Mistress Melphina wrote:
Sub Jobs
I'd like to know how /red mage sub job stacks up with /scholar, especially with regards to MP replenishment. /rdm looks a lot more versatile at lvl 80 than /sch does but I'm also curious to know how valuable dispel, phalanx, and stoneskin are with no native enfeebling or enhancing magic skill. Finally I'd like to ask how often you guys use /whm at events and what kind of event setups you use it for... if any.
Ignoring what they have in common, /SCH offers -na spells, Erase, Regen II, Reraise, Drain, Aspir, Sleeps, Strategems (
Accension/Manifestation are amazing), Sublimation, and B+ skills mostly for Sleeps, Drains, and Aspirs. /RDM offers Barspells (
single target only with half skill), Blink, Stoneskin, Phalanx, and the crowning jewel of Convert.
Convert, to me, isn't worth giving up everything /SCH can offer, especially since /SCH offers it's own MP recovery tools. We can Ward for Blink and Stoneskin, so those are purely for convenience, and Noctoshield is marginally more potent than a half level Phalanx, even with merits. Earthen Ward's duration is signficantly longer than Stoneskin, and while you can potentially cap SS at 350, Earthen Ward is always static no matter gear (
and AoE). We can Ward for -Na spells too (
Spring Water), but since Ward is on a universal timer, having the -na spell from sub is more efficient.
Of course, this is all subject to change at 82 when we'll have access to Refresh, but I'd still be hard pressed to give up all the tools /SCH offers for what amounts to Convert and Refresh. I'm admittedly biased against Convert on SMN. On RDM, I almost have a 1:1 convert ratio for HP:MP naturally, so I don't have a lot of +HP gear. This doesn't translate so well into SMN.
I'm a Taru. :( Now as far as skills are concerned. Phalanx, at 118 skill, will only reduce damage by 9 points. 8 merits would only bring that up to 11. Noctoshield will hover around 13 points. Stoneskin fairs slightly better, but at 118 enhancing, you'd need 141 total MND to cap it, 136 total MND with 8 merits. Earthen Ward will do 210 (80*2+50) consistently. Enfeebling (
and elemental I guess) is a crapshoot since you're loosing well over half your skill of a main and all the magic accuracy it includes. This goes the same for Ninjustu, too. /SCH offers the work around of B+ing your skill so you can actually sleep things! 8 merits will never change anything in enhancing or enfeebling (
or ninjutsu but that's outside the realm of SMN so I don't care what you do).
Dispel is, fortunately, naturally accurate, so a half level enfeebling skill doesn't matter. Both /SCH and /RDM offer it.
I stopped using /WHM when /SCH offered most of the same tools. Boils down to offering Viruna, Stona, Divine Seal, and Barspellras. I only bring out /WHM if I knew I'd be using Viruna and Stona a lot, for specific mobs.
Mistress Melphina wrote:
Special stats for Macroes
I'm familiar with the basics of summoning magic macroes and how to use my staves and perpetuation gear. What I'd like to know is how to implement blood pact recast delay into my rage and ward macroes. I believe I read that you can use both blood pact ability delay as well as maximum summoning magic skill gear in the same blood pact but I haven't found the info on it recently and I'd like a refresher on how that would work. For example, if I have both Penitent's Hat as well as Evoker's Horn can I use both of them in the same macro and not screw it up, or will I have to limit myself to one or the other?
If you use Spellcast, precast in -BP Timer, midcast in BP gear, aftercast in Idle or Perp gear.
If you don't use Spellcast... the concept is that exact same. Have your -BP Timer gear on
before you activate the BP. Avatars check your gear at the time they use the ability. So inbetween when you use the BP and when the Avatar uses the ability, while it's readying, equip your gear.
As for what to equip for a BP, that depends on what you're using. Physical Rages will favor Enhances Accuracy, Enhances Attack, and Skill. Magical Rages will favor Avatat|Pet: MAB and skill (and magic accuracy but there's not much out for it). Wards exclusively favor Skill.
Mistress Melphina wrote:
Gear Selection:
My knowledge of summoner gear cuts off around the ZNM/salvage era and before then. I already have a perpet -3 + pet attack/r attack + 8 Fay Crozier and the level 35 pieces for morrigan's head, legs and feet. I also have Avocat's Pigache's and Goliard's Chapeau plus the summoner's belt and Conjurer's Ring. I don't know anything about abyssea or VNM drops for summoner though and the only other major rare/ex set's I'm familiar with are Oracle and Zenith plus misc things like Yinyang and Evoker's Ring. I'd like to know what kind of toys I may want from the newest stomping grounds S-E has added in the past year and a half.
AF, Relic, Marduk, Oracles, Goliard, and Nashira will cover a lot. Nashira has become even more useful since /SCH offers Drains and Aspirs too, for MAcc and Dark. If we could ever figure out where Augur comes from, that'd be amazing. Teal will fill in for spells outside of Avatars.
Some items to look into are Spurrer Beret, Lore Robe, Arcane Robe, Serpentes set, Summoning Belt, Caller's Sash, Accord Hat (if it's found), Tiresias' Cape, and Divertr Ring. -Emnity Gear is useful in super low-man or solo situations, but not terribly important, keeping hate more on the pet and less on you.
Edited, Aug 19th 2010 9:14am by jlejeune