I just made this weapon myself about a month ago. All of the wind weather trials can be done between Grauberg(S) which has almost constant wind and Vunkerl Inlet(S) where wind is uncommon, but not too bad. Here's where I went for the trials.
Trial 93: Grauberg, Brasscaps north of the outpost from around J-7 to L-6. There's a ton of them around, and not many Quadavs, esp toward the eastern side. There's a handful of undead spawns too.
Vunkerl, Ignis Djinn at F-10 through the path west of the outpost. There's only 6 here, and the area is crawling with Orcs and Treants, but you can pull them back up onto the hill, and you should be able to kill at least 5 before they start respawning. Remember you can deploy your automaton without losing Sneak/Invis. Also, an Orc Transport runs right through the pass here, and while they won't hurt you, they can link the orcs down at the bottom of the hill when they "aggro" you, so keep an eye out and just back up a bit when you see them coming.
Trial 95: Grauberg, Wivre spread all around the outpost region. There's nothing aggressive except at the far ends of the area.
Trial 1152: Vunkerl, Robber Crabs/Stygian Pugils all around the outpost. Again, no aggro pretty much, though there's a few Haunt spawns at night.
Trial 1153: Grauberg, Knotty Treants in the big field from H-11 to K-11. You have to be a bit alert here, as chigoes like to hide in the bushes in groups of 2-3. They're not that dangerous though, and easy to spot if you're keeping an eye out. There's also some Goblins wandering over in the western areas.
Trial 1197: Same as Trial 94.
It takes a while solo, especially the arcana trials, but it's easily manageable. Good luck!
Trial 94: Vunkerl, Ignis Djinn at F-10 through the path west of the outpost. There's only 6 here, and the area is crawling with Orcs and Treants, but you can pull them back up onto the hill, and you should be able to kill at least 5 before they start respawning. Remember you can deploy your automaton without losing Sneak/Invis. Also, an Orc Transport runs right through the pass here, and while they won't hurt you, they can link the orcs down at the bottom of the hill when they "aggro" you, so keep an eye out and just back up a bit when you see them coming.
That spot is horrrrrrible. I highly recommend finding the other spot where Djinns pop in that zone. I *think* it was up northeastish around the conflux 3 area. About the same number of pops. This spot only has a few (fairly blind) gigas and their tiger pets. Much safer area ^^
This. The spot is, if you AN warp in, headed towards conflux 0, around the area where the fake campaign fight is. just gotta be able to kill them quickly so that you don't get swarmed, because you can if you're not paying attention, and let me tell you, eating 4 djinngobooms in less than a minute @#%^ing sucks, soulsoother or not.
Honestly, just get someone to donate a burattinaios from the T3 abyssite pop in ulg. range abyssea. They drop very often, and as a pup only weapon often just hit the floor anyways. They make an excellent melee weapon for you and help your automaton to boot. I'm not sure they're the best option now due to the nerf on their TP gain (excluding mythic/emp)but they're certainly well up there. The katers just seem to have horrible delay, so I'd never use them myself. :x
I'm working on the evasion claws myself as we speak though. I'd say evasions overrated too, but I'm a horrible soloer and my evasion gear comes to a grand total of -5, and after lots of solos where I died because I couldn't dodge enough, I'm finally getting around to working on an actual evasion set. XD
Interesting you mention this... I created an evasion gear set specifically for soloing NMs and it makes a huge difference. I've decided to get an Ursine Claws +2 Dbl Attack +10 weapon for fun times... seems to be a decent weapon until I ultimately wrap my grimy little fingers around the Kenkonken. Anyway this is what I use:
Head: Optical Hat
Body: Gules Harness
Hands: Slither Gloves
Legs: Alcide's Subligar
Back: Boxer's Mantle
Feet: Puppetry Babouches +1
Neck: Evasion Torque
Waist: Twilight Belt
Ear1: Brutal Earring
Ear2: Ethereal Earring
Ring2: Heed Ring
In gear alone this adds +67 to my evasion, I also have maxed merits in evasion, so being well over the cap--in Abyssea I only add 1 evasion atma, the other 2 I generally use Sea Daughter for the +5 regain and +30 regen, and Razed Ruins.
This exceptionally well for me; then I swap into my ws gear, which is completely different. Can't wait to finish my weapon.
Good luck to you.
That set is horrible (So are Ursine Claws +2 with Double Attack, for that matter. if you want fun go OA4 claws.) Also, if you hit the evasion cap, don't add more evasion. That's just stupid.
Eva caps at 80%, which is stupid easy to hit vs anything that's not IT++/NM, and fairly easy to hit on low Q abyssea NMs (hai2uGary). This is especially true if you're cool and have AGI/Eva magians.
My Eva sets:
Easy sh*t (lolgary) / Hard sh*t (NMs that aren't blind or tougher)
Main: Wind Path Claws
Head: Cirque Capello +1 / Optical Hat
Neck: Cirque Necklace / Spirit Torque (to cheap for eva torque, and I only use this if I'm fighting something that spams eva down)
Ear2: Kemas / Dark Earring (Phys -2% iirc, only for sh*t with really nasty TP moves, just in case)
Hands: Pantin Dastanas / ....can't remember
Ring1: Blood Ring / Dark Ring (Phys-6% Breath-4% Magic-3%)
Ring2: Heed Ring
Back: Pantin Cape / Boxer's (if I had it, anyway)
Belt: Cirque Sash
Legs: Cirque Pantaloni +1 (I keep af pants on hand and macrod incase I need a quick cure boost if I get hit -too- hard)
with Eva Bonus IV (+60 evasion) and capped eva skill (no merits... I think.... I might have one... I haven't played in a while), this is enough evasion to pretty much ride ichi on anything up to low tier abyssea nms. Usually, I keep nin sub for just-in-case scenarios, such as getting slapped with blind and then the nm getting off a lucky string of crits (possible due to accuracy floor of 20%. They CAN hit you) and a TP move and dropping you into the red, and your puppet does the usual and casts blindna; having shadows is REALLY handy when that happens. You'll notice that for the most part, this is basically just a haste/tp set without any -eva gear. Pup has that much evasion, lol. Mind you, there are scenarios where you really do need to go all out evasion, but in those scenarios, you're either better off swapping to /sch and kite-nuking, or not likely to actually be tanking.
Also, for atma, I used MM/RR for refresh and damage. I only just got my third atma recently due to a long break from the game, but whether I'd actually throw in GH is debatable. In a 2-amta scenario, the loss of RR severely slows down how fast you kill sh*t, and for most NMs, the extra AGI/counter you get from GH isn't as beneficial as the huge damage boost RR provides, and with 3 atma, I can't see GH being more beneficial than say, Apoc or SS.
I remember when people didn't get nuked for simple opinions, and there would be a logical discussion.
I call bullsh*t. That's never happened on alla, even here in the relatively civil pup forum.
Well after starting the trial and realizing how hard it is to get the right weather i think i might try and do both trials at the same time, so when im on i could hopefully find at least one zone being either wind or fire. Im more of a casual player, and will be even more when school starts so working on two trials would be better so i could hopefully get something done each time i log in.
Thanks for the input,
Edit: Actually just started skilling up the mage frame, at 280 magic right now and figured wth, might as well get the ice ones first if they are so easy, then at least ill have a solid dps weapon for dpsing until i can get either the fire or wind ones. I have always been fond of the blm pet putting up some crazy high numbers though. Whats the best way to go about doing the ice trial? Im assuming you are talking about the pet mab ones, i read that the pet has to land the killing blow and ws's dont count, is it best to just throw on the inhibitor, build up tp and keep the pet from wsing? Any suggestions for hunting grounds?
Thanks for all the replies, you are helping me out alot, 8')
Unless you get an unlucky string of hours w/o weather, you can burn through the entire ice path in less than 12 hours. Almost every trial can be done in ulegeurand, and the 1-2 that can't, just go to fei'yin (the basement). Wind is also really fast, with the exception of the trials in vunkerl, because vunkerl can get a little stingy, but for the arcana trials, you can always check sky if vunkerl's being vunkerl. The weather in sky ain't as frequent, but the pots/dolls are a loooot squishier at 90 (seriously, just go sit in despot's hallway and smash dolls for a little while, it's funny. Until you eat meltdown.... then it's not so funny, but hey, djinn do that too, and it hurts a lot more when they do it.). Fire trials are just a **** regardless of what job you're on, because fire weather is so **** rare. The trials aren't difficult, per se, they just take forever because you generally have to wait for firesday 90% of the time. Edited, Aug 25th 2011 1:21am by Jinte