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#1 Oct 29 2009 at 2:21 PM Rating: Decent
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I have read several post and talked to a few 75 sch and I have still drawn no concrete conclusion on how I should gear my sch for maximum helix dmg. To the best of my understanding I should simply maximize int excluding the use of clubs over HQ ele staff and Yigit feet being better than goliard. Could someone please simply list a bar none no gear excluded max dmg gear set as a sort of guide or goal or explain very simply. I tried to follow a few formulas posted but they involve me knowing mob stats I cant accurately calculate. I apologize if I have overlooked some post which clearly answered my question and if such a post exist I would ask for little more than a link.
#2 Oct 29 2009 at 2:52 PM Rating: Good
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From what i have experienced and read on Wiki, Helix spells are Elemental Magic so in turn Elemental Magic Skill determines the Accuracy of the spell.

INT and Magic Attack Bonus determine the actual DMG done by the spell. So load up on INT and MATK just like you were nuking. I personally have 3 Elemental Obis and the 3 HQ staves to go along with them. Thunder, Ice, and Dark. These along with as much MATK and INT I can pile on help my Helix spells greatly.

Hope this helps. Here is the link:

http://wiki.ffxiclopedia.org/wiki/Helix
#3 Oct 29 2009 at 6:04 PM Rating: Excellent
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For a rule of the thumb on helixes; 1 INT = ~2 Mab (Not an exact number, depends on gear and target).

Most of what you got is correct. Helix is extremely dependent on your INT, because the base damage is so low.
When casting a helix, you should focus on pure damage.
Barring the +15 M.Accu from our merits: There is no target in the game AFAIK that is both Magic resistant AND helix-worthy. So there's little point in making a Helix resistance set. And if you do find such a mob, just use klimaform.

Here is the "Best of the Best" Helix Nuking gear as far as I know; barring augment-able items.

 
Weapon:   Appropriate HQ Staff 
Sub:      Buguard Strap +1  
Ammo:     Phantom Tathlum 
Head:     Scholar's Mortarboard +1 
Body:     Mahatma Houppelande 
Hands:    Yigit Gages 
Legs:     Mahatma Slops 
Feet:     Yigit Crackows 
Neck:     Prudence Torque 
Ears:     Novio & Moldavite 
Rings:    5INT Ring x2 
Back:     Gleeman's Cape 
Waist:    Argute Belt 


There is still room from improvement on that set tho. Namely augmentable pieces (Both regular and Mini-expansion Ones).

From the expansions (Considering what Shantotto's got to offer): The only really interesting piece is the possible "INT +6" Moogle Hat.

From FoV Augments; there's the option of Augmenting your HQ Staves obviously. You can also get some MAB on your rings and the mahatma pieces. Also, you can get extremly lucky and score something above INT+2 from a rune Bow for the ammo.

That about covers it for Helixes




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#4 Oct 31 2009 at 3:47 PM Rating: Good
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Drakonite wrote:
 
Weapon:   Appropriate HQ Staff 
Sub:      Buguard Strap +1  
Ammo:     Phantom Tathlum 
Head:     Scholar's Mortarboard +1 
Body:     Mahatma Houppelande 
Hands:    Yigit Gages 
Legs:     Mahatma Slops 
Feet:     Yigit Crackows 
Neck:     Prudence Torque 
Ears:     Novio & Moldavite 
Rings:    5INT Ring x2 
Back:     Gleeman's Cape 
Waist:    Argute Belt 


There is still room from improvement on that set tho. Namely augmentable pieces (Both regular and Mini-expansion Ones).

Sadly none of the mini-expansion gear is the best of the best for Helix damage. There's actually only 1 piece of non-augment gear which is Maat's Cap that you don't have listed. other than that, the possible MAB on staves which you mentioned and supposedly possible +MAB on Slops nothing in the game currently is better than what you have listed.
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