|
 |
By NynJa on 2025-08-22 12:10:24
|
Drg and buffed everyone else except Drg? BLM neck is rather weak. At a base level, it has a healthy MACC, but the MAB is inferior to a couple pieces. As far as the augs:
1-Why MND? SAM and DRK were just given a flat STR+25, RNG a flat AGI+25, why give BLM INT/MND+15 instead of INT+25?
2-Considering the low cap of MBB, and the ease that BLM can reach this cap in equipment, even when the JSE necks came out, its luster there vanished rather quickly. (Change it to MBBII and the problem goes away)
3-Bursts already have an innate macc bonus, which would usually be overkill.
|
|
 |
By Asura. Vyre on 2025-08-22 12:05:40
|
|
1 more Arrapago Remnants to go, then I can bankrupt myself buying Beitetsu.
Yeeeehawwwwww
|
|
 |
|
A WS piece that gives tank stats for wyvern? Sure you could use it for some situations but wouldn't it be much better for some sort of store TP on it?
Considering the wyvern is; 20% atk/def. 10% job haste, 15% DA, and 10% WSD(trait) that thing could have nothing but the wyvern DT on it and it'd be invaluable anywhere the wyvern might be taking damage(which is alot)
|
|
 |
By Quetzalcoatl. Xilkk on 2025-08-22 12:01:58
|
I prefer remaining as a bacteria in the world, instead
No ambition, fail!
Between virus, fungi and bacteria, bacteria is like the weakest and least likely to turn human into zombies.
I thought being a virus and turn every human into zombies is way better.
And now the forum image makes perfect sense.
|
|
 |
By Jinxs on 2025-08-22 11:33:02
|
a blanket opinion and uninformed undervalation of samurai equipment options
No.
Also tell me how you feel about RUN neck
|
|
 |
By NynJa on 2025-08-22 11:31:45
|
|
I've been adding it to my job change scripts, I was moreso curious about the rationale behind it, if it was intended to be that way or just overlooked.
|
|
 |
By on 2025-08-22 11:24:56
|
|
|
|
 |
By Eiryl on 2025-08-22 11:22:49
|
|
Youll find out in two weeks.
I wouldn't be shocked if they're "in limbus" effects though
|
|
 |
By on 2025-08-22 11:18:56
|
|
|
|
 |
By Andret on 2025-08-22 11:15:12
|
|
I personally think all of them are pretty great except Sam and Drg. Sam has that Zanshin neck piece so the +2 would be a very expensive WS piece. There is nothing wrong with Drg except maybe SE hated Drg and buffed everyone else except Drg? A WS piece that gives tank stats for wyvern? Sure you could use it for some situations but wouldn't it be much better for some sort of store TP on it?
|
|
 |
By . on 2025-08-22 10:47:16
|
I prefer remaining as a bacteria in the world, instead
No ambition, fail!
Between virus, fungi and bacteria, bacteria is like the weakest and least likely to turn human into zombies.
I thought being a virus and turn every human into zombies is way better.
|
|
 |
By Jinxs on 2025-08-22 10:45:29
|
|
I think anybody requesting best sets these days really need to understand that their results are gonna vary by how far they are in oddessy.
I think a better question for these purposes is what responds to wsd and what doesn't.
|
|
 |
|
|
I'm lucky enough to have some crafter friends where I got my +2s on the cheaper end of things. But my favorite one by far is RDM +2 if your going to be on Rdm at all. Whm is also a super good option IF your going to take advantage of the other stats it has. -25 enmity make its crazy easy to hit the 50 cap, same with the extra FC, you can make it where your hitting your 80% FC 10%QC in every set and every sub job even not having a sub job. If you want it for just the erase benefit, just get a base NQ, don't even augment it.
|
|
 |
|
I am already afraid at the amount of Tatenashi bodies I will have to cure raise in the coming weeks. :) ftfy
|
|
 |
By Dekar1 on 2025-08-22 10:05:03
|
I mainly play support, tanks, and healers, so take what I say with a massive grain of salt. While many JSE necks +2 are amazing, you can usually get by with a +1 if gil is an issue.
Based on my jobs, the only ones I'd really push for +2 are the BRD, WHM, RDM, and GEO.
BRD: pretty much best in slot for almost everything related to DD BRD.
WHM: The -25 enmity and +10 CPI makes capping DT and -enmity for cures much easier. Likewise, it makes it easier to put more CPII and Conserve MP into my cure sets. The extra Fast Cast is just icing on the cake.
RDM: this one is pretty straight forward. Longer buffs and debuffs are awesomesauce.
I'm kind of blah on the PLD, GEO, and RUN torques.
GEO's JSE neck is a lot better than it appears. The augment that gives duration +25% is actually -6 HP/tick on a Luopan's perpetuation cost. Likewise, the absorb chance might not seem like a lot, but that 10% is really amazing for keeping it alive in more AoE heavy fights. It's also great for anyone that doesn't plan on getting an Idris.
|
|
 |
By NynJa on 2025-08-22 10:00:36
|
|
You cant resell a +1 neck, unless you're leaving it unauged.
|
|
 |
By Jinxs on 2025-08-22 10:00:33
|
|
More healing options rant
I wish sch would have some kind of shield spell for a tank
14 sch WAS based primarily on prep healing.
Before you say well whm has cure skin yeah ok but giving sch some more prep work as it's Regen is already pretty great would make for a more balanced kit on the healing side.
Like a foil esque single target non aoeable spell, maybe stratagem based
Hell maybe even two one that mitigates physical and one that mitigates magical that share recasts.
This way the job would need to "study up" before the fight
Giving them cure v or vi would be too much, imo
But they already have so much stuff
|
|
 |
|
On Gaol, if they also clear V20 T3, they can enter V20 T3. If they never cleared T3, they won't be able to spawn more than T3 V0. But can spawn V20 T1-T2.
They can spawn t1-2 v25, since they have already done v20, eh?
|
|
 |
|
Fenrir.Brimstonefox said: »I suppose I should be more clear as this is about opportunity cost.
Prices vary some by piece/server, but supposing the +1 is 4M and the +2 is 40M, I'll just use SAM for the moment is +5 acc, +5 STR, +3 sTP and +2% PDL worth 36M? My personal opinion is no (I mean that's probably comparable to the +4 AF/Relic that most people are meh on).
I could invest that 36M to other gear for SAM and get much more than that, or buy ~9 other +1 necks. As stated if you love SAM and play it all the time, sure why not, or if you're near maxed on other gear for SAM, might as well, but what jobs would your prioritize getting a +2 neck on vs. other upgrades?
If cost is ever a concern, downgrade and increase elsewhere. Absolutely no shame in that. You'll probably never notice the difference in most situations. One specific example where I did feel like I needed to upgrade was DRK+2 neck. Started with hq1 but the job has lower accuracy than other DDs, so I felt the need to get as much as I could out of my gear. You could argue for against this reasoning for pretty much any piece of gear.
It's kind of hard for people to tell YOU what's worth it.
|
|
 |
|
|
Can someone clarify how access to Sheol Gaol NMs works.
Let's assume a person has 0 clears. If this person gets the V20 clear for all NMs in Atonements 1&2 in a group with someone else that has access can this person now, as leader, enter Atonement 3 NMs at V20 or can they still only enter Atonement 3 starting at V0 until at least clearing V15 on each?
|
|
 |
|
|
I suppose I should be more clear as this is about opportunity cost.
Prices vary some by piece/server, but supposing the +1 is 4M and the +2 is 40M, I'll just use SAM for the moment is +5 acc, +5 STR, +3 sTP and +2% PDL worth 36M? My personal opinion is no (I mean that's probably comparable to the +4 AF/Relic that most people are meh on).
I could invest that 36M to other gear for SAM and get much more than that, or buy ~9 other +1 necks. As stated if you love SAM and play it all the time, sure why not, or if you're near maxed on other gear for SAM, might as well, but what jobs would your prioritize getting a +2 neck on vs. other upgrades?
|
|
 |
|
Or are you just continuing to troll like a child instead of just admitting you had absolutely no idea what you were talking about? Classic clown show from Maletaru
You're right. I can't imagine what it would be like to be repeatedly wrong about what information was available, or where, and continuing to double down on it. I sure would be a clown if I did that. Especially if the other poster repeatedly posted exactly what I was asking for, and I still kept pretending I was right and they were wrong.
Glad I didn't do that. You're right though, I absolutely did mistake "book" and "parchment" in your OP. My bad. Thankfully I was the only one who doubled down on my mistake though, otherwise I'd really have egg on my face if I ended up actually being wrong about what information was or wasn't available on the wiki. I don't want to be a clown so I will avoid this embarrassing situation.
|
|
 |
|
|
Better is "better", but "worth it" is subjective. I generally agree that most of the DD hq2 are worth it for that reason, but I originally purchased hq1 necks for certain jobs prior to upgrading to hq2. A few jobs I never bothered upgrading because there was so little difference in meaningful stat product, and the price difference was massive.
Warrior. You do not need hq2 neck to cap double attack in pretty much any set where hq1 wouldn't suffice. The fencer value is exactly the same, so you're looking at 5 acc att 3 str dex for 30+ mil. No pdl on this neck makes less sense to +2 imo
Another example of one I didn't think was worth it for me was Run. Ditto for WHM personally (only really a FC improvement in more difficult to cap stats). You might look at PLD and reason similarly, but ymmv
An example of one I would say absolutely IS worth it: RDM. Enhanced buff duration, enfeeble duration and 3 more enfeebling effect. I started with hq1 but after saving up the gil couldn't wait to upgrade. Amazing neck.
I will say that all of the hq2 necks make gearing around particular stats easier, making your sets overall better, in turn, making your hq neck "worth it" even further. But that's really up to the player to decide. Probably gonna be another 10 pages of debates with this one.
|
|
 |
|
|
it's the sum of the parts, right?
SAM+2 gives you a combined 14sTP; stuff like RNG, WHM, WAR effectively condense many use cases into one neck piece or make your precast reach a certain threshold that lets you gear a little differently. in a game largely about incremental gains the percentages may not be huge but they usually make all the difference. like even if you have idris, Geo's +2 can be unexpectedly useful when it absorbs damage a little more frequently (on top of being good macc).
I have a bunch of +1s but I would definitely go for the +2 if able, even on jobs I'm not too active on.
|
|
 |
By on 2025-08-22 09:31:54
|
|
|
|
 |
|
|
I'm kind of blah on the PLD, GEO, and RUN torques.
|
|
 |
By Dodik on 2025-08-22 09:04:22
|
|
All the dd +2 necks are worth it.
|
|
 |
|
i swear I saw an addon that would make ??? and similar spots highly visible without targeting them but maybe it was a only a mock up, figure someone would have done it long ago if it were easy, like the glow from HELM spots
Rubenator was working on an addon called 'sparkles' that does this. There's a development version available in the Windower Discord. I don't know if he ever finished it, though. I don't see it available in the Windower launcher yet.
|
|
 |
By Carbuncle. Nynja on 2025-08-22 07:47:13
|
|
Homie photoshopped my slug into a slugosaurus
|
|
 |
By Dodik on 2025-08-22 07:44:43
|
|
I'll post some data when next try with /nin. I have dps numbers for /war but took no screenshots before with kclub.
|