought of a use for them - /DNC Waltzes, but then, Crow/Raven legs give more - enmity, but with the Peacemaker, you'd be getting -5 enmity total with AF legs.

Ultimately, the answer to the question is partially going to be - "how much shit do you want to carry around?" I tend to keep waist, back, body and ring slots static. Even then, I'm only left with a handful of inventory slots. I tend to cut a couple corners on AGI since I'm mithra and I've really never had a problem landing QDs. I've heard Humes, Elvaan and Galka bitch up a storm about QD resists, but I've never seen a mithra or taru have problems there, so I generally only keep +17-24 AGI on me. If I need more, I have Squid Sushi on me anyway.

Finally, use anything but Steel Bullets for DD at 75 and I will beat you like the jackass you are.

Callisto
03-07-2008, 02:20 PM
Actually, I've thought of a use for them - /DNC Waltzes, but then, Crow/Raven legs give more - enmity, but with the Peacemaker, you'd be getting -5 enmity total with AF legs.

Yeah I suppose at times the -emnity would be useful for curing if you didn't want to get Crow/Raven, although I have yet to find a situation outside of meripo where me getting hate has been any sort of a factor, even on things such as a low-manned JoTemp where I was one of only 2 DDs and was cranking out 400+ QDs every 60 seconds in addition to Ranged Attacks and WS'...I also only have 17 DNC at the moment though, so I'm not sure of the amount of hate Waltzes can pull, I'd highly doubt it'd be more than proportional Cure spells though.

I also typically wear Crimson Cuisses as /mage for the MP, but I know that isn't something to lump in the easy-to-get column(although I do consider Crimson hands/feet to be in that category, a couple of weeks in a Sky LS can usually get you a pair)

I guess I'm biased, the trend on Ramuh is rocking full-time AF legs as Bardair, it really drives me nuts.

I've heard Humes, Elvaan and Galka bitch up a storm about QD resists, but I've never seen a mithra or taru have problems there, so I generally only keep +14-24 AGI on me. If I need more, I have Squid Sushi on me anyway.

On XP-ish mobs I've found +26~ with +7 MAcc to be workable as an Elv and get next to no resists(usually as /WAR too, so pretty low base AGI, 62~ or something I think), for harder mobs between tossing on my Auster's to get +31~ and the MAcc bonus on it sets me for any endgame fights that I've done thus far as COR, which is really only Kirin, JoTemp, and a few other Sky Guardians.