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Thread: MRD Builds

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  1. #1
    Player
    Akashi's Avatar
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    Apr 2011
    Posts
    68
    Character
    Gadran Rorholm
    World
    Balmung
    Main Class
    Marauder Lv 30
    Interesting, so far both of the (full) builds displayed are tanking MRDs. Any DD ones out there?
    (0)
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  2. #2
    Player
    Valor's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    52
    Character
    Reina Asahi
    World
    Balmung
    Main Class
    Conjurer Lv 45
    I've seen a couple STR MRDs, their hits are pretty amazing. Usually Lots of STR, DEX, and then whatever in VIT.

    I keep my MRD build for everything else when I rank up, because I find that if I adjust my play-style a little bit, then I don't really have a problem with MP for my caster classes.

    I personal just think of myself as an Off-tank/Crowd Control player. Because nothing makes me happier than saving the mages by popping warmonger than doing a quick chainspell and res on the tank.

    Now that I think about it, I probably don't play my MRD 'right'. But I'll be damned if it isn't fun! Kamikaze Build!
    (0)
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  3. #3
    Player

    Join Date
    Mar 2011
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    412
    Those who question why I don't allot any points into elements must not be aware of the secret.

    Not putting any points into your elements gives you an advantage.





    Ok I won't keep you in suspense. By not assigning your points on elemental stats, it doubles the amount of points you are allowed to reassign on your physical stats. If I remember correctly, instead of having 137 points to reassign, with elements left at base you now have 274 points you can reassign.

    So If I want to switch from MRD tank to MRD DD or just another DD job like ARC or LNC in just one reassignment I could switch my STR to 174 and my VIT to 134.

    If you're a straight warrior like myself, you'll find it very beneficial. But if you take your crafting seriously, then leaving your elements at base would not be wise.
    (0)

  4. #4
    Player

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    Jun 2011
    Location
    Gridania
    Posts
    246
    yep, you have to raise the opposite element. Kind of odd system but it does make sense in twisted way lol.
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  5. #5
    Player

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    Mar 2011
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    So let me get this straight,
    If you are fighting fire, you use wind?
    If you are defending against fire you use water?
    Then, if you want to use fire, you raise fire?

    I'll go along with that, but honestly I've kept my elements at base for months now and haven't notice myself taking anymore damage than the other people in my party. If not assigning points to my elements puts me at a disadvantage then the healers would be struggling to keep me alive on raids. Not only is that not the case, but I'm always the last man standing on a wipe out.

    But like someone has mentioned, they make a difference, just a very small one. So perhaps raising your elements for magic defense is like DEX increasing your Accuracy. That's how it's supposed to work, but that's not what I see happening. Maybe when SE gets rid of Physical Levels and makes stats connected to your job level we'll see a more significant impact.

    Until then, I'll stick with HP gear, Shell, Rampart, Defender, Tempered Will, Decoy, and Emulate when it comes to staying alive against magic.
    (0)

  6. #6
    Player
    Lienn's Avatar
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    Mar 2011
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    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Wind isn't related to fire. The rest is correct tho.

    If you will use fire, boost fire.
    If you will attack fire you use water (and boost water)
    If you will defend from fire, you boost water.

    Defensively talking, boosting fire gives you resistance against ice and boosting wind gives you resistance against earth

    The elemental wheel is (with ">" meaning "stronger against"):
    fire > ice > wind > earth > lightning > water > fire

    So against fire you have water as the strong side, ice as weak side and all the rest is neutral. This might only change a bit if you're dealing with astral and umbral since astral = fire + wind + lightning and umbral = ice + water + earth, which means they will always be "neutral" to each other and to self due elemental composition.
    (1)
    Last edited by Lienn; 08-05-2011 at 05:06 AM.

  7. #7
    Player
    GreyJorildyn's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    All well and good except that's XI's elemental wheel, not XIV's.
    (0)
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  8. #8
    Player
    Lienn's Avatar
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    Mar 2011
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    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by GreyJorildyn View Post
    All well and good except that's XI's elemental wheel, not XIV's.
    This is the "final fantasy" elemental wheel. I already sent SE my concerns regarding the current elemental wheel people assume is correct here...hopefully they will post something regarding it soon. After all its much easier it being a typo, where wind and water were just misplaced than they being using a completely different elemental wheel than any other FF game.

    This typo also explains the hatred regarding it and how the elemental affinity is broken and stuff...because people "think" they're doing the stuff correctly based on the ingame info, which also is supposed to be correct. But if the ingame info fails, all the rest based on it also fails.

    I also asked them to, just like we got the text, we also having the image of elemental wheel ingame...exactly like FFXI had. Its much easier to understand an image than trying to find gameplay info mixed to lore text.
    (0)

  9. #9
    XIV wheel is now 2 wheels.
    Fire > Ice > Wind > Fire >
    and
    Lightning > Water > Earth > Lightning >
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  10. #10
    Player

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    Quote Originally Posted by CTSwiftheal View Post
    XIV wheel is now 2 wheels.
    Fire > Ice > Wind > Fire >
    and
    Lightning > Water > Earth > Lightning >
    Something was telling me Wind beat Fire, thanks for confirming.
    (0)

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