Spirit Taker build Halp
#1
Posted 05 March 2010 - 02:00 PM
To start this off here is my god awful spirit taker build.
http://www.ffxiah.co...ts.php?id=74782
I did this a while ago before I really knew much about the WS except for what it does. I know its been years since I first learned the WS, and I should know more, but I just never really cared.
My question.
What is a phenomenal build for Spirit Taker? The weapon skill does miss right? So acc is important ? Adding str do anything to the WS? Double Attack will work on the WS?
If all of that is true, maybe my build isnt so bad????
Thanks for any help.
#2
Posted 05 March 2010 - 02:07 PM
DarkRift, on 05 March 2010 - 02:00 PM, said:
To start this off here is my god awful spirit taker build.
http://www.ffxiah.co...ts.php?id=74782
I did this a while ago before I really knew much about the WS except for what it does. I know its been years since I first learned the WS, and I should know more, but I just never really cared.
My question.
What is a phenomenal build for Spirit Taker? The weapon skill does miss right? So acc is important ? Adding str do anything to the WS? Double Attack will work on the WS?
If all of that is true, maybe my build isnt so bad????
Thanks for any help.
I don't really know a lot about Weaponskills and how to increase their damage based off modifier's, atk, double atk and whatever else there is. But, since it does have a 50%MND and 50%INT I loaded up on that gear. Errant Stuff, any back-waist etec that has both on it, whatever the gear might be that maxamizes both my int and mnd. I never really tried it with a straight DD (atk and str) build. My Avg gain from this WS is about 120 on IT-tough mobs, 180 on EM mobs, and 240+ on EP mobs. I would also be intersted in know if anyone did extensive testing on this.
This post has been edited by Lilsoulreaver: 05 March 2010 - 02:07 PM
#3
Posted 05 March 2010 - 04:05 PM
Lilsoulreaver, on 05 March 2010 - 02:07 PM, said:
Those are about my numbers I get as well. Be nice to find a way to always get about 200 on an IT mob if its possible.
#4
Posted 05 March 2010 - 04:22 PM
#5
Posted 05 March 2010 - 05:39 PM
#6
Posted 05 March 2010 - 05:50 PM
#8
Posted 05 March 2010 - 07:05 PM
PLD: Better off using sword for damage, but not impossible to use staff
WHM: Probably better off using Mystic Boon
BLM: Never melees for farming/exp due to the fact that they usually just blow the crap out of stuff from range
DRG: Better off using polearm for the most part, as they don't use much mp anyway
BRD: Better off using sword for damage
SCH: Just like the blm case, it's rare where SCH would melee in the first place
#9
Posted 05 March 2010 - 09:25 PM
#10
Posted 06 March 2010 - 01:34 AM
STR effects your curve no matter what. I do not know how much or the impact but I know i would not be using errent gear to ws in. sure it gives a nice +10 int/ mnd but im sure you actually loose more then gain though - dex/str.
secondary mods are only looked at when there is a select slot or 2 where you get high amount of the mod with low amounts of real melee stats from other gear.
secondary stats should be considered but i not think loading it in every slot is the right way to go.
#11
Posted 09 March 2010 - 06:21 PM
First off, Summoner has a lack of access to a lot of Str gear, but has the ability to stack extremely large amounts of Int/Mnd.
Even in situations where you could equip Str, the effects are minimal, because Smn doesn't usually have enough Attack to maximize the use of Str.
Staff: Martial / Fay / Bahamut / Mekki Shakki
Strap: Pole (2% Double Attack)
Head: Unable to Equip Head armor
*Non Ixion Cloak: Evoker's Horn +1 (6Int/6Mnd)
*Non Limbus: Zenith Crown (3Int/3Mnd)
*Non Sky: Goliard Chapeau (5Mnd)
*Non Nyzul: Summoner's Horn (3Int)
*Non Dynamis: Evoker's Horn (3Int)
*Non AF: Fail
Neck: Ajari Necklace (6Mnd)
Ears: Brutal/Merman (5% Double Attack/6Att)
*Non Brutal: Merman (6att)
*Note: Any of the +2 Earrings work as well 2Str, Int or Mnd
Body: Ixion Cloak (13Int/13Mnd)
*Non Ixion: Marduk's Jubbah (12Mnd)
*Non Salvage: Royal Redingote (5Int/5Mnd) (Depending on stats chosen, can beat Marduk/Ixion)
Hands: Marine M Gloves (4Int/4Mnd)
*Non Hume: Marduk's Dastanas (6Mnd)
*Non Salvage: Errant Cuffs (5Int)
Ring1: Hale Ring (3Mnd/3Int)
Ring2: Omega Ring (3Int/3Mnd)
*Non Einherjar: Aqua Ring (5Mnd/2Str)
Back: Prism Cape (4Int/4Mnd)
Waist: Penitent's Rope (5Int/5Mnd)
Legs: Jet Seraweels (7Int/7Mnd)
Feet: Marduk's Crackows (10Mnd)
*Non Salvage: Goliard Clogs (4Int/4Mnd)
*Non Nyzul: Errant Pigaches (5Mnd)
Total using all first choices:
55Mnd 39Int (Total+94) 6Att 7%Double Attack
Add 10Str when using Hasso
With /Thf you're looking at WS+8 hits on a best case scenario with Mekki Shakki
Where /Sam not only gives you WS +7 hits, you also gain Meditate,1 more Spirit Taker every 6Min,
as well as Hasso's 10Acc Haste and 5Str. (With minimal sacrifices Mekki Shakki actually allows WS+6)
Which For Mekki Shakki with 10Haste and 1 less hit to 100% Tp is 43 Seconds Per WS
Compared to /Thf's 54.9 Seconds per WS.
With these times, dropping all the way to the low 30 second area with gear alone, where Haste spells and marches will get you in the SUB 20 second bracket.
These numbers don't take into consideration DoT, MP returned from Spirit Taker, kill speed, accuracy rates etc.
So while deciding what to use, decide what is best for you, based on available gear, subs, food choices, and target mobs.
This post has been edited by enilanerda: 09 March 2010 - 06:22 PM
#12
Posted 09 March 2010 - 08:19 PM
And to the person suggesting that summoner doesn't have enough attack to take advantage of increases in strength, lol. Giving advice on things you don't even remotely understand is a no-no, bro.
This post has been edited by Kaparu: 09 March 2010 - 08:23 PM
#13
Posted 09 March 2010 - 10:51 PM
Kaparu, on 09 March 2010 - 08:19 PM, said:
Are you sure that also applies to Staff Weaponskills?
I mean... when I used to play, I loved meleeing with my Mekki Shakki/Terra's on Brd (even went 8/8 Staff Merits lol), and I remember my fair share of misses on Staff Weaponskills, and I did have pretty decent WS gear... Most I felt were on Full Swing (of course
Idk, like others, I'd be really interested to see some actual tests performed on this WS.
#14
Posted 10 March 2010 - 08:50 AM
Kaparu, on 09 March 2010 - 08:19 PM, said:
And to the person suggesting that summoner doesn't have enough attack to take advantage of increases in strength, lol. Giving advice on things you don't even remotely understand is a no-no, bro.
i still think errent gear to boost that is a no no
#15
Posted 11 March 2010 - 05:57 AM
Kaparu, on 09 March 2010 - 08:19 PM, said:
And to the person suggesting that summoner doesn't have enough attack to take advantage of increases in strength, lol. Giving advice on things you don't even remotely understand is a no-no, bro.
Giving advice on things you do not know, eh?
Let's see, you don't think Spirit Taker needs Accuracy? I have more parses than I can count on both hands that prove you wrong.
You think snow rings are the best bang for your buck? And yet Snow rings provide a loss of 4Str, and loss of 2 Secondary modifiers.
Or for AH'able items, a loss of 8Str compared to my 'Non Salvage' option.
Even if you try to cop-out with your "I said bang for you buck" on your server: Snow Rings 550k each, Aqua: The same, Hale: 100k Omega: Free.
So, 1.1M for -4Str or 100K for +2 Secondary Modifiers.
Arguing against Brutal Earring... You can't be serious?
100 Spirit Takers, Brutal earring is 5 DA, even at the accuracy FLOOR you still land 1 double attack out of the 5 you would receive.
And no one COULD be at the floor, even if for some stupid reason people took your advise, and ignored accuracy because 'oh em gee it's 1 hit'
While it's been shown that 1 Hit weaponskills have some sort of accuracy bonus, it's also being applied to MELEE jobs, with a lot higher base Dex.
On top of their higher Weapon rating, on top of their weapon merits, on top of their job traits, on top of their job abilities and on top of their gear that is covered in Acc and Dex,
as well as on top of their Sea Gorgets, because their weaponskills are physical, while Spirit Taker is magical.
So, sure. Maybe Samurai can throw accuracy to the wind, but Summoners with no Dex, No Accuracy Traits, No Hasso, No Aggressor, No Staff merits, and our 250 Staff skill CAN NOT.
1 Double Attack will about double your Dmg, and MP gain. Even taking a minimal Spirit Taker return of 200, a double attack would make it close to 400.
An increase of about 200Dmg/mp.
Average this out over 100 WS as described above, and you have to find 1 earring that will reliably add MORE THAN +2dmg to every WS you perform.
Even if Mermans Earring (6 Att) or Triumph Earring (2Str) or Communion Earring (2Mnd) COULD add more than +2dmg to your WS average
You're still comparing against floored accuracy, and minimal WS avg as a base, and if that's your basis of this argument...
Advice you do not know of indeed...
This post has been edited by enilanerda: 11 March 2010 - 06:01 AM
#16
Posted 12 March 2010 - 05:56 AM
as far as Str goes Id like someone to link an actual source or post some credible math because iirc when they say 50% Int and Mnd it means 50% of your int and 50% of your mnd is added to the base damage of your weapon when doing a weaponskill
so errant body would add 14 int/mnd or 7 base damage and the loss of 14 str/dex would be -10.5 or 11.2 acc + att (depending if you believe the conversion is 0.75 or 0.8 for 2h)
I dont like the fact that people are throwing around opinions and insults hand in hand
some smn has asked for some advice and gotten himself into an elitist arguement
GOOD JOB
This post has been edited by Koryuu: 12 March 2010 - 06:07 AM
#17
Posted 12 March 2010 - 06:27 AM
Koryuu, on 12 March 2010 - 05:56 AM, said:
as far as Str goes Id like someone to link an actual source or post some credible math because iirc when they say 50% Int and Mnd it means 50% of your int and 50% of your mnd is added to the base damage of your weapon when doing a weaponskill
so errant body would add 14 int/mnd or 7 base damage and the loss of 14 str/dex would be -10.5 or 11.2 acc + att (depending if you believe the conversion is 0.75 or 0.8 for 2h)
I dont like the fact that people are throwing around opinions and insults hand in hand
some smn has asked for some advice and gotten himself into an elitist arguement
GOOD JOB
http://wiki.ffxiclop...on_Skill_Damage
i wish i knew where that quote was that floated around here that stated when people start talking about secondary mods they do not know what they are talking about.
This post has been edited by rambus: 12 March 2010 - 06:29 AM
#18
Posted 12 March 2010 - 07:04 AM
Koryuu, on 12 March 2010 - 05:56 AM, said:
Sorry, what I meant was, it has no physical skillchain properties, meaning Sea Gorgets will have no effect, neither for the Acc nor the Ftp bonus.
As for the link to Str vs Int/Mnd, I'd have to do searching, but Hakumaru, Hakamaru... something like that, was the one who did the tests. As with most gear, there was a cut off point where depending on X the Int/Mnd overcame the -Str, but since the addition of Ixion Cloak, the argument for errant body became extinct. Because even with Evokers Horn+1 for +12, and errant for +14, you're still comparing 26 Secondary Mods on both sets, but Ixion Cloak doesn't suffer from the large loss in Dex(Acc) and Str(Att).
This post has been edited by enilanerda: 12 March 2010 - 07:14 AM
#19
Posted 12 March 2010 - 07:15 AM
This post has been edited by enilanerda: 12 March 2010 - 07:16 AM
#20
Posted 12 March 2010 - 12:30 PM
http://www.ffxiah.co...s.php?id=144568
This is taking into account /THF and Sneak Attack for 100% hit, so focusing on nothing but maximum return from Spirit Taker.
If anyone can think of better items let me know.
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