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  1. #1
    Player
    FeliciaVale's Avatar
    Join Date
    Nov 2011
    Posts
    28
    Character
    Felicia Vale
    World
    Sargatanas
    Main Class
    Conjurer Lv 50

    Materia choices for Glad?

    Going to remateria my glad's gear and wondering what the best choices for materia would be? Mainly wondering how vit and defense worked. Does it share a similar relationship to str and attack power?
    (0)

  2. #2
    Player
    Tman's Avatar
    Join Date
    Dec 2011
    Posts
    71
    Character
    Vanithan Plainswalker
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    In theory they do, however i'm unsure if its been verified that vit lowers the dmg ceiling of mobs on you ie vit vs str check. defense does have a noticeable impact on dmg taken but again I for 1 am unsure if its truely based on n ap vs def check. I am leaning more towards stacking hp as a tank, since magic dmg kills and m.eva is hard to come by on plate gear. HP acts as a counter to spell dmg, the more hp u have the more dmg u can take, as well as physical dmg, same concept. where as def and/or m.eva work strictly off 1 kind of dmg.
    (0)

  3. #3
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Weapon (Enmity)
    Shield (HP)
    Head (MND)
    Body (HP)
    Gloves (HP)
    Waist (Enmity or HP)
    Legs (HP)
    Feet (HP)

    HP is most effective to survive as a tank, more breathing room for healer to cure damage taken. Enmity for weapon if not using ifrit or mog weapon, I wouldn't really trade 10/20 enmity on belt for 60/120 hp but if you are lacking hp you can get by without enmity. MND can be seen as slightly better self heals, increased aggro/hate due to damage increase and faster kills on ifrit/moogle, which seems fair superior to 20+ some magic evasion that is really only useful on ifrit IF at all.
    (0)

  4. #4
    Mmmmm I would disagree on the HP.

    With the people I have to tank for, I'm constantly just scraping by holding onto hate. I find that by going for as much damage mitigation allows me to keep hate easier than having a higher HP pool. And there isn't really anything in the game at the moment that can drop you in just a couple hits where a high HP pool is needed.
    (6)
    http://bluegarterls.com

  5. #5
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    How does taking less damage gain more enmity? There isn't any hate/aggro decay afaik.

    You could go Meva in head for 40ish double socketed, but I can't even eyeball the damage reduced on ifrit, 40 evasion on feet but thats rng....vit on chest and vit/str on legs but I don't see how that can really be called mitigation. Defense materia but thats all but useless on ifrit and I wouldn't trade 240 hp for 64 defense on moogle (assuming shield and chest).

    I'd take str mnd and enmity just for ifrit to do more damage for hate, and they ever so slight cure increase then hp because my thms count to 5 then start blowing mp. Moogle I take HP incase I can't outrun pom flare while kiting king and I get EES on me.

    I just don't see how rng based stats can beat effective health, not saying you are wrong just don't see how the minor mitigation helps.
    (1)
    Last edited by Treach; 01-07-2012 at 07:26 AM.

  6. #6
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Treach View Post
    How does taking less damage gain more enmity? There isn't any hate/aggro decay afaik.

    You could go Meva in head for 40ish double socketed, but I can't even eyeball the damage reduced on ifrit, 40 evasion on feet but thats rng....vit on chest and vit/str on legs but I don't see how that can really be called mitigation. Defense materia but thats all but useless on ifrit and I wouldn't trade 240 hp for 64 defense on moogle (assuming shield and chest).

    I'd take str mnd and enmity just for ifrit to do more damage for hate, and they ever so slight cure increase then hp because my thms count to 5 then start blowing mp. Moogle I take HP incase I can't outrun pom flare while kiting king and I get EES on me, and str rings

    I just don't see how rng based stats can beat effective health, not saying you are wrong just don't see how the minor mitigation helps.
    Less damage taken leads to less healing by the healers? Won't help if it's a DD that's red-lining, but it might save the healers. . .
    (3)

  7. #7
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Haven't had any issues with healers on ifrit or moogle, just thm on ifrit and archers on the moogles at the start....really think that 20/40 m/eva and 32/64 defense is being overrated on actual mitigation.
    (0)

  8. #8
    Player
    Miyaka_Vigiles's Avatar
    Join Date
    Nov 2011
    Posts
    266
    Character
    Miyaka Vigiles
    World
    Odin
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Actus View Post
    Mmmmm I would disagree on the HP.

    With the people I have to tank for, I'm constantly just scraping by holding onto hate. I find that by going for as much damage mitigation allows me to keep hate easier than having a higher HP pool. And there isn't really anything in the game at the moment that can drop you in just a couple hits where a high HP pool is needed.
    What materia would you use then?

    I was thinking of doing double vit on most of my slots but I see some players going for def.
    (0)

  9. #9
    Player

    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    266
    Quote Originally Posted by FeliciaVale View Post
    Going to remateria my glad's gear and wondering what the best choices for materia would be? Mainly wondering how vit and defense worked. Does it share a similar relationship to str and attack power?
    I would go for a setup like this

    Weapon (Strength or Vitality)
    Shield (Bloodwall)
    Head (Mind or Magic Evasion)
    Body (Vitality)
    Gloves (Strength)
    Waist (Enmity)
    Legs (Ironmans Will or Swordsman's Cry) Ironman's is STR+VIT Swordsman's is STR+DEX
    Feet (Bloodthirst)

    This is my reason. HP only goes so far, if your getting smacked around for a lot of damage, what it the point of slotting HP to all slots?

    Strength:
    Attack Power
    Damage dealt by puglist, gladiator, marauder, and lancer arms

    Vitality:
    Damage taken
    Enhancement Magic Potency
    Maximum HP
    Damage dealt by marauder arms

    Dexterity:
    Accuracy
    Block Rate
    Parry
    Damage dealt by archer arms

    Mind:
    Healing Magic Potency
    Magic Accuracy
    Damage dealt by gladiator, thaumaturge, and conjurer arms

    Gladiator also receives an Auto Attack bonus from MND and STR.
    (1)
    Leader of Honor Linkshell, Lindblum Server.
    http://www.honorls.com

  10. #10
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Until I actually see a parse showing VIT actually reducing both magical, physical damage and by a decent amount, I'm never going to use it on gladiator, the vit to hp ratio is "around" 1.2 HP per vit so to equal one 65 hp materia you'd need 54 VIT which is triple socketed 18 VIT materia compared to one single 65 hp materia. You would get 10 enhancement magic from 50+ vit, which would be cool for stoneskin but how often do you stoneskin yourself? >.> If vit was actually any good wouldn't the 90% of tanks I see stop using mithril bracelets and use vit rings instead? (I use str rings though with the other 10%)

    I agree on possibly STR for gloves, but instead of having three sets of double materia gloves for mrd and glad I'll just use my cobalt mitt gauntlets with str instead of cobalt gauntlets. You can do some pretty nice damage on moogles during the burn phase, 500-550 damage riot blade and 100-120 per rage of halone swing combo for 1k damage on the squishies, less on mrd or gla moogles. I've also been using the bladed lantern shield for 10 more attack since you can't block ifrit even with ourmanuever on, same for moogles since I just kite king, mrd and whatever else I can get to chase me (can't block from behind even with aegis boon on) but I keep my vintage kite shield for soloing or gold nm adds.

    Last thing, materia isn't needed for any fight atm, it's just extra help or breathing room for tanks. Harder for your HP to hit 0 when you have more and it gives healers more time to respond. My two cents and logic anyway.
    (0)

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