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  1. #21
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    Quote Originally Posted by Grundy View Post
    I think you are doing MRD an injustice trying to turn it into a DRK. At level 50, with Hawks Eye, Raging Strike, Ferocity II and Bloodbath II plus Maim I don't need to use Cure II and Sac II much at all. If you are clever and on the ball, Fracture II and Skull Sunder II are all you'll need to wear a mob down, if you HP is getting low pop Comrade in Arms and Invigorate to quickly max your TP and hit the mob with Maim. I've done a 1700+ Maim giving me back 900 HP with Bloodbath II. On occasion I will use Absorb Acc if I find the mob is too evasive.

    Marauder is a damage constant with good tanking and some support skills (Skull Sunder and Disorient). It is a great tank or a great (consistent) dps job, it's definitely not a DRK.
    This is what i thought, before exping my thauma to rank 20.
    It can be a great DRK too, inside an 8 men party. You can focus on debuffs and thaumatuges can do magic damages.
    The worst thing of Marauder is accuracy. I realized that with Absorb ACC, Hawk's Eye, Still Precision and Keen Flurry, you can easily take you DEX down and raise your PIE up.
    It's all about finding the best way to merge physical damages and magic accuracy. I don't want to heal myself or do magic damages, but i want to debuff the mob and take away work from mages if needed. Then with Invigorate i can always have TP for enetering Battle Regimens.

    It's pretty cool, and it's different from the standard! So fuck yea to DRK! XD
    (0)

  2. #22
    Player
    Filtiarne's Avatar
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    Apr 2011
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    Limsa-Lominsa
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    Character
    Filtiarne Elite
    World
    Hyperion
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    Arcanist Lv 80
    I've mentioned this in another thread about the Mrd accuracy issue and going for a drk build is NOT the answer, all you are doing is weakening every good aspect of the Marauder at the cost of nearly useless absorb spells.
    Mrd has awful affinity toward any of the mage skills so you will be unable to use them effectively, you are better off just letting a real THM absorb, then transfer the effects to you with initiation, and thats the ONLY way.
    PIE is a useless stat, keep it at zero for every class, it has no effect on sticking power, magic acc, magic dmg, or anything at all really, its totally broken. See below for detailed and extensive parser results on PIE testing over multiple classes. As well as testing on other stats if you don't mind a good read.

    http://ffxiv.zam.com/forum.html?foru...564&howmany=50

    So in short, MRD/THM.. no, just no.
    (1)
    "Listen but closely Brothers, for my life's breath is all but spent. There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then my children, I shall listen for your call in whatever realm of death holds me, and come I shall, no matter what the laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime."

  3. #23
    Player
    Grundy's Avatar
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    Mar 2011
    Location
    Ul'dah
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    Character
    Solomon Grundy
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    I agree with Filtiarne completely, personal opinion though. If you want to use THM skills then knock yourself out, it's just not my thing.
    (0)

    Abyss: Welcome to a Higher Quality of Nerding™

  4. #24
    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
    Well, i don't ^^: Lemme quote PIE part from the parse link:
    PTY
    The Effects of INT PTY and RANK on Phantom Dart and Damnation by myself, Deus Bahamut.
    The Effects of INT PTY RANK and ELEMENTAL POINTS on Scourge Scourge II Shadowsear by myself, Deus Bahamut.
    **See each thread for my conclusions.
    **Increasing PTY has ABSOLUTELY NO EFFECT OR CORRELATION TO INCREASING ACCURACY OR LOWERING RESIST RATES for Phantom Dart, Damnation, Scourge/II, Shadowsear
    Stick to using Phantom Dart on SP grind mobs with a maximized INT and minimized PTY.
    He only tested basic attack, WS and nuke. PIE does makes difference regarding resist rate of debuffs (AKA debuff duration and, for absorb spells, buff duration too). Indeed i never noticed any difference at nukes acc coming from PIE just like i never felt any difference in acc coming from DEX wen we talk about DD'ing, but for absorb spells it does makes difference.

    Also, i like absorb spells because they are just an extra ATK buff at WS damage calculation since right now STR does not seens to affect WS damage (i LOLed at old six-arms...my bbasic actions were dealing like 2x my WS damage due STR value).

    But its that thing...it all is supposed to change next month with battle patch so makes no sense discussing it right now. I'm really looking foward to attribute balancing that is supposed to come with battle patch. ^^
    (0)

  5. #25
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    Thauma and conj abilities work extraordinarily well on marauder. You just need the INT MND and PIE to back it up, and you just can't use any abilities that rely on magic potency. Your magic accuracy is pretty good honestly.

    Fortunately the system is so forgiving that it's worthless to get over 120 dex and str on MRD, freeing you up to cast.

    Slow, any DoT, any debilitation, cure, siphons, sleep...all of these abilities are viable on a marauder with above 70 INT and PIE. My mrd cures for 515 every 5 seconds with 100% accuracy. Bloodbath is not even worth the time it takes to activate and hope it lands. Marauders who think that setup gives up a lot of DD output don't know they're simply wasting their points if they have over 130 STR or DEX. They just figure more is better. Plus, if you have mage levelled you have access to stat conversions.

    I keep STR DEX INT and PIE at 86, and MND and VIT at 80, then stat conversions and job gear do the rest. Yes, it's horribly generic. But horribly generic is superior in this game. It's the specialists that are gimp.

    But the absorb spells don't last long enough to merit reapplying it. You're better off continuing to swing. IF the abs spells lasted longer, you'd better believe I'd have them right there by siphon MP.

    A DRK setup is honestly more useful than a straight DD marauder is. If they're just DD-specced...might as well just invite the archer.
    (0)
    Last edited by Peregrine; 05-15-2011 at 05:42 AM.

  6. #26
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    Filtiarne's Avatar
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    Filtiarne Elite
    World
    Hyperion
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    Arcanist Lv 80
    Quote Originally Posted by Peregrine View Post
    Thauma and conj abilities work extraordinarily well on marauder. You just need the INT MND and PIE to back it up, and you just can't use any abilities that rely on magic potency. Your magic accuracy is pretty good honestly.

    Fortunately the system is so forgiving that it's worthless to get over 120 dex and str on MRD, freeing you up to cast.

    Slow, any DoT, any debilitation, cure, siphons, sleep...all of these abilities are viable on a marauder with above 70 INT and PIE. My mrd cures for 515 every 5 seconds with 100% accuracy. Bloodbath is not even worth the time it takes to activate and hope it lands. Marauders who think that setup gives up a lot of DD output don't know they're simply wasting their points if they have over 130 STR or DEX. They just figure more is better. Plus, if you have mage levelled you have access to stat conversions.

    I keep STR DEX INT and PIE at 86, and MND and VIT at 80, then stat conversions and job gear do the rest. Yes, it's horribly generic. But horribly generic is superior in this game. It's the specialists that are gimp.

    But the absorb spells don't last long enough to merit reapplying it. You're better off continuing to swing. IF the abs spells lasted longer, you'd better believe I'd have them right there by siphon MP.

    A DRK setup is honestly more useful than a straight DD marauder is. If they're just DD-specced...might as well just invite the archer.
    once again DO NOT LISTEN TO THIS PERSON, THEIR INFORMATION IS 100% FALSE

    Marauder has atrocious affinity with magic based skills, DO NOT waste points in anything but vit, str and dex. Focus on vit. Piety has been proven to have ZERO affect over magic accuracy, magic damage, magic anything. See the following detailed and extensive testing that has been done on many different stats, including piety.

    http://ffxiv.zam.com/forum.html?foru...564&howmany=50
    (0)
    "Listen but closely Brothers, for my life's breath is all but spent. There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then my children, I shall listen for your call in whatever realm of death holds me, and come I shall, no matter what the laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime."

  7. #27
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    Right, listen to the marauder with a fisherman subjob and INT MND and PIE all at 15 lol... Because that's elite. He doesn't even have feint, so he's not even got his meleeing bases covered yet. His stat profile is a textbook example of how not to build a good FFXIV character, and his meleer suffers for it.

    As sandboxy generic as the stat system is right now, it lets you do some pretty silly things with your off-class magic. I highly recommend all meleers to level a mage to 50. You will easily see the power in it. You just need over 70 INT MND and PIE and can't be dicking around with 140+ str dex and vit (IE wasting points).

    I mean honestly...bloodbath? Get out of here, that doesn't even make it onto my bar.

    The best meleers honestly have as many mage abilities on their bar as they do off-meleer abilities, because that's how forgiving the system is. They in essence overcompensated for how bad equipping magic on a meleer was in FFXI in this game, almost to a fault.

    In a perfect world, all meleers in FFXIV would be DRK hybrids. It's VERY nice. Don't listen to the meleers who don't have any significant magical prowess. They're just falsely assuming this is FFXI-2.
    (0)
    Last edited by Peregrine; 05-15-2011 at 09:13 AM.

  8. #28
    Player
    Filtiarne's Avatar
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    Character
    Filtiarne Elite
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Peregrine View Post
    Right, listen to the marauder with a fisherman subjob and INT MND and PIE all at 15 lol... Because that's elite. He doesn't even have feint, so he's not even got his meleeing bases covered yet.

    Take your vitality down from 165 to 80, get siphon TP, bump your INT and PIE to 80 and make more use of yourself. Your stat profile is textbook FFXIV rookie mistake. 165 vitality...lol what a waste of potential.

    As sandboxy generic as the stat system is right now, it lets you do some pretty silly things with your off-class magic. I highly recommend all meleers to level a mage to 50.

    I mean honestly...bloodbath? Get out of here, that doesn't even make it onto my bar.

    The best meleers honestly have as many mage abilities on their bar as they do off-meleer abilities, because that's how forgiving the system is. They in essence overcompensated for how bad equipping magic on a meleer was in FFXI in this game, almost to a fault.
    what part of PIE is useless didn't you understand exactly. I've got google dictionary open to help define useless, ineffective, proven and waste for you.
    (0)
    "Listen but closely Brothers, for my life's breath is all but spent. There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then my children, I shall listen for your call in whatever realm of death holds me, and come I shall, no matter what the laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime."

  9. #29
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    The part of PIE that you obviously browsed over on Thaumaturge lol...
    PIE works. But like every stat, there's almost no point in getting it over 100. PIE is the difference between 20 MP siphons and 80 MP siphons. It's the difference between a useless duration on a debilitation and a full duration. Goblin Braggodocios are the perfect way to test how much PIE and INT really do work. Go learn something.

    Oh wait, you can't, your mage is R30.

    Your stats are so bad that I think my marauder could take yours. The shockspikes and slow effect would last an eternity, and I could sleep you at will. Probably wouldn't even have to. I think gravity and Choke would suffice.

    Again, like I said, you just can't use anything requiring magic potency on your meleers: IE the nukes. Everything else is fair game, and actually kindof overpowered.
    (0)
    Last edited by Peregrine; 05-15-2011 at 09:26 AM.

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