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#1 Mar 05 2009 at 6:54 PM Rating: Excellent
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I decided to post a list of gear sets for various times, be it endgame or maximizing certain spells. Essentially lists of gear to set a goal for. Hopefully this will be helpful to others. This is to give an idea of what is needed to maximize a certain aspect of SCH through gear. Any input ideas that I might have missed will be greatly appreciated.


Work in Progress

For these gear sets I'm going to use Hume SCH/RDM stats as a base which are:
INT = 70
MND = 65

Maximizing your Stoneskin(ra)

Under Light Arts
Using 256 Enhancing Skill Base
(256/3) + MND = 180 * 3 = 540 - 190 = 350(Max Stonskin)
MND must equal 95 or higher.

Water Staff MND+4
Errant Houppelande MND+10
Penitent's Rope MND+5
Errant Slops MND+7
Errant Pigaches MND+5

This adds 31 MND, when combined with Hume base of 65 that's MND 96 which hits Stoneskin Cap

Under Dark Arts
Using 210 Enhancing Skill Base
(210/3) + MND = 180 * 3 = 540 - 190 = 350(Max Stonskin)
MND must equal 110 or higher.

Raptor Strap +1 MND+2
Goliard Chapeau/Argute Mortarboard MND+5
Promise Badge MND+5
Errant Houppelande MND+10
Devotee's Mitts +1 MND+6
Penitent's Rope MND+5
Errant Slops MND+7
Errant Pigaches MND+5

You can also swap out:
Devotee's Mitts +1
For:
Rainbow Cape
and
Scholar's Bracers

Another Idea is adding a Rainbow Cape will allow you to use a Bugard Strap +1 and NQ Devotee's Mitts

This adds 45 MND, when combined with Hume base of 65 that's MND 110 which hits Stoneskin Cap


Maximizing your Phalanx(ra)/Enspell(ra)
Enhancing Torque Enhancing Skill +7
Augmenting Earring Enhancing Skill +3
Argute Gown Enhancing Skill +7
Merciful Cape Enhancing Skill +5
Scholar's Pants Enhancing Skill(Light Arts) +15

This adds 22 Enhancing Skill or 37 while under Light Arts

For Phalanx:
Base Skill: 210 + 22 = 232, (232/10) - 2 = 21
Base Skill + 4 Merits: 210 + 22 + 8 = 240, (240/10) - 2 = 22
Base Skill + 8 Merits: 210 + 22 + 16 = 248, (248/10 - 2 = 22
Light Arts Skill: 256 + 38 = 294, (294/10) - 2 = 27
LA + 4 Merits: 256 + 37 + 8 = 302, (302/10) - 2 = 28
LA + 8 Merits: 256 + 37 + 16 = 309, (309/10) - 2 = 28

For Enspell:
(( enhancing_magic_skill / 20 ) + 5 ) * (1 + weather_modifier + day_modifier)
Base Skill: 210 + 22 = 232, (232/20) + 5 = 16 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 16~21 Max Damage
Base Skill + 4 Merits: 210 + 22 + 8 = 240, (240/20) + 5 = 17 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 17~22
Base Skill + 8 Merits: 210 + 22 + 16 = 248, (248/20) + 5 = 17 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 17~22
Light Arts Skill: 256 + 38 = 294, (294/20) + 5 = 19 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 19~26
LA + 4 Merits: 256 + 38 + 8 = 302, (302/20) + 5 = 20 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 20~27
LA + 8 Merits: 256 + 38 + 16 = 310, (310/20) + 5 = 20 * ( 1 + 0, 0.1, 0.25 + 0, 0.1) = 20~27

Maximizing your Spikes
This is basically a super INT build, as far as I understand the spike damage is based on INT and to a lesser extent MAB. At least based on Wiki info.

Kirin's Pole INT+10
Bugard Strap +1 INT+1
Phantom Tathlum INT+2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 *2 INT+4
Mahatma Houppelande INT+11
Mahatma Cuffs INT+6
Snow Ring *2 INT+10
Gleeman's Cape INT+5
Penitent's Rope INT+5
Mahatma Slops INT+8
Goliard Clogs INT+4

This adds 76 INT, when combined with Hume base of 70 that's 146 INT

Blaze Spikes
= integer [integer ((INT + 2) / 12 + 4) * (1 + Magic Atk. Bonus)]
= integer [integer ((146 + 2) / 12 + 4) * 1.2]
= integer [integer (16.33.....) * 1.2
= integer [16 * 1.2]
= 19

Ice Spikes
= integer [integer ((INT + 10) / 20 + 2) * (1 + Magic Atk. Bonus)]
= integer [integer ((146 + 10) / 20 + 2) * 1.2]
= integer [integer (11.76) * 1.2]
= integer [11 * 1.2]
= 13

HNM Minimum (320/120)

Ice Spells Gear

Aquilo's Staff Elemental Skill +10, INT +5
Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's M.Board +1 INT +5
Elemental Torque Elemental Skill +7
Morion Earring +1 *2 INT+4
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring *2 INT +10
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2

Alternative gear choices:

Argute M.Board Elemental Skill +7
Gleeman's Cape INT+5
Penitent's Rope INT+5

Another option is:

Elite Beret +1 Elemental Skill +5
Gleeman's Cape INT+5
Argute Belt INT +5, MAC +2

Using the assumption MACC = Elemental Skill you get this:
256(Dark Arts) + 16(Merits) + 52(gear) = 321 Elemental Skill/MACC
70(SCH/RDM) + 5(Merits) + 47 = 122

All spells only Ice Weather Bonus

Ice Grip/Thunder Grip/Wind Grip/Water Grip/Fire Grip/Earth Grip MAC +2
Phantom Tathlum INT +2
Argute M.Board Elemental Skill +7
Elemental Torque Elemental Skill +7
Moldavite Earring MAB +5
Novio Earring MAB +7
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring *2 INT +10
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2

Hume SCH/RDM Int Merited: 75 + 7(Hailstorm) + 7(Cream Puff) + 32(Gear) = 121
Elemental Magic Skill Merited: 272 + 42(Skill) + 6 MAC = 320 Total

Alternate Ice Weather Bonus setup:

Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Argute M.Board Elemental Skill +7
Elemental Torque Elemental Skill +7
Moldavite Earring MAB +5
Novio Earring MAB +7
Scholar's Gown +1 Elemental Skill +15, INT +3
Genie Gages Elemental Skill +8
Snow Ring INT +5
Omega Ring INT +3 MAC+3
Merciful Cape Elemental Skill +5
Argute Belt INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2

Hume SCH/RDM Int Merited: 75 + 7(Hailstorm) + 7(Cream Puff) + 31(Gear) = 120
Elemental Magic Skill Merited: 272 + 42(Skill) + 7 MAC = 321 Total


Enfeebling Skill/ACC

Ice Grip/Wind Grip/Water Grip/Earth Grip/Dark Grip MAC +2
Elite Beret +1/Elite Beret Enfeebling Skill +5/+4
Enfeebling Toque/Spider Torque Enfeebling Skill +7/+5
Enfeebling Earring Enfeebling Skill +3
Scholar's Gown/Glamor Jupon Enfeebling Skill +15(w/ Dark Arts)/+3
Argute Bracers Enfeebling Skill +7
Balrahn's Ring/Omega Ring/Insect Ring MACC +4/+3/+2
Altruistic Cape Enfeebling Skill +5
Argute Belt MACC +2
Scholar's Pants Enfeebling Skill +15(w/ Light Arts)
Avocat Pigaches Enfeebling Skill +3

In Dark Arts: Enfeebling Skill +45, +42 if using NQ Elite Beret and Spider Torque.
MACC +9~11
256(Base) + 42, 45 + 16 (Merits) = 314~317 Enfeebling Skill
Total: 314~317 + 9~11 = 323~328 Skill/MACC

In Light Arts: Enfeebling Skill +48, +45 if using NQ Elite Beret and Spider Torque.
MACC +9~11
256(Base) + 45, 48 + 16 (Merits) = 317~320 Enfeebling Skill
Total: 317~320 + 9~11 = 326~331 Skill/MACC


Helix Damage
I'm using this formula: [(user int-mobs int)+25]*(user mab/mob mdb)*(nq/hq staff bonus)*weather*day
Using this formula you can see that in almost all cases INT > MAB in gear slots when a good amount of INT can be gained. It takes MAB +7 to beat INT +2 using the formula.
Also another note Elemental Skill/MACC can be important to reduce resist rates.

Super INT Build

Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 *2 INT+4
Mahatma Houppelande INT+11
Yigit Gages INT +5, MAB +2
Snow Ring *2 INT +10
Gleeman's Cape INT+5
Penitent's Rope/Argute Belt INT +5/INT +5, MAC +2
Mahatma Slops INT +8
Goliard Clogs INT +4, MAC +2

This adds INT +65. Lets give an example on damage for these as to what you can expect (assuming 70(Base) + 5(Merit) + 65 (Gear) + 7 (Creampuff) = 147:
Using a level 84 Aura Statue's INT of 70 the formula would look like this:
Using Storm(Non Hailstorm) and HQ Elemental Staff: [147-70)+25]*(1.26/1)*(1.15)*1.1 *1(N/A Day) = 162
Using Hailstorm(Maxed Merits) and Aquilo's: [(147+7+5)-70)+25]*(1.26/1)*(1.15)*1.1 *1(N/A Day) = 181


You can swap 1 Morion Earring +1 for a Novio Earring MAB +7 to get a little more damage out of the ear slot roughly bumping up 6-7 damage.
Using Storm(Non Hailstorm) and HQ Elemental Staff: [145-70)+25]*(1.33/1)*(1.15)*1.1 *1(N/A Day) = 168
Using Hailstorm(Maxed Merits) and Aquilo's: [(145+7+5)-70)+25]*(1.33/1)*(1.15)*1.1 *1(N/A Day) = 188

The thing you have to keep in mind when choosing between INT and MAB is if you will be above the mob's INT.


Bio II Max Tick Damage
This Armor set is basically a Max Dark Skill set to try and push the DoT of Bio II up as much as possible for soloing/low man typically.
Bio II damage tiers:
Dark Skill 200 - 210 = 5hp/tick
Dark Skill 211 - 268 = 6hp/tick
Dark Skill 269 - 290 = 7hp/tick
Dark Skill 291 - ??? = 8hp/tick

Bio II duration: 120sec


Dark Torque
Dark Skill +7
Dark Earring Dark Skill +3
Scholar's Gown Dark Skill +15
Diabolos's Ring Darksday: Dark Skill +15
Merciful Cape Dark Skill +5
Argute Pants Dark Skill +7

Dark Skill: 256(DA Base) + 37 (Gear) = 293

This means without Diabolos's Ring, Abyssal Earring, or merits we can already hit the known highest damage tier for Bio II at 8hp/tick.

Haste/Fast Cast
This is more for spells you want to cut down timers and not have to worry about resists or what not, think Utsusemi and Stun to a lesser degree.
Fast Cast is shown as Fast Cast -%(Casting Time)/-%(Recast Time)

Argute M.Board Grimoire Fast Cast -9%/-5%
Loquacious Earring Fast Cast -2%/-1%
Goliard Saio Haste +4%
Swift Belt Haste +4%
Scholar's Loafers Grimoire Fast Cast -9%/-5%

This nets you Haste +8% and Fast Cast -20%/-11% which comes out to reducing your recast times by 19% without haste spell or march songs for Light and Dark Magic spells. For Utsusemi its only a -9% recast bonus.

While using Accession or Manifestation
If you care about getting your AoE recast time down then use these are Grimoire bonuses from Argute Mortarboard(needs verification) and Scholar's Loafers will be canceled while using Accession/Manifestation. Also these will help with Utsusemi casts.

Walahra Turban Haste +5%
Rostrum Pumps Fast Cast -2%/-1%

Totaling out to: Haste +13%, Fast Cast -4%/-2% with a -15% recast time.

Magic Damage Reduction
This combines Magic Defense Bonus gear and and Magic Damage Taken gear to reduce the damage as much as possible.
The cap is 128/256 or 50% on -MDT
This gear set assumes you're using Shell IV which gives 56/256 (~21.9%)

Kebbie MDB +5
Storm Turban MDB +2
Merman's Earring *2 MDT -4% 10/256
Argute Gown +1 MDB +6
Merman's Bangles MDT -2% 5/256
Merman's Ring *2 MDT -8% 20/256
Hexerei Cape DT -3% 7/256
Lieutenant's Sash MDT -2% 5/256 (Item seems to still be placeholder but wiki has it's stats)
Mahant Sandals MDB +2

This means the player can get 103/256 or -40% in Magic Damage Taken. Or if you're lucky and have a Defending Ring you'd have109/256 or -42%MDT. As well as having Magic Defense Bonus +15. The missing slots should be filled with INT or MND depending on what kind of nuke you're trying to reduce the damage from.

Max -Enmity Set
The max you can get is -50. This is mostly for if you're an endgame healer as elsewhere I don't see it worth the -inventory for merits or when not being main healer on long fights. Also I'm excluding gear that requires you to be allied to a nation or choosing a certain item from a quest. This is based off of Bikpik post. I changed a few items around to try and avoid unique gear choices.

Staff Strap Enmity -2
Hedgehog Bomb Enmity -1
Mahatma Hat Enmity -6
Republican Silver Medal/Benign Necklace Enmity -2
Novia Earring Enmity -7
Delta Earring Enmity -3
Goliard Saio Enmity -5
Scholar's Bracers +1 Enmity -3
Trooper's Ring Enmity -4
Serene Ring Enmity -2
Errant Cape Enmity -5
Penitent's Rope Enmity -3
Mahatma Slops Enmity -4
Avocat Pigaches Enmity -3

Without merits this hits the cap of -50 Enmity.

Physical Damage Taken/DEF Build
This is good when you know you'll end up tanking, taking hate, or a monster gets close enough to melee you.

Earth Staff Physical Damage Taken -20% 51/256
Elite Beret +1 DEF +29
Rho Necklace DEF +10
Intruder Earring DEF +6
Bitter Earring DEF +5
Goliard Saio DEF +42
Protecting Bangles DEF +30
Jelly Ring Physical Damage Taken -5% 12/256
Defending Ring Damage Taken -10% 25/256
Umbra Cape Physical Damage Taken -6% 15/256
Star Sash DEF +8
Goliard Trews Physical Damage Taken -3% 7/256
Goliard Clogs DEF +19

This gives you -34% PDT and -10% DT totaling out to: -44% PDT/DT or 110/256. that's only 18/256 short of a capped reduction which is great when taking heavy hits.
This build also gives you an additional DRF +151 this however is less valuable than the -PDT/DT gear because as a mage you have naturally lower DEF and VIT than a melee meaning a monster is likely to still hit you for a high number, the DEF gear will just make the damage they hit you for more constant.

Manaburn EXP gear
Adding this section for a few reasons, it was requested and well its a good idea to see what you can use to maximize your damage on "easy" monsters.

Using Thunder spells respectively and using Puddings as your target (89 INT).

Using this formula to decide which gear would be better:
Tier IV: ((yourINT - targetINT) * 2 + 541) * (resist multiplier) * (staff) * (day/weather Bonus) * (1.00 + yourMAB)/(1.00 + targetMDB) * (target damage adjust)

Using NQ staff you get these equations:
Tier IV: ((yourINT - 89) * 2 + 541) * 1 * 1.1 * 1 * (1.00 + yourMAB)/1 * 1.25
Hopefully my understanding of the formula on wiki is correct. It looks correct when I do the math with my current gear. If not please let me know.

Bugard Strap +1 INT +1
Phantom Tathlum INT +2
Scholar's Mortarboard +1 INT+5
Prudence Torque INT+5
Morion Earring +1 INT+2
Moldavite Earring MAB +5
Mahatma Houppelande INT+11
Vicious Mufflers MAB +5
Snow Ring *2 INT +10
Gleeman's Cape INT+5
Penitent's Rope INT +5
Mahatma Slops INT +8
Yigit Crackows INT +3, MAB +2

This is the best damage combo I've come up with so far.
The math:
((127 - 89) * 2 + 541) * 1.1 * 1.32 * 1.25 = 1119

Using Uggly pendant: ((122 - 89) * 2 + 541) * 1.1 * 1.45 * 1.25 = 1210

Using Novio + Uggly Pendant: ((120 - 89) * 2 + 541) * 1.1 * 1.52 * 1.25 = 1260

Using Yigit Body: ((116 - 89) * 2 + 541) * 1.1 * 1.37 * 1.25 = 1120

Using Morgana's Cotehardie: ((116 - 89) * 2 + 541) * 1.1 * 1.40 * 1.25 = 1145

Using Redingote (INT+5, MAB+4): ((121 - 89) * 2 + 541) * 1.1 * 1.36 * 1.25 = 1131

You can see how the numbers differ based on gear selection between INT or MAB so there is no dead on right or wrong setup for exp nuking.

Edited, Apr 8th 2009 4:45pm by Zagen
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#2 Mar 05 2009 at 11:26 PM Rating: Excellent
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Wait, I thought sch couldn't Spike-ra?

Was I out taking a leak the day that was discussed?

Good stuff though, please keep it coming.

#3 Mar 06 2009 at 6:56 AM Rating: Good
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Not bad, a few things to add:

Rainbow/Prism Cape for the Dark Arts MND setup (Sch's will typically have this anyway). That way you can swap out things like the Raptor Strap for a Bugard and the Devotee's for Scholar's Bracers. (More stuff a Sch might typically have on him anyway.) Tamas Ring is also an item you might consider swapping in.

For Enhancing Magic skill from equipment, the max should be 37, not 38 (doesn't really change anything for phalanx or enspell, but just to be accurate).

And ya, no AOE spikes.

Good compilation though.
#4 Mar 06 2009 at 10:26 AM Rating: Excellent
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Anoobatheart wrote:
Wait, I thought sch couldn't Spike-ra?

Was I out taking a leak the day that was discussed?

Good stuff though, please keep it coming.



Actually I'm not sure now that I think about it lol I guess just running off a tangent I'm at work again and won't be able to actually test this but for now I'm going to edit it to just be Spikes not (ra)

hellbringerx wrote:
Not bad, a few things to add:

Rainbow/Prism Cape for the Dark Arts MND setup (Sch's will typically have this anyway). That way you can swap out things like the Raptor Strap for a Bugard and the Devotee's for Scholar's Bracers. (More stuff a Sch might typically have on him anyway.) Tamas Ring is also an item you might consider swapping in.

For Enhancing Magic skill from equipment, the max should be 37, not 38 (doesn't really change anything for phalanx or enspell, but just to be accurate).

And ya, no AOE spikes.

Good compilation though.


I think Devotee's +1 isn't completely out of reach but I'll add a more budget friendly version to each as applicable, this excludes the 320/120 as there's no budgeting allowed there really.

I left out Tamas because I don't want to assume the player has chosen a specific quest ring/item to be able to do a build if at all possible.

Not sure why I have Enhancing 38... I'll fix that thanks ^^

Edited, Mar 6th 2009 11:35am by Zagen
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#5 Mar 06 2009 at 10:56 AM Rating: Decent
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hellbringerx wrote:
Not bad, a few things to add:
Tamas Ring is also an item you might consider swapping in.


as the saying goes: "There are only 2 rings to choose at the end of CoP: Rajas ring and IWishIHadChosenRajas ring."
#6 Mar 06 2009 at 12:19 PM Rating: Good
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Quote:
as the saying goes: "There are only 2 rings to choose at the end of CoP: Rajas ring and IWishIHadChosenRajas ring."


Heh, ya I chose Rajas too....but still there are those that prefer Tamas.

Quote:
I think Devotee's +1 isn't completely out of reach but I'll add a more budget friendly version to each as applicable


I wasn't suggesting remove Devotee's +1 for the price so much as for the storage -1. Personally, I prefer using as many pieces that I would ordinarily carry as possible for things like a SS build. I can see carying Kirin's Pole for example, because it's a significant bonus. Anything that's going to just give me 1 or 2 MND extra and that's it...meh.
#7 Mar 06 2009 at 1:36 PM Rating: Excellent
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hellbringerx wrote:
I wasn't suggesting remove Devotee's +1 for the price so much as for the storage -1. Personally, I prefer using as many pieces that I would ordinarily carry as possible for things like a SS build. I can see carying Kirin's Pole for example, because it's a significant bonus. Anything that's going to just give me 1 or 2 MND extra and that's it...meh.


Good point lol sorry I just don't bother with AF since other than the -Enmity I don't see a point to have them. I use Devotee's instead of carrying AF. I added a little extra section for them as I don't feel I should limit this just to gear I would think of carrying around ^^ hopefully its clear on extra options.
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#8 Mar 09 2009 at 2:20 PM Rating: Excellent
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Added Helix build as well as a Bio II build and cleaned up missing armor links
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#9 Mar 13 2009 at 9:45 AM Rating: Excellent
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Added Haste/Fast Cast Build and a magic Damage reduction gear set. Not sure what else to add, I can't think of anything else. Anymore input would be appreciated :)
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#10 Mar 13 2009 at 12:07 PM Rating: Good
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wow, looking at this makes me think "jeez, and here I was only gonna make gear sets for +MaxMP, +hMP, INT, curing, and +MAB..."
In retrospect, it seems like this is the optimal gear-set for any sch, (some of us can't really get all the gear mentioned here). Although, I'm only a 22 sch atm (currently building up rdm to 37, so I never have to dink with it again for sch), so I don't have a lot of room to throw around my 2 gil...
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#11 Mar 14 2009 at 6:41 AM Rating: Excellent
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An alternative on the 320/120 build could be to change the head and back slots with the Argute Mortarboard (+7 ele) and Gleeman's Cape (+5 INT) respectively. Might be easier to get depending on your play, too. Would also allow Penitent's Rope in place of Relic belt.

Edited, Mar 14th 2009 11:15pm by Seriha
#12 Mar 17 2009 at 1:23 PM Rating: Excellent
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Seriha wrote:
An alternative on the 320/120 build could be to change the head and back slots with the Argute Mortarboard (+7 ele) and Gleeman's Cape (+5 INT) respectively. Might be easier to get depending on your play, too. Would also allow Penitent's Rope in place of Relic belt.


Thanks. I'll update it for the ice spell setup, I also added:
Elite Beret +1 Elemental Skill +5
Gleeman's Cape INT+5
Argute Belt INT +5, MAC +2

As another option.
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#13 Mar 18 2009 at 7:51 AM Rating: Good
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Check out Omega Ring from Einherjar for 320/120 build. Trumps Snow
#14 Mar 18 2009 at 9:13 AM Rating: Excellent
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haleoale wrote:
Check out Omega Ring from Einherjar for 320/120 build. Trumps Snow


I don't know why but I thought that was from AV. I don't know about it trumping Snow Ring necessarily but it allows the change from MAC Grips to Bugard Strap +1 which means inventory +~6 if you don't carry any of the grips for other things.

Thanks for pointing that out :)

Edited, Mar 18th 2009 10:33am by Zagen
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#15 Mar 18 2009 at 10:31 AM Rating: Excellent
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Quote:
as the saying goes: "There are only 2 rings to choose at the end of CoP: Rajas ring and IWishIHadChosenRajas ring."


I have a Tamas ring and have never once regretted it, i don't think i'll ever change it out. I guess i just break the mold lol.
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#16 Mar 24 2009 at 10:32 AM Rating: Excellent
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Great info, have you looked into a -Enmity build as well? Capping your -Enmity will help a lot spamming cures and AoE buffs.

Feet: Mahatma Pigaches -3Enm +6Mnd
Body: Mahatma Hpl. -4Enm +11Mnd
Head: Mahatma Hat -6Enm +4Mnd
Legs: Mahatma Slops -4Enm +8Mnd
Waist: Penitent's Rope -3Enm +5Mnd
Ear: Novia Earring -7Enm
Rings: Tamas Ring/Trooper's Ring -7Enm +5Mnd (combined)
Back: Errant Cape -5Enm
Neck: Rep. Silver Medal -2Enm
Sub: Staff Strap -2Enm
Hands: Sch. Bracers +1 -3Enm +5Mnd

You can always switch out Mahatama Hpl. for NQ and add a Hedgehog Bomb

With -enmity merits this setup will cap your -Enmity at -50 and give you +41 Mnd for capping Stoneskin.

Other options are:
Concealing Cuffs -5
Delta Earring -3
Fenrir's Torque (nighttime) -3
Goliard Chapeau -4enm +5Mnd
Goliard Saio -5
Goliard Trews -4
Jet Seraweels -4enm +7Mnd
Yigit Turban -5enm +4Mnd
Hydra Gear from Dyna-Tav
Most of Sch AF
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#17 Mar 26 2009 at 2:01 PM Rating: Excellent
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Thanks Bikpik for the -Enmity build I added a version of it to the bottom of the list. I didn't even think about it since I only main heal in merits PTs where I don't worry about -Enmity.
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#18 Mar 28 2009 at 8:40 PM Rating: Good
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In your "max stoneskin under dark arts" setup you mis-added.

65 + 55 = 120.

You can afford to drop 10 MND for other things (like -enmity).
#19 Mar 28 2009 at 11:46 PM Rating: Excellent
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AlexKrycek wrote:
In your "max stoneskin under dark arts" setup you mis-added.

65 + 55 = 120.

You can afford to drop 10 MND for other things (like -enmity).


Thanks lol didn't notice that. I just removed Kirin's pole.
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#20 Mar 30 2009 at 5:06 PM Rating: Excellent
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This will be my second pass because my first pass I think was just too extreme at a 320/120 build using Redingote. I decided to play with the idea of using the new mini expansion body as an alternative for Scholar's Gown +1 for a 320/120 build. This will be my second pass because my first pass I think was just too extreme at a 320/120 build. Here's what I came up with:
For Ice Spells:
Using Hume Stats + Merits + Cream Puff + Max Hailstorm = 89 INT
Using Max Merits + Dark Arts = 272
So I'd need 31 INT and 48 Skill/MACC

Aquilo's Staff INT +5, Elemental Skill +10
Bugard Strap +1 INT+1
Phantom Tathlum INT+2
Argute M.Board Elemental Skill +7
Elemental Torque Elemental Skill +7
Elemental Earring Elemental Skill +3
Moldavite Earring MAB +5
Redingote INT +5, MACC +4, MAB +4 (This is what I'd go if using for endgame)
Genie Gages Elemental Skill +8
Snow Ring *2 INT+10
Merciful Cape Elemental Skill +5
Penitent's Rope INT+5
Mahatma Slops INT+8
Numerist Pumps Elemental Skill +4

Total: INT +36 and Elemental Skill/MACC +48

If Redingote doesn't change I'll add this to the 320/125 ice build section.

Edited, Mar 31st 2009 10:39am by Zagen
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#21 Mar 31 2009 at 7:56 AM Rating: Good
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Quote:
Using Hume Stats + Merits + Cream Puff + Max Hailstorm = 89 INT
Using Max Merits + Dark Arts = 272
So I'd need 31 INT and 38 Skill/MACC


Just wondering if I was reading wrong or if I'm terrible at math, or maybe its a typo, but 272+38 seems to be 310. Using Ice spells this would definately make it up to the 320/120.

For other spells, unfortunately its hard to replace 15Ele skill and 3INT.


On another note, you have a Magic Def gear set, which is similar to an Idle set. I generally use Earth staff, Umbra Cape, Jelly Ring, and Goliard Trews. Not sure if its even worth listing an Idle set since other than -%dt there is no right or wrong, but just a thought.
#22 Mar 31 2009 at 9:37 AM Rating: Excellent
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haleoale wrote:
Just wondering if I was reading wrong or if I'm terrible at math, or maybe its a typo, but 272+38 seems to be 310. Using Ice spells this would definately make it up to the 320/120.

For other spells, unfortunately its hard to replace 15Ele skill and 3INT.


Ya sorry I totally left out the part it was for Ice spells :/ Down side of having an idea when you've been at work for too long. Going to edit to reflect that.

Also where is the 15 Elemental Skill and 3INT you're talking about coming from? I redid the math and 89+31 is 120 so the INT is right and by your numbers on skill which are right I'd only need to make up the 10 Skill not 15. There's a disconnect here i'm guessing you meant make up for that in other gear?

haleoale wrote:
On another note, you have a Magic Def gear set, which is similar to an Idle set. I generally use Earth staff, Umbra Cape, Jelly Ring, and Goliard Trews. Not sure if its even worth listing an Idle set since other than -%dt there is no right or wrong, but just a thought.


The point of a MDB/MDT build is for fights you know you're going to get nuked because there's no way to avoid it. While this might be similar to an idle set it was never intended to be just that.

As to an Idle gear set it would likely include a Vermillion Cloak or Ixion Cloak with AF Hat and Relic Body because usually if I'm idle I'm not doing anything be it casting or being nuked on which is why I left it out since it would have 3 armor that mattered the rest would just be random stuff
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#23 Mar 31 2009 at 11:57 AM Rating: Good
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Quote:
Also where is the 15 Elemental Skill and 3INT you're talking about coming from? I redid the math and 89+31 is 120 so the INT is right and by your numbers on skill which are right I'd only need to make up the 10 Skill not 15. There's a disconnect here i'm guessing you meant make up for that in other gear?


"its hard to replace 15skill 3INT" is talking about our AF body+1. Even with Aury from AV you will not hit 320 skill without the AF body/+1, thats just what I was saying.

Ya I get the point of a MDB set, I wasn't saying replace it with an Idle set. I'm saying that an idle -%dt is similar and maybe you could add it. Sure the refresh piece doesn't really matter, but there are several -%dt to equip while idle, along with high defense gear, possibly resist gear like antivenom earring/insect ring. Just a suggestion.
#24 Mar 31 2009 at 1:25 PM Rating: Excellent
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haleoale wrote:
"its hard to replace 15skill 3INT" is talking about our AF body+1. Even with Aury from AV you will not hit 320 skill without the AF body/+1, thats just what I was saying.


Ah now I see what I was missing thanks i didn't even think of AF +1 body earlier.

Aury + Redingote + Elemental Earring is enough to make up for the skill loss. and the Redingote replaces the INT lost as well. This is how I made my first pass at a 320/120 build but its unrealistic since AV can't be beaten(anymore) yet.

haleoale wrote:
Ya I get the point of a MDB set, I wasn't saying replace it with an Idle set. I'm saying that an idle -%dt is similar and maybe you could add it. Sure the refresh piece doesn't really matter, but there are several -%dt to equip while idle, along with high defense gear, possibly resist gear like antivenom earring/insect ring. Just a suggestion.


I'll put together a -PDT/-DT and DEF build. What you call idle and I call idle are obviously different which is where the confusion was, I never said I thought you wanted me to replace the -MDT/MDB build with an "idle" set I just said that that gear set has nothing to do with what I would consider an idle set because to mean idle is defined as doing nothing (getting his is doing something to me).
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#25 Apr 01 2009 at 6:22 AM Rating: Good
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Quote:
Aury + Redingote + Elemental Earring


7Macc + 4Macc + 3skill

Very close, that setup would have 1 less Skill (assuming Macc=1skill) but maintain the same INT build. Too bad we cant actually get AV to a killable state, then we would have some happy SCHs! Sad the only one I knew of got LM-17.
#26 Apr 01 2009 at 10:46 AM Rating: Excellent
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haleoale wrote:
Quote:
Aury + Redingote + Elemental Earring


7Macc + 4Macc + 3skill

Very close, that setup would have 1 less Skill (assuming Macc=1skill) but maintain the same INT build. Too bad we cant actually get AV to a killable state, then we would have some happy SCHs! Sad the only one I knew of got LM-17.


Aureole is +8 MACC. That sucks to hear about someone with one getting banned.
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#27 Apr 01 2009 at 4:31 PM Rating: Good
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Ya, it was Kaeko...the Kannican LJ guy. Don't know him personally but its the only Aureole I've ever seen on a SCH.
#28 Apr 07 2009 at 8:53 AM Rating: Excellent
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You got a nice 320/120 set there, but for situations where you're not worried about resistance rates (Puddings for example) you can use a set like this:

Main: HQ Elemental Staves
Sub: Bugard Strap +1
Ammo: Phantom Tathlum
Head: Ree Habalo's Headgear (or AF1+1 Head. or Maat's cap if you have)
Neck: Uggalepih Pendant (below 51%mp Prudence Torque above 51%)
Ears: Novio Earring/Moldavite Earring
Body: Morgana's Cotehardie (when not worried about resists, Mahatama Houppelande if you are)
Hands: Vicious Mufflers
Rings: Snow/Tamas (or another +5int)
Back: Gleeman's Cape
Waist: Sea Obi's
Legs: Mahatma Slops
Feet: Yigit Crackows

This should maximize your nuke dmg.

ps. food for thought, stoneskinga w/o any -enmity, creates as much "hate" as provoke
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#29 Apr 08 2009 at 3:52 PM Rating: Excellent
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Bikpik wrote:
You got a nice 320/120 set there, but for situations where you're not worried about resistance rates (Puddings for example) you can use a set like this:

Main: HQ Elemental Staves
Sub: Bugard Strap +1
Ammo: Phantom Tathlum
Head: Ree Habalo's Headgear (or AF1+1 Head. or Maat's cap if you have)
Neck: Uggalepih Pendant (below 51%mp Prudence Torque above 51%)
Ears: Novio Earring/Moldavite Earring
Body: Morgana's Cotehardie (when not worried about resists, Mahatama Houppelande if you are)
Hands: Vicious Mufflers
Rings: Snow/Tamas (or another +5int)
Back: Gleeman's Cape
Waist: Sea Obi's
Legs: Mahatma Slops
Feet: Yigit Crackows

This should maximize your nuke dmg.

ps. food for thought, stoneskinga w/o any -enmity, creates as much "hate" as provoke


I added a build of what I felt was achievable and also useful regardless of day/weather to the bottom of the list similar to the build you posted.

I'm on the fence about adding Ree Habalo's Headgear it could add more damage than SCH AF+1 depending on the build but I honestly haven't seen that headgear until you just posted it which leaves me wondering how attainable it is for most SCHs and leaves me wanting it now lol.
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