Bubble Trouble: A Geomancer Guide |
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Bubble Trouble: A Geomancer Guide
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Can anyone post their up to date set for casting indi and geo spells as I look thru the front page and last few pages and couldn't find any. Thanks in advance.
ItemSet 336504
This is like the dream set kinda (most is just conserve MP tbh) Boots can change to Azimuth gaiters +1 for Indi-spells, or for entrust. This much conserve MP isn't needed it's just kinda a stupid set i had lying around on my account for a while and forgot to delete. Edit: Changing club to Solitace woops Offline
Posts: 716
Thanks so much
Does anyone have/have an idea of a decent nuke set that would avoid needing helios?
Shiva.Applesmash
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Eschan Stone ¿
Also missing magic burst DMG set. Sylph.Shadowlina said: » Hmmm, I think this is as close as i can get w/e Helios. ItemSet 336505 Amalric doublet Type D is MAB +20 for NQ, so it has the same MAB as a max augment witching robe, but more INT and magic accuracy. Other minor upgrades would be saevus pendant +1, willpower grip, friomisi earring and yamabuki-no-obi. Maximum Damage(just assume amalric is NQ): ItemSet 337573 Hago legs can technically be better than NQ amalric for pure damage, but you'd need a crazy MAB augment, so easier to just go with amalric. Magic Burst: ItemSet 337576 Aspir: ItemSet 337644 Helios: magic accuracy +25, INT+10, aspir potency +7 Stun: ItemSet 337645 Sleep: ItemSet 337646 Ragnarok.Ejiin said: » Sylph.Shadowlina said: » Hmmm, I think this is as close as i can get w/e Helios. ItemSet 336505 Amalric doublet Type D is MAB +20 for NQ, so it has the same MAB as a max augment witching robe, but more INT and magic accuracy. Other minor upgrades would be saevus pendant +1, willpower grip, friomisi earring and yamabuki-no-obi. But wouldn't Acuity Belt +1 be better in the long run? dropping like +7 INT in the long run? But anyways yes you can for the most part now avoid Helios. Anybody knows if the +indi duration from Solstice is % (like the one on cape) or static (like everything else?)
Also do you know if dualwielding Solstice produces double the amount or if it doesn't stack? Last but not least, anybody thought about going /NIN or /DNC to dualwield clubs? Solstice C + Solstice B would produce the following final stats: 1) Macc +260 (not including INT) 2) Mab +72 3) INT +36 4) Magic Damage +248 5) Conserve MP +12 6) Refresh +1 I mean... looks pretty hot when compared to the other staves GEO has access to. Even when you factor out the FC from /SCH or /RDM and the mab etc, it seems like quite a big upgrade... Of course it would be even better with perf aug Nehushtan:
1) Macc +218 (not including INT) 2) Mab +30 3) INT +46 4) Magic Damage +260 5) Magic Burst Damage +8% (or COnserve MP +14) Slightly different, probably inferior overall and good luck getting perf augments on both. Or Rubicundity x2 1) Macc +275 (not including INT) 2) Mab +52 3) INT +42 4) Magic Damage +248 5) Conserve MP +14 Last but not least Nibiru Cudgel x2, easy to obtain and augment 1) Macc +229 (not including INT) 2) Mab +62 3) INT +42 4) Magic Damage +248 5) MP +100 Offline
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Sylph.Shadowlina said: » ItemSet 336504 This is like the dream set kinda (most is just conserve MP tbh) Boots can change to Azimuth gaiters +1 for Indi-spells, or for entrust. This much conserve MP isn't needed it's just kinda a stupid set i had lying around on my account for a while and forgot to delete. Edit: Changing club to Solitace woops I was looking for ways to maximize "Conserve MP", Geomancy and Handbell skill and I used your item set as a good reference point... only minor changes in the one I threw together. This set assumes /RDM or some other mage job. If you ran /DNC or /NIN you could equip Seveneyes for additional "Conserve MP"+7 if the goal is to maximize that trait at all cost. Thoughts? ItemSet 337814 "Conserve MP"+47* Geomancy skill+67* Handbell skill+33 Augment/Mezzotint assumptions: *Lifestream Cape @ Geomancy Skill+10 *Vanya Slops @ "Conserve MP"+6 (Path C, Rank 15) *Medium's Sabots @ "Conserve MP"+7 That's "Conserve MP"+90 (including Geomancer traits) and I think 456 Geomancy skill and 422 Handbell skill (878 combined total skill). You also get -33% Spell Interruption Rate (assuming 5/5 Spell Interruption Rate merits), for what it's worth! Would it be better to cast in Bagua Pants +1 for the increased duration to Indi-color magic or can you switch to them after you cast? I don't really know if that's a thing. Shiva.Applesmash
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You have to finish cast in pants for the duration to take effect.
So finished my Idris this morning, and just a question about Pet DT sets.
Luopan has latent 50% DT and the cap is 87.5% from what I've read. So you have: 25% Idris 5% Dunna 11% Hands 5% cape Isa belt or handlers earring ...And it's capped? So then you wear Bagua feet, empy head for the regen, and then we'd have room to augment body/legs for pet regen if we so wished it? In all likelihood I'd rather idle in refresh/personal DT gear than worry about augments and pet regen, but just for clarification. Got a decently augmented Malevolence earlier, and for GEO/NIN fun I wonder how good that could work out since it seems to have superior stats to the Sinister clubs for magic reasons. Let Idris work its aftermath magic with a faster offhand with better nuking stats maybe. And another clarification and haven't gotten to melee with Idris yet, but how does the aftermath work out? I've never had a weapon with this type of aftermath before, but most mythic uses go to 3k TP before WSing, what's the specific reason for doing that over a 2k? 50 + 46 =/= 87.5
all you need is idris, dunna and hands and you've capped pet dt by 3.5% Oh good catch, I'm an idiot and didn't carry a one. Hands could be refresh though, and cape is solid for an idle piece. So maybe Idris/Dunna/Cape/Isa is all I need.
Asura.Ladyofhonor said: » And another clarification and haven't gotten to melee with Idris yet, but how does the aftermath work out? I've never had a weapon with this type of aftermath before, but most mythic uses go to 3k TP before WSing, what's the specific reason for doing that over a 2k? AM2 = 2000~2999 TP AM3 = 3000 TP AM1 = magic accuracy AM2 = magic attack AM3 = occasionally attacks 2~3 times Most DD class mythics have physical accuracy > attack > multihit which is why they go for the 3000TP aftermath. A SCH or BLM however usually gets 2000~2999 TP for MAB. The potency gets better the closer it gets to next tier. not sure on actual amounts myself. Chimerawizard said: » Asura.Ladyofhonor said: » And another clarification and haven't gotten to melee with Idris yet, but how does the aftermath work out? I've never had a weapon with this type of aftermath before, but most mythic uses go to 3k TP before WSing, what's the specific reason for doing that over a 2k? AM2 = 2000~2999 TP AM3 = 3000 TP AM1 = magic accuracy AM2 = magic attack AM3 = occasionally attacks 2~3 times Most DD class mythics have physical accuracy > attack > multihit which is why they go for the 3000TP aftermath. A SCH or BLM however usually gets 2000~2999 TP for MAB. The potency gets better the closer it gets to next tier. not sure on actual amounts myself. Does each aftermath replace the other? So I couldn't get AM3, then WS again for AM1 or AM2? Shiva.Applesmash said: » You have to finish cast in pants for the duration to take effect. Asura.Ladyofhonor said: » Does each aftermath replace the other? So I couldn't get AM3, then WS again for AM1 or AM2? AM2 overwrites AM1 and AM2 AM3 overwrites AM1, AM2 but NOT AM3. (need to wait for AM3 to wear to be able to apply a new AM3) For your pet DT question, don't forget you only need ~37% Pet DT to be at cap. The Cap is ~87% and Luopans naturally get 50%, so you only need ~37% in gear to reach the cap. I like having the idea of pet regen augmented telchine set, due to me always having my bard alt around with me all the time, I don't really have to worry about idle refresh gear unless I don't have a luopon out. So I have 4/5 pet regen/DT4% telchine along with random meva or DEF pet stats and luopon stays up pretty long assuming you're not fighting something that constantly attacks every second or just rapes ***like Morimar.
Instead of pet DEF on the snow slot, why not MAB/Macc+MAB?
That way you can get decent nuking without sacrificing pet DT. (Cause you know the moment you switch is the moment the NM will use a AoE and either pop your bubble or put it basically dead.) I don't use telchine to nuke. My telchine set has pet stats for luopon, not myself. If I nuke, I use gs to swap out into my other sets anyways.
Culminus
Shield DEF:60 HP+57 MP+64 "Magic Atk. Bonus"+20 Magic Damage+75 Shield skill +107 Spell interruption rate down 10% Lv. 99 WHM / BLM / Lv. 99 RDM / BRD / SMN / BLU / SCH / GEO Item Lv. 119 Not sure that's gonna be enough for single-wield nuking (comparing it with staff+grip nuking), but it's a nice addition for sure.
Asura.Sechs said: » Not sure that's gonna be enough for single-wield nuking (comparing it with staff+grip nuking), but it's a nice addition for sure. In situations where you can manage to easily get 2999 TP I think you're right.
I still think there's an unnoticed potential in dualwielding clubs for GEO btw. Nobody wants to bother to test/math it out and I don't have the skills/means to do it myself. Ignoring AM2 Idris and dual clubs, Type A Solstice is now the best pure damage nuking option for GEO when paired with the new shield. Combo total: MAB+66, INT+21, Magic Damage+199.
Thoughts on the new GEO staff?
DMG:242 Delay:402 INT+32 MND+32 Resist all elements +20 Accuracy+43 Attack+13 "Magic Atk. Bonus"+30 Magic Damage+226 Staff skill +242 Parrying skill +242 Magic Accuracy skill +228 Quite a bit more magic damage and INT than Lehbrailg +2 for the trade off of MAB. Definitely seems interesting for low tier nukes/ra Ragnarok.Ejiin said: » Ignoring AM2 Idris and dual clubs, Type A Solstice is now the best pure damage nuking option for GEO when paired with the new shield. Combo total: MAB+66, INT+21, Magic Damage+199. Culminus comes from the new Omega/Ultima BC.
Asura.Sechs said: » Ragnarok.Ejiin said: » Ignoring AM2 Idris and dual clubs, Type A Solstice is now the best pure damage nuking option for GEO when paired with the new shield. Combo total: MAB+66, INT+21, Magic Damage+199. Perfectly augmented Rubicundity is only 26 MAB. Type A Solstice has 48 MAB. Both have the same INT/Magic Damage and Magic Accuracy skill. |
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