If you wanted to save space drop macero and sturm, as those are easily the least important pieces. Try for relic head to replace laurel. Don't bother with earrings/Avesta bangles either, stick to Emp+2.
If you wanted to save space drop macero and sturm, as those are easily the least important pieces. Try for relic head to replace laurel. Don't bother with earrings/Avesta bangles either, stick to Emp+2.
Empyrean+2 hands and relic head, yes. There is no difference between enfeebling skill and magic accuracy, aside for dark magic ( and elemental, but there are better pieces depending), which you said you're not carrying a set for. In that case you can just use Empyrean+2 head to save space over laural.
INT earrings are generally a waste since the only INT enfeeble with potency is Blind iirc. Enfeebles with potency affected by Mnd you can cap on most monsters with a decent set without earrings at all.
Last edited by Neisan_Quetz; 02-16-2012 at 11:36 PM.
We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!
- Immunity
In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.
As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.
※The log display for immunity will not be reflected on the test server at this time.
- “Resist hack” (tentative name)
We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.
- When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
- Resist hacks can build up making it possible to lower the resistance further.
- The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
- Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
- If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
- Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)
- Adjustment objective
The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.
There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.
We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!![]()
Devin "Camate" Casadey - Community Team
Translation: This is a massive fix for WHM and BLM, and wont give reason again for RDM.
If, against every bit of pessimism that I feel within every particle of my body, this change includes Gravity and thus Gravity II...that still won't do a whole bunch for Red Mage, but at least Gravity II existing at all won't feel so ridiculous, I guess?
Honestly, I'm just glad the change sounds as though it will cover enough monsters to actually change a thing. Hearing specifically that things such as Legion and Voidwatch monsters will be included is very good news.
This is great information indeed but sadly it will not help much for Red Mage, enfeebling pretty much can be handled by white mage, black mage and scholar. Please do something about Red Mage and work a major revision on this job, similar thing that was done to Scholar and White Mage a few years ago and Puppetmaster + Dragoon of recently.
This update acheves pretty much nothing.
Dia II can't be resisted outside magic shield, Addle lands on pretty much everything (even things like Amaltheia) and as for Slow, if it lands, it lands, if not - zerg fasterrrrr.
Also, "Resist Hack" is useless for RDM - Saboteur wears off whether you land a spell or not. And outside of Saboteur+Slow II/Dia III RDM is gimped SCH that can't cast Embrava/Nuke V. What exactly this change aims to fix again...?
Silly question, perhaps, but will these apply to enfeebling ninjutsu and blue magic as well as white/black?
tandava crackows + chocobo jig + animated flourish = prouesse ring
I'm calling it right now, this is going to end up being a nerf to Red Mage.
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