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Bubble Trouble: A Geomancer Guide
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2015-11-29 18:10:21
I'm pretty sure otomi gloves/buremte etc are garbage compared to Merlinic and what not. I don't know the math for it off hand but I think the INT difference is enough to make up for it. If magic damage does happen to be better than it, I don't imagine it being more than 1% better
Server: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-11-29 18:11:52
I certainly don't have a low tier set anymore, just Max Damage, MB, and Macc for nukes. Maybe if you use /sch and helixes a bunch.
Server: Odin
Game: FFXI
Posts: 18
By Odin.Niteanjel 2015-12-02 00:51:23
Hey Guys, quick noob question. for set pieces that add Indi duration, do i have to keep then on the whole time the spell is out for the full effect? or only after i cast the spell then i can switch to other gear etc... Thank you
Asura.Chiaia
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Server: Asura
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Posts: 1656
By Asura.Chiaia 2015-12-02 00:56:38
Hey Guys, quick noob question. for set pieces that add Indi duration, do i have to keep then on the whole time the spell is out for the full effect? or only after i cast the spell then i can switch to other gear etc... Thank you You have to have them on by midcast. Aftercast is to late. Once the spell is cast if you had them on during midcast you can switch to whatever.
Bismarck.Johnb
Server: Bismarck
Game: FFXI
Posts: 171
By Bismarck.Johnb 2015-12-03 19:51:56
Does anyone know if Idris + Culminus or Exemplar + Niobid Strap is better for nuking on GEO? What about the new Reisenjima staff Grioavalor?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2015-12-04 01:13:37
Better than what?
Depends on what you're using atm.
If you're using Marin Staff +1 then probably yes.
Do not forget Solstice path B either.
Server: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2015-12-04 09:07:40
Quick question: Does anyone know if the MBB from Cardinal Chant is counted in the MBB cap or not?
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2015-12-29 11:55:05
Working on my geo and I always check out FFXIAH guides.
I don't understand for a second while the idle set likes regen?
Personally, I always prefer -DT/PDT/MDT (as well as pet DT/pet-regen in this case), but I'm not going to argue about refresh gear, it's important too. I haven't played GEO in endgame yet, but -DT is so much more potent than ffxi's regen stat.
Same for the shell-received ring vs even a decent dark ring.
For instance, a 1000 physical shot to a 4-6% -dt/pdt cape is much better than Kumbira Cape.
Now if Idle is meant for out-of-combat idle, that's fine. But since we're all used to Spellcast/Gearswap terminology, Idle generally means not engaged, resting, or casting (even then, you're technically still idle).
By fillerbunny9 2015-12-29 13:18:25
I think it largely has to do with what you are Idle doing. if you're doing Focus/Languor, you are most likely not standing anywhere in range, and are thus likely to want every tick of Regen/Refresh you can get while you are standing around, maybe waiting to Burst with some other mages. if you are doing melee buffs and debuffs, an "Idle" set is going to be hitting as high on the -DT cap as you can for both you and your Luopon. I think Idle sets are called that because most folks will differentiate that to mean "not at all involved in combat" versus a -DT set which is self explanatory.
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2015-12-29 15:57:37
I can agree, and that's why I noted at the end that it depends what OP means by idle. In any case, it should definitely be clarified because there are certainly enough mages who don't have a lick of dt gear in any slot. Most might not read guides at all, but some might just be getting the wrong idea.
I guess I'd rather much be in -dt/refresh in nearly any scenario, because if sh*t hits the fan, -dt will help you pull it together.
Also: I don't have enough inv for an out-of-combat idle-regen set.
It's "funny" to see one mage get one-shot by an aoe and another barely break stoneskin.
Edit: And of course, you might not be in the mix of things, but your luo probably is. If you're not wearing personal DT gear, give it up to pet where you can.
Personally, I have two idle sets, depending on whether or not I have a pet out. The aftercast looks like this.
Code function aftercast(spell)
common_aftercast(spell)
if player.status == "Idle" then
if pet.isvalid or (string.find(spell.name,"Geo-") and not spell.interrupted) then
equip(sets.status[player.status][1])
else
equip(sets.status[player.status][2])
end
else
equip(sets.status[player.status])
end
end
I found that if I didn't include the or (string.find(spell.name,"Geo-") and not spell.interrupted) then I'd switch back to petless Idle immediately after casting a geo-spell as pet.isvalid hadn't updated yet.
Bismarck.Johnb
Server: Bismarck
Game: FFXI
Posts: 171
By Bismarck.Johnb 2016-01-01 05:56:58
This set seems outdated with new Reisenjima stuff.
ItemSet 321053
My Geo Nuke set is ItemSet 340833
Looking to make a magic accuracy set as well. Looking for earrings, waist, ring replacements for Magic Accuracy.
Here is the set I came up with
ItemSet 340834
Here is my Geo skill set that I have been using for a long time. It is very good in my opinion.
ItemSet 340835
Lakshmi.Byrth
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Server: Lakshmi
Game: FFXI
Posts: 6205
By Lakshmi.Byrth 2016-01-01 08:30:15
Did we determine whether going over 800 combined skill does anything?
Server: Bahamut
Game: FFXI
Posts: 665
By Bahamut.Vinedrius 2016-01-01 08:38:37
Did we determine whether going over 800 combined skill does anything?
You know, it was officially announced that 900 combined skill is the cap for max base potency, so unless we are officially trolled, 900 is the way to go.
Asura.Chiaia
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Server: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2016-01-01 08:42:34
Bahamut.Vinedrius said: »Did we determine whether going over 800 combined skill does anything?
You know, it was officially announced that 900 combined skill is the cap for max base potency, so unless we are officially trolled, 900 is the way to go. Has a feeling Byrth typo'd that 800.
I think most took that announcement of the 900 skill for fact but we all know this is SE and should be tested if it hasn't been.
Fenrir.Montaeg
Server: Fenrir
Game: FFXI
Posts: 99
By Fenrir.Montaeg 2016-01-01 08:47:50
I tested up to like 954 and nothing changed.
[+]
Lakshmi.Byrth
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Server: Lakshmi
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By Lakshmi.Byrth 2016-01-01 08:49:04
Yeah, sorry for the typo.
I tested up to like 954 and nothing changed.
Thanks, good to know.
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2016-01-19 04:46:55
Anyone with an updated Healing kit?
ItemSet 341280
Is basically my current set (going after vanya body/feet soonish), all Vanya is path B for +20 healing skill. Telchine hands I have a +8 more to Cure Pot, giving that 18% total, leaving me with a set above 50% cure pot and some bonus to skill. I don't see any upgrades, but am I missing anything?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2016-01-19 05:41:58
Similar to mine but I use Vanya legs and a Cpot club I think, and HQ Oretania to save some inventory space (since I already have that for Cursna sets).
Also after 27 pops of Nosoi I'm leaning to say that Calamitous Earring doesn't exist!
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2016-01-19 08:50:05
Some silly questions about GEO SPs. I found answers to most of these long time ago but now I'm not 100% sure anymore and I can't find the original thread any longer.
Does Bolster apply immediately to Indicolure and Geocolure bubbles, or do you have to recast them after activating the SP? (pretty confident you have to recast them?)
Does the increased Bolster potency automatically deactivate on previously cast Indi/Geo bubbles once the effect of the JA wears off? (I seem to recall Malothar saying that one was keeping the potency bonus, the other wasn't, but which is which?)
Does the Bolster effect apply to Entrusted Indicolure bubbles as well?
Does the Bolster effect double only the base potency or the overall potency inclusing Dunna/Idris? (I seem to recall Dunna/Idris bonus was doubled as well but couldn't find 100% confirmation)
Ragnarok.Tdizzle
Server: Ragnarok
Game: FFXI
Posts: 100
By Ragnarok.Tdizzle 2016-01-19 10:30:48
Some silly questions about GEO SPs. I found answers to most of these long time ago but now I'm not 100% sure anymore and I can't find the original thread any longer.
Does Bolster apply immediately to Indicolure and Geocolure bubbles, or do you have to recast them after activating the SP? (pretty confident you have to recast them?)
Does the increased Bolster potency automatically deactivate on previously cast Indi/Geo bubbles once the effect of the JA wears off? (I seem to recall Malothar saying that one was keeping the potency bonus, the other wasn't, but which is which?)
Does the Bolster effect apply to Entrusted Indicolure bubbles as well?
Does the Bolster effect double only the base potency or the overall potency inclusing Dunna/Idris? (I seem to recall Dunna/Idris bonus was doubled as well but couldn't find 100% confirmation)
I'm not an expert Geo so I'll give my impressions and let someone with more experience correct me if I'm wrong.
1) Bolster works on already casted indi spells but you must recast geo spells (the pet goes with what it has when it was casted). This would logically apply to when bolster wears off too (indi loses it but the geo keeps it until it dies)
I dont think bolster works with entrusted spells.
I "think" the bolster effect applied based on the power of your geomancy including your equipment, so a bolstered idris/dunna will be more powerful than one without. This makes sense with most SP abilities.
Server: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-01-19 12:11:09
JAs and +Geomancy have no effect on Entrust. Only Skill and Indicolure duration+.
Bolster, Blaze, and Ecliptic increase the overall potency. I made a handy chart as a guide:
Full Size
By dustinfoley 2016-01-19 13:30:07
obligatory stupid question, but do ecliptic/blaze stack with bolster (FOR A POWER READING OVER 9000!)?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2016-01-19 14:00:16
No they don't. They stack together but not with Bolster.
@Chocobro
Are you sure about Bolster not affecting Entrust? That's unexpected if true...
Also aobut Bolster potency remaining on Luopan even after bolster is off, are you guys 100% sure about this? Because I think I've seen my luopan's health % go up after bolster expired. If the health % went up it means the max HP (bolster bonus) wore off. If that wore off it's likely the potency did as well.
Maybe it was just a coincidence I dunno, just asking to see if you guys are really 101% sure.
Server: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-01-19 14:03:36
Lol! Sorry. Can't stack anything with bolster.
When I tested bolster, it didn't change the potency of entrust. I could always give it another try today.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2016-01-19 14:25:32
I would really apreciate if you had the patience, time and dedication to test entrust again and even bolster expiring on luopans (as I mentioned before in my previous post).
By RolandJ 2016-01-19 16:00:54
Asura.Ladyofhonor said: »Anyone with an updated Healing kit? You could throw in an augmented Taximachi (-10 enmity augment) + a Sor's shield in order to add half the needed cure potency (25%) in those two spots alone, which would free up many other slots for more cure power (healing magic skill mostly) and -enmity.
Here is the set that I use myself.
ItemSet 341302
All the vanya is path B. This set gives +51% (50 cap ofc) potency, +148 skill, -43 enmity (after 5 -enmity merits), and a bit of conserve MP(16). I place a higher priority on -enmity than on conserve MP & that is the main reason why my set differs in some ways. This set cures for around 880 HP on Cure4's if I recall correctly, as /rdm. If only /sch got cure 4 - then we could probably easily cure4 for 1100 ;)
Sylph.Braden
Server: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-01-19 17:23:47
JAs and +Geomancy have no effect on Entrust. Only Skill and Indicolure duration+.
Bolster, Blaze, and Ecliptic increase the overall potency. I made a handy chart as a guide:
Full Size
Those Bolster values are at 150% instead of 100% ya goof
Server: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-01-19 21:39:00
JAs and +Geomancy have no effect on Entrust. Only Skill and Indicolure duration+.
Bolster, Blaze, and Ecliptic increase the overall potency. I made a handy chart as a guide:
Full Size
Those Bolster values are at 150% instead of 100% ya goof
Hah! Nice catch. I added the Ecliptic + Blaze at the last second, so I didn't notice it pushed the source values of Bolster over.
Fixed.
Server: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-01-19 22:21:30
Alright, so tested Bolster again:
-Anything that was casted before Bolster gains the boost.
-Both indi and geo lose benefits when bolster runs out.
-Entrust does not benefit from bolster.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10170
By Asura.Sechs 2016-01-20 01:53:38
-Anything that was casted before Bolster gains the boost. Woot, even without recasting them?
Both Indicolure and Geocolure? That's different from all other tests I heard before but it's... nice I guess? :D
Quote: -Both indi and geo lose benefits when bolster runs out. So I was right when I saw my Luopan losing its maxHP buff (granted by Bolster JP). Which kinda means it's useless to recast Geocolure before Bolster runs out =/
Quote: -Entrust does not benefit from bolster. Sad panda =(
My Node section is messed up because of too much data usage and I am locked out of editing this guide. If you would like to reach out to Rooks to fix that problem like he said he would years ago when I asked him to fix it, feel free to do so. Until then, enjoy the half fixed guide I guess?
Node 112
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