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Man, I forgot my Igqira Tiara..Follow

#1 Feb 28 2012 at 7:59 PM Rating: Good
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So last night I was playing with some friends getting some +2 Items in A-Konch.

I was building our Azure up solo'ing Blm/brd, and mashed the Bind Macro with most my Enfeebling gear on it, and realized I had left some pieces behind in MH. And it got me thinking..

Back when I solo'ed blm on pets and pudding pre abyssea days, enfeebling gear with so very helpful landing those sleep, binds etc. Now I rarely see people Macro'ing these pieces like I used too, but maybe I am not catching it.

My question to you is, in this stage of post Abyssea endgame, are you using those precious inventory spaces keeping those Enfeebling + pieces we all used to love/need?

Or is it pretty much whatever at this point, and if it resists you, it is immune to the spell in the first place?


Since I am trying to refocus my playtime back to BLM, I am curious. Inv space is at a premium at this point.


Thanks :)

#2 Feb 28 2012 at 8:00 PM Rating: Decent
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I sold mine, personally.
#3 Feb 28 2012 at 8:18 PM Rating: Good
I still carry my enfeebling set around, but I don't really need it. My enfeebling is capped and very rarely am I resisted. I do use it in VW situations to ensure I land a proc, like blind. But in VW, you rarely want to enfeeble the mob in case it comes up as a proc later. Nothing worse than waiting for something to wear just so you can proc it.

Since I play mage jobs almost exclusively, I am looking to consolidate and have 1 enfeebling set I can wear on all jobs, instead of carrying around JSE other than AFv3.
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#4 Feb 28 2012 at 8:35 PM Rating: Decent
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Sold all of it long time ago.

Some days I wonder why I even have all 8 staves. for procing in abyssea all I want is for the spell to land and not grab hate from the NM.

#5 Feb 28 2012 at 10:07 PM Rating: Good
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A few of my "unique to one job" pieces got chucked into storage, but I still have most of my enfeebling set on BLM, as well as the whole +hMP set that has been pretty much retired on all the other jobs. (I call it my Smurf outfit, since the oracle's cap, wizard's coat+1, and Nisse slacks totally make a Tarutaru look decidedly Smurflike.)

If nothing else, the alternate outfit configurations keep me from being a total clone to everyone else on that job, especially since I don't run Spellcast (but do run BMN) and thus won't end up in my idling outfit automatically. There's been a few times I've warped back to Jeuno and realized I was still wearing my Igqira Tiara, wizard's coat+1, and Nashira seraweels. A quit hit of my Empyrean resting gear outfit fixes it, but I've gotten some surprised /checks from that.
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#6 Feb 29 2012 at 7:24 AM Rating: Good
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I still have my enfeebling set for the moment. Once I cap enfeebling skill I do expect to get rid of it partly because of the diminishing return of the added skill level at 99 vs. 75, but mostly because I really need the inventory space.
Sad reason.
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#7 Feb 29 2012 at 10:30 AM Rating: Excellent
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I still use my enfeebling set. It doesn't matter so much as it used to, at least not right at the moment. But SE says they're going to remove a lot of the NM's immunities to various enfeebling spells. And I do expect that there will eventually be content again where the ability to stick an enfeeble will be both challenging and helpful.

One thing to consider when looking at having a specific enfeebling set is the difference between that and what you can put together from gear you're already carrying. There is a LOT more to choose from now, and you may well have some of it. As an example, at 75, most BLMs nuked in an Igqira Weskit, which was useless for enfeebling. Wizard's coat/+1 was absolutely essential gear, with enfeeb skill +10/12.

At first, I was going to show how an AH BLM can use a Teal Saio for both nuking and enfeebling, and have "good enough" performance. But then I realized that Praeco Doublets are down to 20k. The doublet has INT+15, MND+15, and m.acc +5, which is a fantastic enfeebling piece and will out-nuke a saio. An AH BLM should probably just wear that and forget about the rest. A well-geared BLM will be nuking in Goetia Coat +2, with m.acc +11, and may decide that is good enough for enfeebling as well, although the doublet is clearly superior.

There is one other consideration here... BLMs still occasionally sleep things. Sometimes things that are beating on us. And enfeebling skill gives us one thing that m.acc and INT/MND do not: fewer spell interruptions. Manawall makes that less important than it used to be, but it's still something you might want to think about. Is it something you want to carry extra gear for? Probably not.
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#8 Feb 29 2012 at 11:16 AM Rating: Excellent
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I still have my full enfeebling set in tact. I'm somewhat low on pack space on BLM and SCH, but it hasn't gotten bad enough for me to get rid of it. If it comes to a point where I have to get rid of stuff on BLM or SCH, I'm not sure what kind of gear I would look to get rid of first. I would probably get rid of certain pieces, rather than entire sets. I would get rid of Macero Grip and Sturm's Report first before trying to free up space by getting rid of my Igqira Tiara or Lappas. Though I would probably get rid of Tiara/Lappas before Enfeebling Torque, since Torque can be used on other jobs as well.
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#9 Mar 02 2012 at 8:09 AM Rating: Good
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I also have my full enfeeble set pretty much intact. Because of the point out that macc can be better than skill (and I have full +2 on blm) I killed my +1 af shirt on all my enfeeble macros just now. (It's still in the resting set however.)

Don't know if I'll get rid of my iggy tiara or enfeeb torque or nash pants any time soon. Tho if I'm still overdoing it I may get rid of the tiara too for space reasons; the rest of my enfeeb set I can use on whm too if needed. :) The fact that I can use those pants on both whm and blm is why I went for nash pants in the first place. Lucky all but torque and tiara of that set I can store on the porter moogle. :)

Edited, Mar 2nd 2012 9:19am by maryadavies
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#10 Mar 02 2012 at 10:37 AM Rating: Excellent
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I'd say rampant immunity to enfeebles killed carrying such a set more than progressing past such enfeebles being necessary.

A decent set of debuffs turns any 18 man fight into a 6 man fight, usually...
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#11 Mar 02 2012 at 11:28 AM Rating: Excellent
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I've been pondering a way to revamp the debuff system, namely to emphasize RDM as its specialist, but it'd just kinda feel like pissing in the wind with the unlikelihood of SE considering what I had in mind.
#12 Mar 02 2012 at 2:21 PM Rating: Default
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I hope its as good (Smiley: rolleyes) as your last idea tying it to RDM melee.
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#13 Mar 02 2012 at 2:26 PM Rating: Decent
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I think he's being sarcastic...
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#14 Mar 02 2012 at 2:31 PM Rating: Default
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No I am actually being serious. This and adjusting enhancments from RDM via melee as well, its all in the RDM forums on the FFXI main site if you want to read it.
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#15 Mar 02 2012 at 3:03 PM Rating: Good
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Seriha wrote:
I've been pondering a way to revamp the debuff system, namely to emphasize RDM as its specialist, but it'd just kinda feel like pissing in the wind with the unlikelihood of SE considering what I had in mind.
Increase the attack speed, casting speed, movement speed, etc. of mobs such that you can't stand to do a fight without slow, para, addle or silence, and gravity. And make it both possible, yet reasonably difficult to land those enfeebles such that you really want to have a RDM there to do it. Boom, RDM has a purpose.

Yes, I understand that I basically just advocated making fights *harder*, so that a RDM is needed to bring them back down in difficulty to what's reasonable. I understand that some people are not going to like that suggestion, but I see it as a better form of challenge than making mobs into complete a**holes that one-shot alliances and/or require various gimmicks to beat.
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#16 Mar 02 2012 at 3:39 PM Rating: Decent
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Or let things like paralyze affect TP moves (they currently effect nearly every other action but). Or gravity to actually land (it essentially allows all DD to eat meat all the time.)

Or give RDM disease or amnesia limiting the mobs abitlity to spam TP moves all the time.

The issue is not with easy fights, the issue is with TP move spam, that renders enfeebles useless in most every occasion. This combined with the fact that enfeebles are either hit or miss, there is no in between, stack all the MACC gear you want and it is still binary on/off. For most sh*t you don't need a staff, let alone MACC or skill gear to land stuff. Just that chance the mob isn't immune.

They need to fix enfeebling magic itself, and actually make it useful. In order to do so you need to.

1. Allow spells to land (within reason elementals should have resistance to opposite elements like they do for other things) with reasonable skill/MACC. (edit: Get rid of outright immunity, and return to high resistance, Kirin for example was highly resistant to stun but in a lot of MACC gear you could stun effectively even to the point of RDM/DRK chain stun burn.)

2. Allow Enfeebling Magic skill to determine potency, This is to create distinction amongst RDM and SCH(/RDM) as the top two enfeebling potency jobs for teir one spells.

3. Adjust the ability of enemies to utilize TP moves as frequently, by either allowing paralyze to prevent TP moves, adjusting their TP use frequency directly, or provide RDM (natural Enfeebling specialist) Disease plague and amnessia.

These three steps will fix enfeebling, while keeping the current fight difficulty the same, but a hell of a lot easier with an enfeebling class (RDM or SCH/RDM) just like debuffers, and buffers should do.


Edited, Mar 2nd 2012 4:43pm by rdmcandie

Edited, Mar 2nd 2012 4:51pm by rdmcandie
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#17 Mar 03 2012 at 12:38 AM Rating: Excellent
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rdmcandie wrote:
I hope its as good (Smiley: rolleyes) as your last idea tying it to RDM melee.


I'll humor you despite the snipe, but overall, it's a bit drastic given SE's current state of do-as-little-as-possible.

Basically revamp all enfeebles to function like DNC steps or TH building with RDM being the only class able to level them up through repeat casts. Something like Slow I would be changed to a default 30% rate with Enfeebling/MND/MACC just affecting accuracy. Landing another Slow I again would bump it up to level 2, or 40% potency. Slow II would start on level 2, but going Slow I then Slow II would take it to level 3, but at a diminished percentage like 43%, up to however many levels SE deems appropriate until 60%, but I'm thinking anywhere between 10-15.

Merit spells would all become scroll learned, their current levels instead functioning as level jumps. Slow I with 5 merits in the Slow category could net a Slow level 6 effect, while Slow II would be 7. Gear that directly enhances enfeebling magic would be a default +1 level. Also, landing a "level up" would add a short amount to the debuff's current duration, that way you're not spending so much time to build it up just for it to poof. Saboteur would still retain its doubling property in this process, only in regards to the debuff level.

Just for you, though, I do want to include a melee aspect to this through the form of a tiered job trait I'd simply call Coup de Grace. 3 tiers, each time you WS, every debuff on the mob is leveled up by whatever tier level you possess. This would allow a RDM to level up a wider array of debuffs more quickly and with greater MP efficiency. Additionally, Enspells can receive a small chance to level up any debuffs of their respective element on-strike, T1s being 1 level while T2s would be 2 on success.

Of course, there's still the matter of enfeebling spells needing greater representation if it is to be the role and combination debuffs could also be a consideration (like splitting Gravity's -Movement and -EVA as an easy example, but consider something like Bad Breath). I'd also like to see Break be a bit different than Stun, instead incapacitating a mob for a longer duration with a potent -DT% applied to curb kiting or zerg exploits. And I know you sh*t your pants the last time I mentioned Dischord, but the ability to affect a mob's level is something unique RDM could assuredly use on HNM-tier prey.

And no, you'll never shake me from wanting the class to be more melee friendly despite how "fine" you think it is and how that status otherwise translates to community neglect and scorn. Regardless of the fun you, GG, and Cid like to have at my expense, it needs higher utility and some advantages in absence of raw damage. What you alluded to attempts to offer that, just as what I noted above with CdG and Enspells also tries to do.
#18 Mar 03 2012 at 10:20 AM Rating: Default
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Why not just make enfeebling magic effect potency on top of MND and INT like healing magic and enhancing magic, then poof RDM is the best enfeebler naturally. Of course that is assuming the spells actually are of any use.

Like I told you on the main forums, there is no point building a house on a foundation made of sand.
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#19rdmcandie, Posted: Mar 03 2012 at 1:21 PM, Rating: Sub-Default, (Expand Post) I didn't lose my sh*t, I pointed out how the ability as you described it (lowering a mobs level by 5 or some sh*t, not looking through the thread).
#20 Mar 04 2012 at 6:01 AM Rating: Excellent
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It's almost like if SE wanted to emphasize a specific element of difficulty about a fight, they couldn't manually go in and tweak a specific monster's stats higher...

Drop all the bad and assumptive math for a second with a total disregard to other balancing factors like MP cost and (re)cast times, drop all your dislike toward me and trollish tendencies, and seriously ask yourself why it's okay for SE to promote job discrimination like a need for WHM in a curative capacity, but any time the subject veers toward RDM and possibilities, it's always a sea of no's, minimalistic crap that changes nothing, or further deviates from the class concept (usually through emphasis of never being able to swing on anything that isn't an EP unless outside of their party).

Discriminations aren't going anywhere. So, the whole, "Well, SE just shouldn't do it..." line won't fly. Maybe the foundation of the job is rotten, but if you want to sit there and say nothing can be fixed, and no a few more % from INT/MND won't fix anything, don't sit there and pretend everyone should just buy your opinion when I see people here, at the OF, and even BG say RDM needs help. Where is certainly a subject of disagreement, but it's not in RDM's best interest to be a -1 clone, be it WHM, BLM, SCH, or a very distant WAR. RDM deserves to be its own entity with its own unique edge. For now, I base whatever idea roughly on what we do have now, but I'll never agree to the pure caster element some strive for. They've got SCH if they really want some WHM/BLM hybrid, with SCH/RDM being ahead of RDM/whatever in pretty much anything RDM would do now.
#21 Mar 04 2012 at 8:51 AM Rating: Decent
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Drop all the bad and assumptive math for a second with a total disregard to other balancing factors like MP cost and (re)cast times, drop all your dislike toward me and trollish tendencies,


and your solution (the increase potency on casting more spells) to the problem of MP cost and recast timers is to reward casting the same spell numerous times. Isn't that an even more dependent on MP and recast.

Again the whole foundation of enfeebling magic is crap. You can stack as much as you want on the top end, but if the spells do not land (regardless how much MACC) and the spells do not have a meaningful impact (they do not disrupt TP spam) then it is a fluff addition.

Until Enfeebling Magic is actually useful and beneficial to a group then it will always be considered not needed.

New ideas are fun and good to discuss, but just like when we argued over curing magic changes (you wanted a new type of spell that was like a cure 4.5 iirc) the core of the issue must be fixed first. The easiest way to knock out two birds with one stone is to base the adjustments on enfeebling magic, providing potency, and actually being a factor in spells landing.(get rid of outright immunity, and base the landing of spells on fractional resists like elemental magic)

Once the system works again, then you add the fluff on top.

Edited, Mar 4th 2012 11:18am by rdmcandie

Edited, Mar 4th 2012 11:19am by rdmcandie
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#22 Mar 05 2012 at 4:40 AM Rating: Good
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And SE's already planned to adjust resist rates, however that pans out. Still doesn't quite solve other issues with enfeebling like being inconsequential on weaker prey, not being different enough from other jobs (both in potency and variety), and some just outright being useless even if they do land.

Playing the waiting game just doesn't work for RDM. That same waiting game is what got us to this point.
#23 Mar 05 2012 at 5:31 AM Rating: Decent
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Playing the waiting game just doesn't work for RDM. That same waiting game is what got us to this point.


You are missing the point.

Enfeebling itself does not function.

Adding new stuff to a job is great, but all it changes is that jobs ability to operate in a system with severe restrictions, and highly limited usefulness.

The system needs to be fixed, not just land rates, but the usability of some of the spells.

You are on page 10, and have skipped right over pages 1-9. RDM is still presently the best enfeebler, it doesn't need any tools to define it as such (having access to the best enfeebles in the game from both schools speaks to that).

The system is broken, and until it is fixed via spells landing, mobs TP spam lowered (be it enfeebles like para affecting them or an adjustment to TP mechanics) and until the binary (on/off) function of enfeebles is addressed (partial resists to duration and potency) nothing else added on to the end will make a damn bit difference.
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#24 Mar 05 2012 at 11:44 AM Rating: Decent
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rdmcandie wrote:
Gravity II is a 40EVA) 20% Decrease to evasion this is about a 26% increase to Hit rate (52ACC).
To increase ACC by skill you would need 52 Skill
Which is an increase of 8 levels.

Blind II is an (up to) 30 point decrease to ACC (15% Hit rate)
Which is the same as 17.5% ACC or roughly 35 Skill
Which is an additional 6 levels(ish)

This is wrong. Reducing a mob's evasion by a certain number of points is exactly the same as increasing a player's accuracy by that same number of points. -40 evasion is not the same as +52 accuracy; it is +40 accuracy.

rdmcandie wrote:
The system is broken, and until it is fixed via spells landing, mobs TP spam lowered (be it enfeebles like para affecting them or an adjustment to TP mechanics) and until the binary (on/off) function of enfeebles is addressed (partial resists to duration and potency) nothing else added on to the end will make a damn bit difference.

I agree with you that TP spam from mobs is a problem, and enfeebling doesn't do much to help that problem. It would be nice if it did. Meanwhile, there ARE ways to reduce TP feed - to a limited extent.

I also agree that hard mobs being immune to most/all usefull enfeebles is stupid. But SE has said they are going to fix that. We don't need to rant about it anymore.

And on mobs that are not outright immune, some enfeebling spells (and some other non-enfeebling debuffs) do indeed have partial resists. You act like that isn't the case.

Lastly, regarding potency from skill: I think I could be persuaded to support potency from skill. But I would also point out that if a SCH/RDM has enough skill to land something, then a RDM who wants to differentiate himself could just as well look at MND/INT gear. That is assuming potency isn't capped anyhow - but if something is going to be changed, it doesn't necessarily have to be implementing potency from skill. Also, I would more-readily support additional tier-2 spells for RDM only, along with tweaks to make sure they stay relevant.

Edited, Mar 5th 2012 12:46pm by VxSote
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