Forum Settings
       
Reply To Thread

Turning Marauder into a FFXI DRKFollow

#1 Sep 29 2010 at 6:07 AM Rating: Decent
**
602 posts
I've been customizing my marauder to be a FFXI DRK. I think this shows promise. Thought I'd put this out there so we could discuss it and see if we can improve the build.

Currently I'm doing STR(x*5)>DEX(x*3)>PIE(x*2), x being the amount of points to be allocated.
I thought to stop allocating points in piety for the moment until I start testing how hard of a time I have landing debuffs and such.

I've been leveling thaumaturge along with it.

http://ffxiv.zam.com/en/abilitylist.html?name=&rank_low=&rank_high=&class=22&equip=1&order_by=

sacrifice, poison, slow, gravity, bio, dia, absorb-spells, siphon mp, drain seem like the best low level choices.
Because of the limited amount of slots some compromises will have to be made. Probably take out bio and poison at the very least.

light swing, bloodbath, skull sunder, disorient all seem to fit well. build tp with light swing, spend it with skull sunder (less tp than trunksplitter, keeps a good rythm).

None of this is set in stone. Lets discuss what you think and what could improve the build.

I'm running late to class now, but I'll go over this post when I'm back, maybe calculate the skill slots till level 20 and so.

____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#2 Oct 04 2010 at 9:04 AM Rating: Decent
Scholar
**
935 posts
Someone in my shell is doing something similar and has liked the results, but I don't know the details.
____________________________
http://www.ffxiah.com/player.php?id=311334
#3 Oct 04 2010 at 11:59 AM Rating: Decent
**
761 posts
Sounds interesting, glad someone is testing out stuff like this!
____________________________
FFXI: Gonz on Titan

FFXIV: Ninja Wind on Besaid

WoW: Ninjawind on Andorhal-US

[ffxisig]137247[/ffxisig]


#4 Oct 07 2010 at 2:44 PM Rating: Default
**
602 posts
I was so off when I posted this!

I redistributed all of my stats.

I switched to a 4str/3dex/1vit distribution, then when got into the 10 points range raised it to 5str/4dex/1vit.
My thau got a bit back atm, I need to do some catch up. But even so, I can stick gravity and slow with no problem. Seems piety wasn't needed after all. I'd like to know how things are once I get absorb-stats spells.
____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#5 Oct 07 2010 at 11:03 PM Rating: Good
Sage
****
8,531 posts
this thread is an interesting idea. i can see the possibilities, you know, turning glad into a pld with conj skills, or mrd into a drk with tham skills.

makes me wonder if there are any hybrid gears out there, stuff with say, +mp and +dex, or +mag. acc and +acc on them. i know some items exist with one or the other, but if you can find one with both you might want to snatch it up if you find yourself having trouble landing things.

alternatively, i think there is a glad skill that lowers magic resistance or something. maybe think about looking into that. not certain what rank glad it is tho.
____________________________
Quote:
The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
- MojoVIII
i have bathed in the blood of many. my life was spent well.
feral druids do it on all fours.
The One True Prophet of Tonkism.

http://therewillbebrawl.com/
#6 Oct 13 2010 at 8:30 AM Rating: Decent
**
602 posts
Ok, so I'm a marauder 18 now. Had been getting some resists gravity on harder mobs as I started to play in parties.
I changed it for disorient. Does the same, instant, no mp cost. Stacks up to 3. God, I cant find the words to explain how awesome it is.

I'm having problems finding debuffs that are worth it due to the fight's short length.
Need to get my thau higher to test more or resists.
____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#7 Oct 14 2010 at 5:53 AM Rating: Default
**
602 posts
got my thau to 10 last night.

punishing barbs... owns. it doesn't scale. its 1=1 damage reflection. the duration decreases. but the whole point of this build is spike damage. its a MUST have I'd say. I killed 6 three star level 20 crabs that ranked red yesterday thanks to it.
____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#8 Oct 14 2010 at 12:52 PM Rating: Decent
5 posts
Really interested in how this turns out :) I have been trying something similar. My main goal is the absorb-X stuff and maybe some debuffs if they are worth it, but I feel that at high level we'll be using more of our melee stuff so I wanted to keep the casting time short.
#9 Oct 15 2010 at 11:45 AM Rating: Decent
14 posts
really find this being an interesting idea. Just like DRK our MP pool will be very small but unlike DRK we cannot just sit to regain it. If a person is going to be casting more such a DRK style MRD, we would want to increase our MP pool. so by doing this is the dmg lost going to be equal, less, or greater then the damage gained from absorb-X spells and such?

I think someone will not get a decent feel for this type of spec until the 20's when exp starts to drop and mobs scale higher. Anyone been able to test this in the 20+ range? currently at 21 i find myself using 100% MRD abilities, maybe shock spikes if i am doing a multi-mob levequest, and second wind for a post battle heal.

I myself would test this but i have not yet leveled thaumaturge.
#10 Oct 15 2010 at 12:52 PM Rating: Decent
**
602 posts
There are plenty of abilities to recover MP, such as Radiance (its like bloodpath, but with MP); however I don't think that, so far, this is an issue. I mean, the current battles are too short to deplete your entire mp gauge, and you could always make a macro to swtich jobs to conjurer, cast tranquility, and then switch back to marauder between fights.

I do think this might change when the changes that have been announced that encourage party playing are introduced.
____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#11 Nov 13 2010 at 12:08 PM Rating: Decent
4 posts
Hey Maj, just wondering how the DRK is coming along?
i loved my Dark Knight in FFXI and am trying the same thing here.
Got my MAR to r20 and parked it, leveling my THM right now. its r12.

Any further progress?
#12 Nov 14 2010 at 4:43 PM Rating: Decent
**
602 posts
Bigtotoro wrote:
Hey Maj, just wondering how the DRK is coming along?
i loved my Dark Knight in FFXI and am trying the same thing here.
Got my MAR to r20 and parked it, leveling my THM right now. its r12.

Any further progress?



Honestly? Not good.
I've stopped testing further skill combinations until SE implements the new patch and leveling my mage jobs to 20 becomes a matter of a few hours since the outlook seems so grim.

On one hand debuffing the mobs isn't very worthwhile. At least not with 90% of the things I've fought as they have minimal HP and the party just blows through them with two punches and a weaponskill.
Do I land the debuffs? Sure. But why bother?

And so far the marauder acc is simply too broken. I've stopped leveling my thau just before absorb acc, so I'm not sure if this wouldn't fix it... but according to the thau forum it isn't showing any noticeable results.

I've been working on some tanking setups lately with my mar since we get so many hate grabbing skills, and it looks promising... I still haven't tested it in party play though as I'm leveling a bunch of subs at the same time.

I'm thinking that and stygyan spikes would work really well. But it isn't quite a dark knight lol



But I'll take another into a DRK like setup once the update hits!
____________________________
FFXI: Dashiel. (Asura) Puppetmaster.
FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.
FFXIV Signature
#13 Nov 16 2010 at 1:26 AM Rating: Good
Avatar
***
3,564 posts
MajidahSihaam wrote:
I mean, the current battles are too short to deplete your entire mp gauge, and you could always make a macro to swtich jobs to conjurer, cast tranquility, and then switch back to marauder between fights.


Just noting that that would only work if you already had Tranquility set on your action bars and kept it there. Any ability with a timer is automatically set to its highest recast when you first equip it, and from recollection Tranquility has a 10 minute timer on it even if it isn't cross-classed. It doesn't have an AP cost though so it shouldn't get in the way of any build since I can't think of a way to use up three full bars.
____________________________
FFXI (Retired)
Naiya | Mithra | Windurst | Rank 10 | 1st Lieutenant | Ragnarok
WAR: 75 MNK: 75 SAM: 66
RotZ: O | CoP: O | ToAU: O | Apoch Nigh: O

WoW
Naiyah | B.Elf | 85 Rogue | Stormscale
Doubleday | B.Elf | 85 Paladin | Stormscale


FFXIV Signature
#14 Nov 16 2010 at 1:29 PM Rating: Decent
*
157 posts
Stygian Spikes (THM 16?) is all you ever need for unlimited MP (as long as you are the focus of some attacks)

OFC it can be cast on you by a THM, or CON hybrid. I know I keep it on my bar "D

I started leveling MRD during the first week or two, as I saw one of the only job crit techniques available. Maybe you cats can help me out:

Does the (MRD 28?) crit move work on spells, or just TP moves? Some cross class folk in here, hope someone has tested the move out on a disciple of magic.

Edited, Nov 16th 2010 2:37pm by SpelunkerOne
____________________________
[center][img]http://ff14sp.com/tools/lodestone_data/imgs/Aleister Crowley Bodhum 3 Legacy.png[/img][/center]
#15 Nov 16 2010 at 3:37 PM Rating: Decent
*
219 posts
What do you do about abilities being pushed off your bar when you switch between classes due to insufficient action points? Just macro them back?
____________________________

#16 Nov 17 2010 at 10:31 PM Rating: Good
This was one of my goals, since I enjoy both THM and MRD. Why not combine into its own class? DRK, RDM, PLD, etc.. all FFXI classes can and should be made. Thats why we have control over point distribution..

I am currently lvling THM since its fun with parties. But I think I should work on MRD now and incorporate the THM skills.

I just wish they both shared the same clothing!


Hope this works....
____________________________
FFXIV Signature
#17 Nov 20 2010 at 12:29 AM Rating: Default
**
608 posts
i pertty sure it will work seeing how you can be pertty much anything you want in this game.
#18 Nov 21 2010 at 1:51 PM Rating: Good
chopstx wrote:
What do you do about abilities being pushed off your bar when you switch between classes due to insufficient action points? Just macro them back?


You should have a macro to clear out all your previous action sets before changing class.

Check this macro site: http://www.ffxivcore.com/blog/244/entry-559-guide-to-macro-set-up/

This way, you dont have that action being bounced off to each slot or that error for no more action points sufficient.
____________________________
FFXIV Signature
#19 Nov 21 2010 at 2:02 PM Rating: Good
Ok, this is where I am now. I am 18 MRD and 20 THM. I am trying to play as a DRK where my MRD incorporates THM spells.

I don't think I have a good balance between Point Allotment and Actions. I need to work on this because I struggle to kill yellow mobs. As THM, I was comfortable to take on yellow mobs easily (or confidently). As MRD (DRK), I am scared.

Point Allotment:

STR 55
VIT 45
DEX 55
INT 18
MND 55
PIE 37

Action Sets (Action Pts):
Light Swing (0)
Broad Swing (0)
Fracture (3)
Foresight (3)
Skull Sunder (3)
Brutal Swing (3)
BloodBath (3)
Second Wind (3) (PUG ability)
Disorient (3)
Absord ACC(3) (THM ability)
Sacrifice II (2) (THM ability)

What I think:

I think I need to switch out MND and put most points in STR, DEX, VIT, PIE. In that order.
I think I need to unequip cure cast spells, because it takes too long to cast. Usually when I use the spell, the mob hits me for the same amount of damage. Wasted effort.
Maybe I should use Punishing Barbs and use it as part of the fight. It's cheating but it will get the job done. I won't get as much SP.

Any thoughts?
____________________________
FFXIV Signature
#20 Jul 30 2011 at 1:29 PM Rating: Decent
5 posts
Not sure if I should necro this or not.. but seeing as it is exactly what I'm looking for: is making Marauder into a DRK viable? Or should I just wait until DRK becomes playable? (We've all seen the concept art!)
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#21 Aug 05 2011 at 4:54 AM Rating: Decent
I've tried this build as well, works surprisingly well at lower lvl. Don't really have much issue landing Scourge, and its a great opener for Damnation. The only thing is i'm not really sure what damnation dmg is based on outside earth/water/ice, being that its an Umbral attack. Considering the low mp you have using THM skills, Damnation is pretty good for regaining mp, and it stacks with bloodbath. Till I had a bit more of an mp base, I mainly stuck to using sacrifice to keeping my health up. I was assuming this builds focus was dark magic, so I made sure to increase earth/water/ice, purely to back Umbral attacks. I did notice though, for higher lvl mobs, higher PIE did help at landing debuffs. Even though I have my dex is nearly equal to my str, sometimes on higher lvl mobs I miss alot. So having the ability to spam Scourge, sometimes saves my arse when I need a damage spike. An example of this was I was level 10 and I was fighting a lvl 16 mob. I will look foward to the drk release, but in the mean time this is a great idea. I could see it be useful at higher level. I looked around, and there was other people who seemed to enjoy this as well:

http://forum.square-enix.com/ffxiv/threads/2003-Thinking-of-making-an-MRD-THM/page3

Some people on that forum tried to knock it, but a veteran showed its potential. Though it seems like he went more of a general route in using THM skills, and not just the dark magic side of it. What is your guys take on it?



Edited, Aug 5th 2011 6:55am by XyphonCromwell

Edited, Aug 5th 2011 6:55am by XyphonCromwell
#22 Aug 17 2011 at 3:21 AM Rating: Decent
Scholar
46 posts
I'll have to try out damnation with Scourge 2. I currently have 48 THM and 35 MAR, but mainly only use Stygian Spikes 2, Sacrifice 3, and Siphon MP 2 (after each fight). I was hoping to utilize the ABS line of spells, but haven't really felt the need to during my grinding since coordinated battle regimens finish mobs off so quickly.

My original goal was to play my MRD as a DRK, but I just feel like a MRD using a few random THM spells.
____________________________

#23 Aug 18 2011 at 9:55 AM Rating: Decent
Scholar
46 posts
Damnation was definitely not worth it, regaining 2-3 MP for 1000 TP - use that TP for a real attack! Stygian Spikes + Siphon MP are more than enough mana regen. I did add Absorb TP, Absorb ACC, and Absord ATK today and was very pleased with the results. I originally tested the stat absorbs when I first got them and had resist problems, but with solid PIE I had no issues landing them today.

____________________________

Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 17 All times are in CDT
Anonymous Guests (17)