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  • #16
    Re: The incredible Nashira

    cool thanks ^^

    I always thought the female Warlock's Tights were funny anyways.

    that was a funny picture lol

    the Nashira looks cool on females too
    Paragon of Red Mage Excellence
    G1 (X) 2(X) 3(X) 4(X) 5(Test aquired)
    San Doria Rank 6
    ZM5, PM2-5, ToAU 1-1


    Which FF Character Are You?

    a male version anyways >.> ... ~.^

    #2 Vivi #3 Kuja

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    • #17
      Re: The incredible Nashira



      Sorry for the stretch of the image but wanted to post my endgame gear looks >.<
      http://kofman2155.blogspot.com/

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      • #18
        Re: The incredible Nashira

        The Red Arabian Mage D: ?
        They gave our pimp hat to others and now they gave BRD's JSE to us. It won't be long until we can wear heavy plates looking armors.
        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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        • #19
          Re: The incredible Nashira

          hehehe yea, wyrmal adjuration has a very armor like feel to it ^^
          http://kofman2155.blogspot.com/

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          • #20
            Re: The incredible Nashira

            Hmm, the stats don't look so good, with no +HMP, +MP, mnd, int, refresh. The skill boosts are minimal, relying heavily on +m. accuracy and haste for cast/recast. -Enmity is pretty good, but not extrordinary. The def isn't that good either.

            It looks best for brd, but lacks +MP. It doesn't seem good for rdm, except for the gloves, situational legs and feet.

            Then again, brd doesn't really get much in the way of good rare/ex/cursed items so that makes sense.

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            • #21
              Re: The incredible Nashira

              This gear is the best enfeebling gear available, maybe not all the pieces shine as much as the legs but each piece maybe with the exception of the head piece is trully final and without rival. I am not a supporter of MP+ for rdm. I don't see the need to use astrals, ethers, serkets, and vivians in order to get that 1:1 convert ratio. I have never found myself lacking mps, except in the early level 50s when I didn't have enough to keep a good refresh chain going. Now with a near base of 600-700 mps I see no need to strive for more.

              My philosphy is simple. Land the enfeeble first try and move on. If your spell is by some means resisted than your forced to recast it. Your not only doubling the recast timer on your spell your also doubling the mp cost for it. The commonly cast slow spell is 15 mps and has a very small recast of 20 seconds. It seems entirly reasonable. But when forced to recast atleast once the spell now costs 30 mps, and has a 40seconds recast. 30mps in rings for example cost tremandous amounts of gil. Yes you could try and stick to zenith, but I don't support anything except dalmatica, and hands. Even with dalmatica, I would still macro in af1 body for +15 enfeebling skill. Wyrmal is another option here but trust me you don't want to have it on while dropping cure on your pld who recently obtained a tatami shield.

              This gear should not be compared to all the possible alternatives as many have their own use. In terms of enfeebling strengh this is hands down the best at the moment (af2 hat, af1 body, Nashira hands, Nashira legs, Nashira feet).
              http://kofman2155.blogspot.com/

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              • #22
                Re: The incredible Nashira

                The only really appealing piece to a RDM would be the pants, since it has more Magic Acc than Wise Braconni as well has +enfeebling magic. All the other pieces there are better pieces enfeebling gear for that slot which are relatively easy to obtain. Wise cap has same amount of +Magic acc as Turban. AF1 body can truely never be replaced. Master Casters Bracelts are as good as having a second enfeebling torque and the crackows should go to a BLM anyway.

                The other real problem with Nashira is the sheer difficulty of obtaining it. 3 main areas of Temenos, followed by 3 very difficult floors of central temenos, followed by Proto-Ultima, who contains all his perks of the CoP BC (Utsusemi skipping Wirecutter and Antimatter for 1200+, plus all breath attacks), randomly targeting Holy II for 900+, and the wonderful Citadel Buster (constant draw in of alliance members, after 30 seconds Ultima blows up (though doesnt die ><) killing all those in the general area).


                And if a RDM got the gages before a SMN, they should be taken out back and shot, unless they have a 75 SMN as well which then its fine, cause shooting yourself is bad.
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                PSN: goboaj (be my friend damnit)

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                • #23
                  Re: The incredible Nashira

                  +MP and +hMPis useful when you're healer, which I like. That's beside the point, as I said the set would be much more improved it it had it, but not that rdm needs it for enfeebing/refresh/haste... more on that later.

                  There is gear that ranges from slightly worse to better than Nashira, which is more easily obtainaned or just slightly less dificult, with comparable acc; or at least +2 int/mnd per magic acc for similar purposes, which also make enfeebs more potent. Some also have large boosts that are indispensible swap items.

                  AF body we just can't ditch, and our AF hat reduces recast timers (if you keep it on), so I'm loathe to remove that as well. Other slots for rings, neck, earring, back, waist, throwing, staffs generally provide more than enough boosts to get enfeebs to stick 80%+ on first cast for exp use. I usually want more mnd for more powerful slow/para, or +MP and +hMP for main or shared cure-ing, where it's a battle of MP attrition rather than efficiency (people don't resist cures).

                  Nashira, aside from a few peices, ends up being more swap gear (like everything else), rather than a real replacement for everything.

                  Quick rundown, taken from mysterytour, removed elemental def stats for space.

                  - Nashira Turban: Magic Accuracy+5 Enmity-5 Haste+2% Spell interruption rate down 10%
                  - Wise CapL: MP+13 Accuracy+2 Ranged Accuracy+3 Magic Accuracy+5
                  - Errant Hat: STR-2 DEX-2 VIT-2 AGI-2 INT+3 MND+3 CHR+3 Enmity-5
                  - Warlock's Chapeau: MP+20 INT+3 Elemental magic skill +10
                  Enhances "Fast Cast" effect
                  - Duelist's Chapeau: MP+14 Adds "Refresh" effect Enfeebling Magic skill+15
                  - Crimson Mask: HP+20 MP+20 Enfeebling magic skill+10 Regen

                  Nashira is roughly even with wise, but has -enimty and haste FTW. However, crimson beats it out badly for enfeebling, with AF better for nuking and a probably more significant fast cast vs. haste. Relic armor simply takes no comers, possibly the best headgear you'll get. M.acc is good across all magic, but it's no replacement for the large specific skill boosts.

                  - Nashira Mantee: Healing magic skill +5 Dark magic skill +5 Magic Accuracy+5 Haste+3%
                  - Chasuble: MP+20 Accuracy+5 Magic Accuracy+5 Enmity-2
                  - Errant Houppelande: STR-7 DEX-7 VIT-7 AGI-7 INT+10 MND+10 CHR+10 Enmity-3 MP Regeneration While Healing+5
                  - Warlock's Tabard: MP+14 CHR+5 Spell interruption rate down 10%
                  Enfeebling magic skill +15
                  - Duelist's Tabard: MP+24 AGI+4 Healing Magic skill+10 Enhances "Fast Cast" effect
                  - Crimson Scale Mail: HP+40 MP+40 INT+10 MND+10 Breath damage taken-10%

                  Nashira is just swap gear here, for dark magic only. If not casting a dark spell, the haste isn't enough to cover bonuses from other armor, and the m.acc is easily out-done by either large boost in skill or mnd/int.

                  - Nashira Gages: Magic Accuracy+3 Enmity-4 Avatar perpetuation cost -1 Haste+1%
                  - Wise Gloves: MND+4 Accuracy+3 Ranged Accuracy+2 Enmity-2
                  - Errant Cuffs: HP-20 MP+20 INT+5 Enmity-2
                  - Warlock's Gloves: MP+12 DEX+4 Parrying skill+10
                  - Duelist's Gloves: MP+18 INT+4 Enhancing magic skill +15 "Magic Def. Bonus"+2
                  - Crimson Finger Gauntlets: HP+20 MP+20 Ranged Accuracy+10 Ranged Attack+10 Dark magic skill+10

                  The Nashira Gloves are good, no doubt about that.

                  - Nashira Seraweels: Divine magic skill +5 Enfeebling magic skill +5 Magic Accuracy+3 Haste+2%
                  - Wise Braconi: MP+17 Accuracy+1 Magic Accuracy+2 Enmity-4
                  - Errant Slops: STR-5 DEX-5 VIT-5 AGI-5 INT+7 MND+7 CHR+7 Enmity-3
                  - Warlock's Tights: MP+13 MND+3 Healing magic skill+10
                  Enhancing Magic skill+15
                  - Duelist's Tights: MP+16 DEX+5 Elemental Magic skill+10 Enhances "Spikes" effect
                  - Crimson Cuisses: HP+25 MP+25 Movement speed+12%

                  Nashira is great for enfeebling, though Errant makes a strong stand too. Both are big pants, with big bonuses... or something. :p Of course, nothing like Crimson for kiting work. Relic makes a good swap. AF is pretty sad (my lvl 31 hume rse is better).

                  - Nashira Crackows: Elemental magic skill +5 Summoning magic skill +5 Magic Accuracy+2 Haste+1%
                  - Wise Pigaches: INT+4 Accuracy+2 Ranged Accuracy+3 Enmity-1
                  - Errant Pigaches: HP-20 MP+20 MND+5 Enmity-2
                  - Warlock's Boots: MP+11 AGI+3 Shield skill+10
                  - Duelist's Boots: MP+15 MND+4 Dodge skill+5 Magic Atk. Bonus+4
                  - Crimson Greaves: HP+15 MP+15 DEX+3 AGI+3

                  Good for MB, otherwise the minimal m.acc and haste isn't worth much. Relic boots better, unless you're getting a good number of resists... which makes me wonder why you're nuking in the first place. Errant better for white enfeebs.

                  Overall, Nashira doesn't suck, but I'd call it far fetched to be incredible.

                  Side note...

                  While MP isn't always an issue, you're easily missing a 100 or so MP by selecting stuff without +MP. That's a pretty significant chunk. While spell efficiency does play a role, it's ultimately base MP that often determines how long you can last between converts if you're with an agressive puller, once spells stick with reasonable sucess. A large pool of MP also has flexibity for heals, buffs, mass dispels which may or may not matter--depends on PT. Rdm isn't just an efeebler and MB-er, and I often find that a pure mnd/int with +hMP gear swap setup just isn't enough for my hume to cope.

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