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  • Insight on Equipment Changing

    Was reading Apple Pie's post on the Scarlet King
    (Available at: http://www.ffxionline.com/forums/sho...threadid=48722 )

    And I thought maybe I would start a strategy discussing equipment changing, and how RDMs can use this, and what effective methods are to maximize the power of it.

    First off some simple facts (from observation
    - If equipment is changed before a spell is finished casting, the spell receives the effects and qualities of your equipment at the time the spell is finished casting.
    - If you switch any equipment in the "Main" "Sub" or "Ranged" slot, you will lose all of your TP.
    - If you switch any equipment in the "Main" "Sub" "Ranged" "Head" "Body" "Gloves" "Legs" Boots" equipment, your character will dissapear and reappear. During this time, your animations, and any spell effects, or animations that would impact your target dissapear. For example if you were to change your hat while casting refresh on a friend, you would dissapear, and you would not see the spell effect of refresh on your target if the spell landed while you were not visible. But the effect will STILL land.
    - Waits are not required between equipment changing, and actions utilizing them.
    - If you switch from a 2h weapon, to a pair of DW weapons, you will occassionally encounter an error. This is only possible if /NIN. The error occurs because the game does not register you having a 1h weapon in main slot, so prohibits you from using a second weapon in your sub slot.
    - If you change a weapon that causes you to dissapear, you will lose lock on.
    - Use /? /equip ingame for more help.

    So now that we've covered how it works, why should we do it?
    - Equipment changing allows us to maximize our many roles as Red Mages.
    - You will notice a drastic improvement in your performance, especially your debuffs.
    - You'll feel more satisfied with your job, or you may simply enjoy feeling "uber."
    - Debuff potency is very strongly tied to your statistics. Increasing them increases your debuff potency greatly.
    - Essentially you can debuff harder, nuke harder, heal better, and even melee better. What could go wrong?

    Bad sides of equipment changing... Or that stuff that does go wrong.
    - You will have to be able to carry all of your gear.
    - Buying all of your new gear may become expensive.
    - If you use macros with equipment changes, you may not want to change gear and do so anyway.

    So now some tips on how to write good equipment changing macros.
    - You only have 6 slots per macro, so you can at most change 5 pieces of equipment and still cast one spell.
    - Since at most you're changing 5 pieces of gear, in the simplest form of equipment swapping, you're most likely going to want to use... A wand or staff, a necklace, a ring, a ring, and then a belt, cape, or your choice of fifth item.

    So let's look at an example of a low level Slow macro:

    /equip "Main" "Willow Wand"
    /equip "Neck" "Justice Badge"
    /equip "Ring1" "Saintly Ring"
    /equip "Ring2" "Saintly Ring"
    /equip "Hands" "Zealot's Mitts"
    /ma "Slow" <t>

    This macro will swap in a total +MND of 12, and then cast slow. Pretty simple right? Let's put some more strategy into this, and come up with a convert macro.

    /ja "Divine Seal" <me>
    /equip "Ring1" "Electrum Ring"
    /equip "Ring2" "Electrum Ring"
    /p Using Convert.
    /ja "Convert" <me>
    /ma "Cure IV" <me>

    This macro assumes WHM sub, but will let you use a job ability, change rings, warn your party of your conversion, use convert, and then use a divine sealed Cure IV on yourself to bring you back into shape. Not bad huh?

    So we can use a lot of tools in our macros, what else is useful in them?

    /recast "Ability or Spell" is an extremely useful tool that will tell you how long you have until you can recast a spell you're attempting. Most useful for Refresh I've found. For example, /recast "Refresh"

    /check This is the same thing as alt or ctrl c, tells you a monster's difficulty, and relative statistics.

    /attack - Goes into combat mode with your target.

    /echo "message" Spits out the echoed message into your console, for only you to see.

    Those are some basics on equipment swapping. I'm going to post a reply with my macro change system, the logic, and the understanding behind it in a reply.

    I encourage other RDMs to do the same, I'm sure we all know some tricks of the trade that others don't, and hopefully everyone will learn some useful information.
    Ruic the Red - Retired
    Thanks to FFXI and the community for the good times.
    Moved on to WoW.

  • #2
    CTRL 1: Dia II
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Dia II" <t>

    CTRL 2: Slow
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Slow" <t>

    CTRL 3: Paralyze
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Paralyze" <t>

    CTRL 4: Blind
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Black Silk Neckerchief"
    /equip "Ring1" "Eremite's Ring+1"
    /equip "Ring2" "Eremite's Ring+1"
    /ma "Blind" <t>

    CTRL 5: Gravity
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Black Silk Neckerchief"
    /equip "Ring1" "Eremite's Ring+1"
    /equip "Ring2" "Eremite's Ring+1"
    /ma "Gravity" <t>

    CTRL 6: Dispel
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Black Silk Neckerchief"
    /equip "Ring1" "Eremite's Ring+1"
    /equip "Ring2" "Eremite's Ring+1"
    /ma "Dispel" <t>

    CTRL 7: Silence
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Silence" <t>

    CTRL 8: Combat1
    /equip "Main" "Royal Guard Fleuret"
    /equip "Sub" "Royoal Guard Fleruet"
    /equip "Neck" "Merman's Gorget"
    /equip "Waist" "Life Belt"
    /equip "Ring1" "Sniper's Ring"
    /equip "Ring2" "Sniper's Ring"

    CTRL 9: Combat2
    /equip "Earring1" "Fang Earring"
    /equip "Earring2" "Fang Earring"
    /check <t>
    /attack <t>

    CTRL 0: Heal
    /equip "Main" "Dark Staff"
    /equip "Earring1" "Morion Earring"
    /equip "Earring2" "Morion Earring"
    /equip "Waist" "Royal Knight's Belt"
    /heal

    ALT 1: Cure II (Can use light staff)
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Cure II" <stpc>

    ALT 2: Cure III (Can use light staff)
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Cure III" <stpc>

    ALT 3: Refresh
    /recast "Refresh"
    /ma "Refresh" <stpc>

    ALT 4: Enspell (Sometimes swapped for Haste)
    /ma "Enspell of Choice" <me>

    ALT 5: Buff (Sometimes swapped for Haste)
    /ma "Protect III" <t>
    /wait 6
    /ma "Shell II" <t>

    ALT 6: Blink (Changed to magic blink sometimes)
    /recast "Utsusemi: Ni"
    /ma "Utsusemi: Ni" Ruic

    ALT 7: Phalanx
    /ma "Phalanx" Ruic

    ALT 8: Stoneskin
    /equip "Neck" "Promise Badge"
    /equip "Ring1" "Saintly Ring+1"
    /equip "Ring2" "Saintly Ring+1"
    /ma "Stoneskin" Ruic

    ALT 9: BT
    /ta <bt>

    ALT 0: SleepST (Sometimes swapped for Info, and you may

    want to use a dark staff here.))
    /equip "Main" "Rose Wand +1"
    /equip "Sub" "Rose Wand+1"
    /equip "Neck" "Black Silk Neckerchief"
    /equip "Ring1" "Eremite's Ring+1"
    /equip "Ring2" "Eremite's Ring+1"
    /ma "Sleep II" <stnpc>

    Macros that are important, and are occasionally swapped in from other trays:

    Haste:
    /recast Haste
    /ma "Haste" <stpc>

    Info:
    /p HP: <hp> MP: <mp> TP: <tp> POS: <pos>

    Nukes:
    The method here is just the same as using any black debuff, just change the debuff to a nuke. I usually don't nuke often, but if I am nuking a MB or something, I simply tailor the macro to the MB.

    Weapon Skills, and job abilities such as convert I find are best used from your job abilities or weapon skills menu. Convert is too dangerous to macro IMHO, and weapon skills require enough timing to not be worth mashing sticky macros.

    I'd like to talk about the why/how now that you've seen my macros. Assume that I am starting off having just used my "Heal macro" or CTRL 0, after the last mob.

    A new monster is coming in, so I use CTRL 1, half of the time, I get both wands out, the other half I get one out. This is why Dia II is first, because of this absolutely weird bug in the game. Since Dia isn't effected in any large noticeable way by stats, I use it as a "buffer spell" to help switch me even more into mage mode. Following Dia II, is Slow, which will guaranteed pull out my second wand if it failed the first time, and then paralyze, which all utilize the same gear. Following that I drop Blind if no PLD, skip it if there is one, and finally I only use gravity on mobs that have some weakness to dark. Gravity lasts too short of a time period otherwise, since the nerf. Dispel is used when necessary, but is hard to resist. I usually swap fully in, just to be sure I land it though. Silence should be obvious, you WANT this to stick, so you dump your stats on for it. You may also choose to use a wind staff here. Now we get to the weirder part of my macro system, the combat, and decombat sequence. Combat 1 switches me to a myriad of fighting gear, whereas combat 2 switches me to less important combat gear, and sets me up for additional potency. If a debuff falls, I can simply recast it using any of my previous macros. It costs me TP, but it gives me an effective debuff cast again, with at most 4 stats from my max missing due to lack of morion earrings and royal knight belt. When combat is over, I press my "Heal macro" which replaces my morion earrings, royal knights belts, and then equips dark staff and makes me rest. Since I am set up with my secondary equipment in mage mode, and my main equipment in combat mode, you'd think I would be unprepared for the next mob. But as soon as it comes in, I simply start the process all over, and by the end of Dia II, I am back in full mage mode. When I need to use any of my alt macros, the functions should be fairly obvious.

    But you may ask 2 questions. Why do you only use some +MND for stoneskin? I use it to get a slightly stronger stoneskin, but stoneskin usually isn't worth swapping weapons and losing TP, so I don't use wands for it. And secondly, what the heck is "/ta <bt>"? <bt> is battle target, and will select the "red mob" or the one you, or your party has claimed. Very useful for rapidly selecting a mob that your puller has in a crowded area. This is the first macro I use before debuffing.

    Here's to hoping other RDMs share their methods and secrets.
    Ruic the Red - Retired
    Thanks to FFXI and the community for the good times.
    Moved on to WoW.

    Comment


    • #3
      Re: Insight on Equipment Changing

      Originally posted by Ruic

      /equip "Main" "Willow Wand"
      /equip "Neck" "Justice Badge"
      /equip "Ring1" "Saintly Ring"
      /equip "Ring2" "Saintly Ring"
      /equip "Hands" "Zealot's Mitts"
      /ma "Slow" <t>

      And your other /equip+/ma macros
      The only thing i would change would have your spells being cast first rather then having your equips done.

      Yes, yes.. all of those 5 /equips are done pretty much faster then instantaneously, but its always nice to have a spell casted .000001 second faster ^_~

      But other then that, it will be a very welcome guide to new and even experianced players.

      Comment


      • #4
        Originally posted by Ruic
        /ja "Divine Seal" <me>
        /equip "Ring1" "Electrum Ring"
        /equip "Ring2" "Electrum Ring"
        /p Using Convert.
        /ja "Convert" <me>
        /ma "Cure IV" <me>
        Wait macros are necessary after the job abilities in the above example.

        /ja "Divine Seal" <me>
        /wait 1
        /equip "Ring1" "Electrum Ring"
        /equip "Ring2" "Electrum Ring"
        /p Using Convert.
        /ja "Convert" <me>
        /wait 2
        /ma "Cure IV" <me>

        Also, for the non-melee casters out there. I suggest using <bt> macros instead of <t> macros.

        Other then that, thanks Ruic for taking the time to help out our little community. Always appreciated.

        Comment


        • #5
          I highly advise NOT using <bt>. As a rdm, you are often called upon to sleep any adds - using <bt> get's VERY confusing when the add starts hitting people and the game decides to target them instead of the first mob. For a long time, I didn't use <bt>. Then, due to 1 mistake, my party yelled at me, and so I switched to <bt> like they asked. Then, due to no fault of my own, on the next add, with the main mob targeted, and the add slept, my nuke hit the add and woke it up. I don't trust automation, I'd rather specify my targets exactly.
          For The Horde!!
          Current Gil total spent on gear:
          3,235,000
          Current Gil Value of gear:
          1,151,000
          Laughing when new players complain about prices:
          Priceless

          Comment


          • #6
            My biggest issue now is that I have TOO MUCH equipment to change. I can't fit it in 1 macro anymore.

            CTRL-5 - Aspir
            /equip L.ring "Zircon Ring"
            /equip R.ring "Zircon Ring"
            /equip Neck "Black Neckerchief"
            /equip Waist "Royal Knight's belt"
            /equip Main "Dark Staff"
            /ma Aspir <t>

            and

            ALT-9 - Melee
            /equip L.ring "Balance Ring"
            /equip R.ring "Balance Ring"
            /equip Neck "Spike Necklace"
            /equip Waist "Life Belt"
            /equip Main "Royal Guard's fleuret"
            /equip Sub "Balance Buckler"

            they both work fine, but I'd like to add earrings to switch from Morion's or Wizard/Moldavites or whatever +attack earrings are good, and possibly different leg/hand/back/other gear to my equip swap macros and it just doesn't work. I don't want 2 macros for every single thing I have to do... so I just leave the other stuff out for now. It's annoying. I wish we had more lines available in a single macro. 6 just isn't enough when you factor in equipment swaps.

            Edit: Ohyeah, and using <bt> on MOST macros is fine, but if you're not extremely careful, I guarantee you will get in trouble with it. This mostly has to do with the times that you get adds/links to deal with. I used to have <bt> on my nuke macros because a lot of times I don't have the mob targetted when the skillchain goes, if I'm doing something else, so a <bt> on my magic burst nuke makes things convenient. UNLESS we get an add and I sleep it, then suddenly the slept add is my current <bt> until I actually do something to the original mob. Well, the static did a skillchain and I woke up the slept add with my nuke.

            I'd say only <bt> with Paralyze, Slow and maybe Gravity, since they are spells that won't wake up a slept mob. (not 100% sure about Gravity, I don't remember checking to see if that wakes a mob up).

            In any case, I just changed everything back to <t>. Makes it easier to remember if I KNOW that every spell is <t>, and not mix and match <t> <bt>.
            Ashn - Tarutaru - Midgard
            Windurst Rank 10. Sandy Rank 5.
            ZM14, PM2-5.
            RDM72/BLM37/WHM37/DRK37
            NIN55/WAR30

            Comment


            • #7
              I agree with Atrapos.

              I'm not trying to say <t> doesn't work at all. As long as you change targets manually, it's good to go with it.

              However, when you have multiple adds, you have to deal with them as soon as possible. That's why I prefer <stnpc> to <t>.

              As for <bt>, you have to be very careful of using it. Let's think about the case like this.

              You're fighting with mob A and mob B is added. I manually target mob B and pressed the macro like this.

              /ma Sleep <bt>

              What do you think is going to happen? Well, Sleep goes to mob A since it's still a "battle target."

              Well, I like gear swapping anyway

              Comment


              • #8
                I think everyone should have a standalone macro that says /target <bt>, but that <bt> shouldn't be a part of any frequently used macros. If in normal situations I for some reason drop target, that macro gets it back just fine, and in non-normal situations when I don't want <bt>, I'm already fine, since it is on its own macro. I don't want it, I don't hit it.

                The macro is also nice for picking up targets early, after I see the puller's macro (assuming I'm not the puller) I just mash that macro until the red name pops up. Then you're free to start mashing attack or your first spell macro or whatever.

                Comment


                • #9
                  I used to use <bt> for most of my macros, but from time to time in a difficult situation, <bt> has caused problems, such as casting a DOT spell on the wrong target, making it unsleepable... which only happened once before I stopped using <bt> (though I never used <bt> in a sleep macro for obvious reasons >.>).

                  I use <stnpc> now instead, which only requires me to hit one more button, usually.
                  There will be cake.

                  Comment


                  • #10
                    I use <stnpc> in my sleep macro but haven't had a problem in the rest of my macros, I just manual cast if their are adds

                    Comment


                    • #11
                      i use <stnpc> and <stpc>. i highly recommend it.

                      i've seen noobish mistakes where someone puts a DOT on some non agro but high linking mob. while we were fighting something else.

                      that is a joy i tell you.
                      harr!

                      Comment


                      • #12
                        Re: Re: Insight on Equipment Changing

                        Originally posted by SephirothYuyX
                        The only thing i would change would have your spells being cast first rather then having your equips done.

                        Yes, yes.. all of those 5 /equips are done pretty much faster then instantaneously, but its always nice to have a spell casted .000001 second faster ^_~

                        But other then that, it will be a very welcome guide to new and even experianced players.
                        As weird as this may sound, I like having my spells last because it gives me a few fractions of a second to abort or change my spell. For example, if I am trying to debuff, and accidentally hit Gravity when I want Blind, if I very quickly tap my blind macro before my gravity macro "finishes" I can prevent the casting of gravity. I'm 6'5", so I have really big hands, and being able to instantly correct missing a key, or accidentally hitting two really helps me. :sweat:

                        As for the discussion on targeting, as you can see from my macros I prefer to instantly go to my <bt> with alt 9, then debuff using <t>, which also functions while meleeing since I am targetting the mob anyway. If I have to deal with an add, we're looking at <stnpc>, like in my sleep macro above. If we get an add, I can also quickly "Switch Target" to the new one, after landing sleep, to attempt to further debuff, or bind/gravity if necessary. <bt> is very dangerous to use in your macros, all it takes is one add to instantly change your mind as to how useful it is, as you completely lose the ability to control any of your spells.

                        Ashn- Since you're around my level, I would suggest moving to a macro system like I use for equip swapping. It is the only way to accomodate earrings, and later on a mantle when and if you choose to purchase an amemit mantle for combat, you'd obviously stick with red cape for casting. You can at maximum support 11 equipment swaps under my system, but it is highly doubtful you'll ever use that many. (I mean 2 combat macros, 1 "decombat" macro, and some equip swaps in your actual spell.)

                        Originally posted by Kilgraw
                        Other then that, thanks Ruic for taking the time to help out our little community. Always appreciated.
                        No problem. I really hope to learn something here myself. Besides, our job is complicated enough, learning to maximize our tools and the ways we use them is something every RDM will benefit from.
                        Ruic the Red - Retired
                        Thanks to FFXI and the community for the good times.
                        Moved on to WoW.

                        Comment


                        • #13
                          Originally posted by Uroboros
                          I think everyone should have a standalone macro that says /target <bt>, but that <bt> shouldn't be a part of any frequently used macros. If in normal situations I for some reason drop target, that macro gets it back just fine, and in non-normal situations when I don't want <bt>, I'm already fine, since it is on its own macro. I don't want it, I don't hit it.

                          The macro is also nice for picking up targets early, after I see the puller's macro (assuming I'm not the puller) I just mash that macro until the red name pops up. Then you're free to start mashing attack or your first spell macro or whatever.
                          I prefer the /assist command. I use it as /assist <p#> where p# is the puller for the group.

                          /target <bt> can be confusing in alliances, because <bt> seems to target the mob only if the name is red. There are times when the target has a pink name and <bt> will not target it.

                          All my spells have <stpc> or <stnpc> on them for flexibility. It's very handy in Dynamis where there are multiple mob pulls.

                          <stnpc> doesn't really slow down your casting because you can queue up the next spell and just hit enter when you are able cast it. You have to know when you can start casting though, but most experienced players know when.

                          Comment


                          • #14
                            As a whm I don't have a problem with <bt> very often since I don't cast much on them, but during my time spent as a blm I made a copy of my macros onto a second page. The regular use page had all the nukes set to target <bt>. The other page was set for manual target <t>. While this was a little more work to upkeep, I found it greatly lowered the work required on my part while exping (which means I could go longer with less loss of focus). I could use the easier <bt> nukes to normal exp situations, and then just switch pages when we get multiple enemies to the manual target macros.
                            Whm 75 Blm 37 Brd 75 | Bastok Rank 10 | Whm > Rdm

                            Comment


                            • #15
                              If you put your spell first in the macro line.. how would the spell go off the the stats you are adding with the equipment you are macroing in after the spell? :confused:

                              I have too much equipment nowadays. :dead: Im extremely happy for Gobbiebag 5 and a 80 item mog safe.
                              58 BST / 62 RDM / 31 WHM / 31 BLM / 7 DRG / 4 NIN / 7 SAM / 10 RNG (Rank 5) Bahamut

                              RDM AF complete!!
                              BST AF1-2 completed
                              BST AF Helm completed
                              BST AF body completed
                              BST AF3 pants -Yes, Please

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