Leveling up the umbral elements helps. Ice Water and Earth
Leveling up the umbral elements helps. Ice Water and Earth
Thanks for your posts Pangy.
At Rank 45 I'm currently allocating 140 Vit, 115 Mnd, 42 Int, 42 Pie. At about Rank 20 I did some casual testing and concluded that Int and Pie are (for all practical intents and purposes) esentially broken at the moment. I just can't believe things are working as SE intended if ~40 points +/- amounts to nothing more than a trivial difference in magic damage or accuracy.
Still, every once in a while I have moments of doubt, so it's good to hear I'm not the only player who's had this experience...
I am CNJ 50 and THM 50 My Stat build is as follows.
Strength 12
Vitality 65
Dexterity 15
Intelligence 122
Mind 115
Piety 108
This setup works very well for me. Shadowsear usually lands for 700+ Drain MP II is around 200+ MP. DoT such as Dia, Bio, and Burn never are too much trouble to land. Also debuffs paralyze, slow, blind etc... Usually always land. If you are having trouble landing spells i suggest trying Purge. This works very well for me.
A player on Figaro named Kaeko Leta (aka http://kanican.livejournal.com/) recently soloed Dodore and Haughtpox Bloatbelly.
Here are the videos:
Dodore: http://www.youtube.com/watch?v=KazOD98mqr4
Haughtpox Bloatbelly: http://www.youtube.com/watch?v=dKvSEwp9JoI
After watching the videos I remembered this discussion, so I wandered over to FFXIV Pro to check out his stat allocation and found the following:
Strength: 12
Vitality: 174
Dexterity: 15
Intelligence: 17
Mind: 90
Piety: 90
Obviously you will want to max Vit for this kind of soloing, but I also thought it was interesting that he left Int at 17 and didn't bother taking Pie over 90. This would seem to confirm the "diminishing returns" that a few players have mentioned in this thread.
Last edited by Aiko; 03-18-2011 at 12:59 PM.
I don't even want to call them diminishing; they're all-but-unnoticeable.
From 90 PIE to 202 PIE I observed no changes- I don't have a parser, but I imagine there would be -something- apparent in that kind of point difference.
Taking INT from 17-90ish did raise my damage on Dodore's Minions, but after ~100 it just seems so minimal, if it's even there.
Even if >90 PIE does make a difference though, you will always land more than enough to survive with 90, and the extra points do the most good in VIT. Yeah, you can get some extra damage from INT, but adding 100 INT will boost like 10-15% damage...which only really helps your speed, whereas VIT lets you live forever!
This is my biggest issue with the game right now. Between party grinding, camps, class uniqueness, endgame/dungeons, equipment/HQs giving same stats-- the stats of a character/class having no consequence (or benefit) just drives me up the wall.
Even if they added all kinds of endgame dungeons/events/areas in the very next patch, playing through them with 174 VIT on a mage just ruins the appeal for me.
Yeah, this game fell into the Diablo II stat allotment conundrum: all stats except VIT suck.
My priority for stats are MND >> INT >> PIE >> VIT atm. IIRC my mind is about 140, INT is about 110, and PIE is at 90. My vit sits at 40, and i dont have points in anything else. I honestly should remove those 40 points in vit, as well... They're pretty useless to me. I only group... I group grind, I group leve, and I group for NM's so the vit is nothing but wasted points for me, seeing as my shell's tank is pretty amazing. Our casters and archers pretty much never get hit... The only time an archer might take 1 or 2 blows is on a hate reset on Buffalo, but even then its really rare. VIT to my THM is a wasted attribute, and having lower vit seems to boost my shadowsears as well. Not by much, mind you, but when i used to have 90 vit, then dropped to 40 i noticed about a 55-60 damage increase off the average cast against NM's.
Only reason i see a THM ever needing VIT is if they're soloing, or if they group with a terrible tank. The THM cone is so massive that you will never be in any mob's AOE if you use it correctly. Just position yourself better, and recruit a gladiator who can hold hate! You only need 1 tank for every NM... I don't see why people multi-tank adds... It's silly and wasteful.
Yes, high VIT makes soloing a breeze, but- my issue (personally) is that the "vit build" works for everything.
Yeah, you can take MND to 160 if you want to- you'll get some extra MP which you can siphon infinitely anyway, so you don't need more than 700---and base MP's like 950.
And there's the cure potency too. Was it 1 HP per 2 MND?
INT will get you some extra damage, but you receive diminishing returns after the magical 90 marker, and with unlimited MP, it's not like you need to make the most of what you've got. You can just siphon your entire MP pool back every minute and go back to slamming slightly-lower-than-capped magic.
PIE is my favorite stat---or I'd like it to be---but if I'm gonna suffer the same resist rate with 90 PIE or 200 PIE (with gear), it can go to hell.
The above post is me 3-4 weeks ago. I had ~50 VIT, 'cause it adds little HP for DoM, and I maxed my magey stuff. I didn't take hate often, and could full-heal myself when I did, so there was no reason for more VIT.
After switching to high VIT though...it's not that I like the idea, it's that none of the stats are working.
VIT's not any less broken than the rest, but it gives you HP, and as long as PIE is at 90, HP's pretty much your only beneficial stat.
MP's already endless (you can even go into Passive mode during group NMs for free---and instant---MP), PIE only needs to hit 80-90, and INT---while I want to love it (go BLM!)---just doesn't carry any weight when you have unlimited MP. I boost it to 100ish sometimes for Dodore's Minions, but it's only like a 10-15% increase from INT17.
I really hope they address stats/formulas in the next patch, but I'm not expecting it- maybe 2-3 patches from next. I want to go back to being an INT whore, or to trying to cap my resist rates (seriously, 202 PIE should make a difference).
Oh, and sorry in advance if/for:
-all of my posts turning into rants.
-if I've sounded argumentative- not my intention.
Well, first of all having more MP is beneficial for the following three reasons...
1) Exaltation gives you half your max MP back. If you have 800 mp, you get 400... If you have 1400, you get 700 back.
2) The higher max MP you have the more you seem to regen per tick when your weapon is away. Before I boosted my mind up again, I was getting about 12 a tick for the first few seconds. Now i get a good bit more.
3) All monsters, including NM's and NM adds have an MP pool. Once this is gone you CANNOT siphon MP anymore. You can bleed an NM dry of MP in 3-5 minutes, even if you only have 3 or 4 casters.
Now, lets compare a 170 Mind heal against a 90 Mind heal, which would give 40 less hp than 170 would. If your cure/sac 2 did 350 then it's boosting your cure potency over 10%. If your cure/sac 3 does 700, then it's boosting it 5.7%. Now, I'm sure not everyone cares about getting the best out of their spells and abilities, but to me both of those boosts are pretty intense, and definitely worth while. Why use a light staff on FF11?
There's a good chance that stats for THM really don't matter for any of you guys' shells, but they certainly do for mine. Quite often, I am the only one healing in battles. We have 2 cons who come to the first few fights of the night, but they usually bail before we're done hunting for the night, leaving me as the only caster. We kill all the NM's with 5-8 people, usually. For me, this extra 40 hp healed is essential... But for you guys, i could understand why you have no reason to be a more potent healer... Most shells do throw 12-15 bodies at the NM's usually, after all, lol. You usually probably have 2-4 more casters to pick up the slack if you decided to not even cure at all.
Last edited by NoMX; 03-23-2011 at 10:48 AM.
|
![]() |
![]() |
![]() |
|