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Augment Posibilities for SCHFollow

#1 Oct 29 2009 at 11:40 AM Rating: Good
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Here is the list of mage friendly augments we get from the fancy Bruce Lee pants.

MP+25 Enmity-4
Magic Accuracy+4
Magic Attack Bonus+4%
Haste+3%
Physical Damage Taken-4%
Magic Critical Hit Damage+10%
Magic Burst Damage+10%
"Cure" Potency+5%
Movement Speed+8%

Here are some list of possible combinations I came up with.

For the nuking SCH:
Magic Accuracy+4/Magic Attack Bonus+4%
For the healing SCH:
MP+25 Enmity-4/Cure Potency+5%
For the soloing SCH:
Physical Damage Taken-4%/Movement Speed+8%(If no Gaiters)/Haste+3%
For the HNM SCH:
Magic Burst Damage+10%/Magic Attack Bonus+4% or Magic Accuracy+4

There are a nice amount of situations we can use these combinations. I think personally I might go for MP+25 Enmity-4/Cure Potency+5%, or Magic Burst Damage+10%/Magic Attack Bonus+4%. I have Mahatma and think that's a fine nuking piece as is.
#2 Oct 29 2009 at 12:19 PM Rating: Excellent
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I'm thinking either of these 2 options:
+Movement and +MAB
or
+Movement and +Haste
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#3 Oct 29 2009 at 12:50 PM Rating: Default
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I am a Hume SCH so i dont know about you guys... but when i am Sch/Rdm for nuking i am really short on MP. I know I need a Serket Ring or Hedgehog Bomb but that craps expensive.

So i was thinking MP+25 and MATK +4.

I have scholar AF pants +1 for healing so no need for anything else there.

Whatcha think?

EDIT: i cant spell

Edited, Oct 29th 2009 3:10pm by Akibakei
#4 Oct 29 2009 at 1:05 PM Rating: Decent
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im a galka and i say NO to the mp....

i can direct you to countless threds but i feel it be pointless....
#5 Oct 29 2009 at 1:28 PM Rating: Decent
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Akibakei wrote:
I am a Hume SCH so i dont know about you guys... but when i am Sch/Rdm for nuking i am really short on MP. I know I need a Serket Ring of Hedgehog Bomb but that craps expensive.

So i was thinking MP+25 and MATK +4.

I have scholar AF pants +1 for healing so no need for anything else there.

Whatcha think?


With only 3 MP merits, my MP goes around 700~. That's more then enough as a Hume SCH/RDM only using parsimony. Never had a problem with my MP, and I gear for INT/Magic Attack/Magic accuracy only.

Here is my nuking with low skill: http://www.ffxiah.com/item_sets.php?id=118478
Here's high skill: http://www.ffxiah.com/item_sets.php?id=118481

I substitute the argute belt for Obi's when I have weather. And I also macro in Ugga Pendant when my MP is low. The Augments on the cap are INT+4/Magic Accuracy+2/Magic Attack+2/HHP+3
#6 Oct 29 2009 at 1:34 PM Rating: Excellent
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25 extra MP accounts for the first nuke, then it's useless unless you rest to full every time, and even then, you need 2 or 3 times restoring your MP to full to save for another nuke. And you have the same -enm in the Mahatma pants. Coupling that augment with the 5% cure potency one would be good for healing, though.

The one I see the best is the macc +4, mab +4. If we take the rough equivalents of "2 int = 1 mab for tier IV" and "1 int = 1 macc when under mob int +10, 2 int = 1 macc when over mob int + 10", we have the following (taking into account the default +2 int):

- The equivalent of 6 int in macc and 10 int in damage if the mob has high int.
- The equivalent of 10 int in macc (since 4 macc would affect macc the same as 8 int) and 10 int in damage if the mob has low int.


So yeah, a more accurate and more damaging Mahatma legs against low int mobs, and a slightly less accurate, more damaging Mahatma legs if the mob has high int.
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#7 Oct 29 2009 at 1:40 PM Rating: Good
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Fine Fine Fine. MACC and MATK it is.

I just started nuking at lvl 74 and this is my first mage job so i am still learning. If i am main healing for sure i will sub whm and have plenty of MP (i have 3 MP merits) but /rdm hurts the pool.

Or would Magic Crit +10% be better than MACC?
#8 Oct 29 2009 at 1:45 PM Rating: Good
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Akibakei wrote:
I am a Hume SCH so i dont know about you guys... but when i am Sch/Rdm for nuking i am really short on MP. I know I need a Serket Ring of Hedgehog Bomb but that craps expensive.

So i was thinking MP+25 and MATK +4.

I have scholar AF pants +1 for healing so no need for anything else there.

Whatcha think?

You're doing something wrong then because I'm a Hume and I don't equip any +MP gear that doesn't run +INT on it because that's the only reason I use it. I can get chain 3-4s on Puddings without running into any MP issues. My max MP is 660ish on average. Do you spam Ebullience instead of Parsimony?
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#9 Oct 29 2009 at 2:04 PM Rating: Good
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I think I might go with cure potency, and pdt. I'm a little worried about the lack of enmity, but I don't think it should make too much of a difference in my playstyle.

I really don't care about +4 mab/mac, since mahatma isn't too far under them. But for sure cure potency, that's hard to come by, and now I can hit 500 on a neutral day, so I'm looking forward to that. And I guess pdt for my idle gear. Another 4% in my idle set sounds nice.

Quote:
I just started nuking at lvl 74 and this is my first mage job so i am still learning. If i am main healing for sure i will sub whm and have plenty of MP (i have 3 MP merits) but /rdm hurts the pool.

The difference in /rdm and /whm mp totals is not worth the loss of /rdm spells, and traits. Phalanxga will easily make up the difference in mp over the course of a few mobs, not to mention a whole party. And the lack of fast cast is visible, and frustrating to me.

Quick, someone, whats the difference in /whm and /rdm mp at 75?
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#10 Oct 29 2009 at 2:04 PM Rating: Decent
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I dont run out of MP in EXP groups really.. its Limbus, Sea, and Nyzul that i am struggling to keep up my MP.
#11 Oct 29 2009 at 2:52 PM Rating: Good
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Akibakei wrote:
I dont run out of MP in EXP groups really.. its Limbus, Sea, and Nyzul that i am struggling to keep up my MP.


Sea I have issues with Aerns and RR. Does your Limbus group ever do restore chests? As to Nyzul I always get Dusty Ether and Elixir for just in case moments or Soulflyers.
For these events I guess a better question would be what kind of support do you get?
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#12 Oct 29 2009 at 3:30 PM Rating: Good
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I try to keep a Bard around since refresh doesnt stack with Sublimation but I cant always get that.

as for restore chests.. no we dont usually :(

I was just thinking that 25 MP would help... not by itself but along with other upgrades. I only have problems with MP when i am in my Nuke/Sleep/Enfeeble Armor; when i am in my healing set I have alot more MP since I use double MP earrings, double MP rings, Hierarch Belt, and Beaks Necklace.

I do see why MACC/MATK would be best on those pants though. Just trying to address a larger issue here with endgame events and MP
#13 Oct 29 2009 at 4:38 PM Rating: Excellent
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Fermion wrote:
Quick, someone, whats the difference in /whm and /rdm mp at 75?


For a Hume, /WHM has 582 MP and /RDM 563 MP. So yeay, 19 MP difference, not worth at all the loss of Phalanxga and Fast Cast (and in case of a dual wield heavy party, enspellga).


Truth is, 5% cure potency is really tempting, paired either with -4% dmg taken (for my cure IV -aga spams in Campaign :P) or the +25 MP -4 enm... But if I get the expansion, I'll probably get the nuking augments.
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SCH 99 PUP 99 WAR 99 RDM 49 NIN 49 SAM 49
Windurst Rank 10, ZM+CoP: The Last Verse, ToAU: Eternal Mercenary, WotG Champion of the Dawn.
#14 Oct 29 2009 at 6:26 PM Rating: Good
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-4% Damage taken and +Movement Speed could make this pants the best iddle piece ever. The problem is that Goliard Trews + Heralds is still probably better.
And even without heralds, SCH can get +12% from Ghetto Gaiters.

5% Cure potency is awesome.
4 MAB (And the starter +2INT) make it slightly better than mahatma for nuking.

Aristio wrote:
With only 3 MP merits, my MP goes around 700~. That's more then enough as a Hume SCH/RDM only using parsimony.


You should only have 656MP from what you posted on your regular nuking setup.

The 25MP option also comes with -4 Enmity that must not be overlooked. Remember that you'd otherwise lose it from swapping Mahatma's into this.

Personally, I really dislike how SCH's nuking options have very limited +MP; and some even have -MP (I'm looking at you Gleeman's ;o).
I have 8MP Merits and I barely break 710MP on what's possibly the best nuking gear for SCH (And 690ish for Helix).
That's really low when compared to many of my other sets (Iddle, hMP, Curing, Etc) that all hover above 850.

Still, if SCH was my only job, I'd probably get the MAB+M.Accu option. Always better to land strong and reliable; and I've managed without having MP on my leg slot.



Edited, Oct 29th 2009 7:26pm by Drakonite
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#15 Oct 29 2009 at 6:58 PM Rating: Excellent
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Thinking of going with the cure potency option. Partially because it also helps my other jobs, but even for sch, it looks like a pretty significant upgrade over anything else we can wear. Any possible nuking option seems like only a minor upgrade from errant/mahatma pants. By swapping from mahatma to macc/matt augment pants, you lose 6 int and gain 4 macc/matt. You're likely to see about a 1% damage increase on tier IV nukes and gain 1 magic acc (except against very high int targets, where mahatma will pull ahead on magic acc).

On the other hand, we don't have anything with even 1% cure potency, let alone 5%. It's like adding half a noble's tunic in the leg slot. This looks like the more appealing upgrade to me personally.
#16 Oct 30 2009 at 8:59 AM Rating: Decent
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Drakonite wrote:
-4% Damage taken and +Movement Speed could make this pants the best iddle piece ever. The problem is that Goliard Trews + Heralds is still probably better.


So what's wrong with getting the -PDT and +Movement pants if your one of the few people that have Herald's? I wouldn't kick +20% movement out of bed.

...anyway, for me it's +Movement for sure, just deciding between +5% cure or -PDT (the two beneficial augments that IMO don't NEED any particular sister augment to make them worthwhile). I'm leaning towards cure potency as we already have Goliard legs for an "oh **** macro. I just really wish it was -Damage Taken or -Magic Damage Taken instead...

Edited, Oct 30th 2009 9:00am by hellbringerx
#17 Oct 30 2009 at 9:51 AM Rating: Decent
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Quote:
So what's wrong with getting the -PDT and +Movement pants if your one of the few people that have Herald's?


+Movement speed equip doesn't add up, you'll end up with +12% if you wear both the augmented +8% movement pants and the gaiters.
#18 Oct 30 2009 at 10:14 AM Rating: Good
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hellbringerx wrote:
So what's wrong with getting the -PDT and +Movement pants if your one of the few people that have Herald's? I wouldn't kick +20% movement out of bed.


Neither would I, but movement speed gear doesn't stack.
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#19 Oct 30 2009 at 1:14 PM Rating: Default
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Funny enough I haven't chosen any of the minisodes gear thus far, and now that I know what the pants options are, this is what I plan on choosing for my SCH.

This will be my choice for Nuking gear:

Selenian Cap
(Head) All Races
DEF: 19 MP+20 "Conserve MP"+3
"Magic Attack Bonus"+2 HP Recovered While Healing +3
INT+4 Magic Accuracy+2

Royal redingote
(Body) All Races
DEF: 40 MP +20 INT +5 MND +5 CHR +5
"Magic Attack Bonus"+4
Magic Accuracy+4

Tatsumaki sitagoromo
(Legs) All Races
Def: 31 INT + 2 MND + 2 CHR + 2
"Magic Attack Bonus" +4
Movement speed +8

Goliard Cuffs
[Hands] All Races
DEF: 18 Accuracy +4 Attack +4
"Magic Atk. Bonus" +4
Magic Accuracy +4
Set: "Magic Def. Bonus"

Cobra Unit Crackows
[Feet] All Races
DEF: 10 HP +22 MP +22
Magic Atk. Bonus +3
Conserve MP +3
Set: Increases Magic Accuracy


This should give me Armor Stats as such:
Def: 118
HP+22
MP+62
INT +11
MND +7
CHR +7
Conserve MP +6
"Magic Att. Bonus" +17
Magic Acc +10
Movement speed +8%
Accuracy +4
Attack +4
HP Recovered While Healing +3

Mostly Thinking about the Magic Attack Bonus stuff being +17, but the added benefits of Mafic Acc +10 and Int +11. I think this is pretty decent.
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#20 Oct 30 2009 at 1:26 PM Rating: Excellent
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jayfly wrote:
Funny enough I haven't chosen any of the minisodes gear thus far, and now that I know what the pants options are, this is what I plan on choosing for my SCH.

This will be my choice for Nuking gear:

Selenian Cap
(Head) All Races
DEF: 19 MP+20 "Conserve MP"+3
"Magic Attack Bonus"+2 HP Recovered While Healing +3
INT+4 Magic Accuracy+2

Royal redingote
(Body) All Races
DEF: 40 MP +20 INT +5 MND +5 CHR +5
"Magic Attack Bonus"+4
Magic Accuracy+4

Tatsumaki sitagoromo
(Legs) All Races
Def: 31 INT + 2 MND + 2 CHR + 2
"Magic Attack Bonus" +4
Movement speed +8

Goliard Cuffs
[Hands] All Races
DEF: 18 Accuracy +4 Attack +4
"Magic Atk. Bonus" +4
Magic Accuracy +4
Set: "Magic Def. Bonus"

Cobra Unit Crackows
[Feet] All Races
DEF: 10 HP +22 MP +22
Magic Atk. Bonus +3
Conserve MP +3
Set: Increases Magic Accuracy


This should give me Armor Stats as such:
Def: 118
HP+22
MP+62
INT +11
MND +7
CHR +7
Conserve MP +6
"Magic Att. Bonus" +17
Magic Acc +10
Movement speed +8%
Accuracy +4
Attack +4
HP Recovered While Healing +3

Mostly Thinking about the Magic Attack Bonus stuff being +17, but the added benefits of Mafic Acc +10 and Int +11. I think this is pretty decent.

What kind of nuking are you planning on doing? If its for exp/low resist mobs V. Mufflers > Goliard. I haven't done the math lately but I'm pretty sure Yigit Feet > Cobra for nukes and definitely for Helix.
If you're thinking high resist mobs than that set won't work unless you have Klimaform up and even then I don't think that would add enough MACC to make the set work.
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#21 Oct 30 2009 at 9:37 PM Rating: Default
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Zagen wrote:
jayfly wrote:
Funny enough I haven't chosen any of the minisodes gear thus far, and now that I know what the pants options are, this is what I plan on choosing for my SCH.

This will be my choice for Nuking gear:

Selenian Cap
(Head) All Races
DEF: 19 MP+20 "Conserve MP"+3
"Magic Attack Bonus"+2 HP Recovered While Healing +3
INT+4 Magic Accuracy+2

Royal redingote
(Body) All Races
DEF: 40 MP +20 INT +5 MND +5 CHR +5
"Magic Attack Bonus"+4
Magic Accuracy+4

Tatsumaki sitagoromo
(Legs) All Races
Def: 31 INT + 2 MND + 2 CHR + 2
"Magic Attack Bonus" +4
Movement speed +8

Goliard Cuffs
[Hands] All Races
DEF: 18 Accuracy +4 Attack +4
"Magic Atk. Bonus" +4
Magic Accuracy +4
Set: "Magic Def. Bonus"

Cobra Unit Crackows
[Feet] All Races
DEF: 10 HP +22 MP +22
Magic Atk. Bonus +3
Conserve MP +3
Set: Increases Magic Accuracy


This should give me Armor Stats as such:
Def: 118
HP+22
MP+62
INT +11
MND +7
CHR +7
Conserve MP +6
"Magic Att. Bonus" +17
Magic Acc +10
Movement speed +8%
Accuracy +4
Attack +4
HP Recovered While Healing +3

Mostly Thinking about the Magic Attack Bonus stuff being +17, but the added benefits of Mafic Acc +10 and Int +11. I think this is pretty decent.

What kind of nuking are you planning on doing? If its for exp/low resist mobs V. Mufflers > Goliard. I haven't done the math lately but I'm pretty sure Yigit Feet > Cobra for nukes and definitely for Helix.
If you're thinking high resist mobs than that set won't work unless you have Klimaform up and even then I don't think that would add enough MACC to make the set work.


ummm... V. Muffler is +5 while Goliard (hands) has 1 less M. Att but ADDS M. Acc +4.. I think thats a GREAT trade off. As far as the Cobra bs. Yigit (feet) I have Goliard feet to take care of Helixes, but I think the conserve mp+3 AND the MP is a better fit for the OVERALL set I have planned.
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#22 Oct 30 2009 at 10:35 PM Rating: Good
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ummm... V. Muffler is +5 while Goliard (hands) has 1 less M. Att but ADDS M. Acc +4.. I think thats a GREAT trade off. As far as the Cobra bs. Yigit (feet) I have Goliard feet to take care of Helixes, but I think the conserve mp+3 AND the MP is a better fit for the OVERALL set I have planned.


That may be so, but Zagen is still correct. When resists aren't an issue, Vicious are better than Goliard. 1 MAB for 4 MACC is a nice trade, but each have their place; if you only plan on having one nuking set then yeah, I see where you're coming from. If not, consider making 3 sets at the least, for Accuracy, Potency, and a good middle ground. Vicious would go in Potency build, Goliard in the middle build.

As for Cobra, they don't really have a place in any good nuking set; trading INT+3 for 1 MAB results in less damage, and it doesn't really make sense to sacrifice damage stats on your damage piece for stuff like HP/MP/cMP. Goliard for Accuracy/Median, Yigit for Potency.
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RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:
MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)
#23 Oct 31 2009 at 6:30 AM Rating: Decent
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LyltiaofLakshmi wrote:
Quote:
ummm... V. Muffler is +5 while Goliard (hands) has 1 less M. Att but ADDS M. Acc +4.. I think thats a GREAT trade off. As far as the Cobra bs. Yigit (feet) I have Goliard feet to take care of Helixes, but I think the conserve mp+3 AND the MP is a better fit for the OVERALL set I have planned.


That may be so, but Zagen is still correct. When resists aren't an issue, Vicious are better than Goliard. 1 MAB for 4 MACC is a nice trade, but each have their place; if you only plan on having one nuking set then yeah, I see where you're coming from. If not, consider making 3 sets at the least, for Accuracy, Potency, and a good middle ground. Vicious would go in Potency build, Goliard in the middle build.

As for Cobra, they don't really have a place in any good nuking set; trading INT+3 for 1 MAB results in less damage, and it doesn't really make sense to sacrifice damage stats on your damage piece for stuff like HP/MP/cMP. Goliard for Accuracy/Median, Yigit for Potency.


Got it.. I will take the advise thanx ^^
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