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Maxing BIO III's total DoT

#1
User is offline   hot potatoe 

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Im making a solo merit setup and i was wondering how i could reach the 9/tick bio3 rate 351 DRK magic skill) without sacrificing my enfeebling and elemental merits. I would appreciate your help guys, thanks a lot.
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#2
User is offline   Daggermaster 

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cant do it. sorry
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#3
User is offline   hot potatoe 

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oh please, i need some feedback on this subject, if u have any handy idea about it please post it
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#4
User is offline   Ryukyo 

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Daggermaster's right, there's now way you can break 251 w/o or meeting special conditions.

Red Mage has a max skill 200.
With items like:
Dark Torque +7
Crimson Hands +10/Blood hand +11
Abyssal Earring +5
Dark Earring +3
Merciful cape +5
Nashira Manteel +5/Glamor Jupon +3

Inferno Sabots +3/Inferno Sabot+1 +5 (On New moon)
Diabolos ring +15 (On Darksday)

w/o merits and special equip you're looking at 230~235 skill. As /nin
With merits you could hit 251 skill, and that'll get you +50 dot, on top of 400.

Here's a link you can check out. http://wiki.ffxiclop...ark_Magic_Skill

This post has been edited by Ryukyo: 05 April 2010 - 05:19 AM

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#5
User is offline   Daggermaster 

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i have no reason to lie to you.
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#6
User is offline   hot potatoe 

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damn, thats a shame, i wanted to keep all my ele / enfeebling merits untouched, but meh, i guess if i lower them a bit in order to cap the drk magic skill the difference wont be too big, then ill have to get the rest of the gear, i got the dark torque and the abyssal earring so far.
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#7
User is offline   Daggermaster 

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dont even toutch your enfeebling magic merits. dont even remove ele merits either.
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#8
User is offline   Wolfie~ 

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or you could just sub /SCH for a free 246~ dark skill with dark arts~ ;) <333 my 2 cents!
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#9
User is offline   Austar2.0 

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View PostWolfie~, on 06 April 2010 - 02:10 PM, said:

or you could just sub /SCH for a free 246~ dark skill with dark arts~ ;) <333 my 2 cents!


I love you Wolfie. =D
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#10
User is offline   Wolfie~ 

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Mind you tho, I don't think its possible to reach 351 dark skill like you want at most maybe 300 with merits on RDM anyway :unsure:
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#11
User is offline   hot potatoe 

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you just need 251, not 351, and subbing sch woould be an option, but just for events, as i said before im maxing this for soloing NMms and hard stuff, i could not rely on /sch, it would be suicide
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#12
User is offline   Daggermaster 

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just stay with the 8/tick bio3. it saves you a shitload of time/trouble overall.
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#13
User is offline   hot potatoe 

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ill have to... thx for the info guys
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#14
User is offline   fyreus 

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I hate to go off topic, but what's the max DoT a rdm can put out per a DoT spell set? I was wondering if i should do a disservement + cold wave setup (provided no one overwrites them) or give the rdm in my small man group room to do poison/frost and other DoTs.
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#15
User is offline   hot potatoe 

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if you are gonna use DoTs as RDM dont bother casting other spells besides Bio III and Poison II, anything else would be a waste of MP, a rdm's elemental skill isnt high enough to stack the elemental DoTs properly on a mob, so forget about using them, thats a BLMs job. if u max bio3 it can do up to 9/tick the problem is that u would need lots of drk magic skill so ppl normally leave it at 8/tick. poison 2 deals 10/tick, which is rly nice, with a good enfeebling magic gear u should not have problems landing poison.
a Blu's disseverment gives a poison effect of 18/tick, though i dont know if it works as long as a rdm's poison. The same goes for cold wave, it does much more dmg than the normal frost spell, though i dont know if they would be better than the normal spells due to their reduced duration. At least disseverment does some nice dmg, but cold wave is kinda useless, it just works for the early refresh set up.
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#16
User is offline   Shalafi 

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200 - Natural skill
7 - Dark/Aesir Torque
5 - Nashira Manteel
11 - Blood Finger Gauntlets
5 - Merciful Cape
2 - Crimson Belt
3 - Dark Earring
5 - Abyssal Earring
------
238

Add merits and you're over 251, but those merits will be much better spent on elemental and enfeebling in the long run.


Also, subbing SCH gets you base 256 while in Dark Arts.

This post has been edited by Shalafi: 03 May 2010 - 07:38 AM

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#17
User is offline   drunkenrdm 

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adding elemental merits is a joke and a waste of merits, as is dark merits. However recent updates allow you to break the next tier.

also /SCH is a perfectly fine solo job for nms and such. you just need to learn how to kite and time properly. Most NM's can't take out SS in 1 hit, so you need to work on your bind and grav timing's as well as nuking.

Don't for the love of god waste your merits on elemental. Get enhancing, it will do you much better in the end....

(my advice stop listening to people stuck in 2006.)
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#18
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View Postdrunkenrdm, on 12 September 2010 - 11:27 AM, said:

Get enhancing

Explain how enhancing is going to be better for solo oh wise one.
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#19
User is offline   drunkenrdm 

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New Enhancing magic cap + merits allows you to get to 364 skill which is 34 DMG reduction on phalanx (AFv3 add another 15 to 379 for 25) Should the rate of climb continue 5 per level that is 5*14 = 70 more skill points, (434/449 for 43/44 DMG reduction. (barring future gear). a lost of 16 points is a reduction to 41/43. Barspells cap out at 112. Enspells 323, Stoneskin is capable in a et up without any +MND needed.

Elemental gives you 16*.9 = 14,4/2 = 7.2% ACC increase. Do you honestly think 7.2% is going to be a game changer when our skill can get to 330 with ease don't answer yet I have a surprise for you, with well over 120INT and MAB. I don't know about you but casting enfeebles on things naked with 331+16 skill is pretty nice as they stick on just about everything (and by naked i mean in my melee set) including NM's. add a staff and a pile of INT your situationaly useful elemental skill +16 is nearly redundant.

Especially considering the new gain spells, should they follow the line of Gain MND That means we get gain INT with the possibility of 300 = 5 64/10 = 6 11 INT added on (more since it will be at a higher enhancing magic level) Which is a direct 2:1 ACC on its own for 5.5% land rate meaning we are now only short 2 of what elemental skill will provide as well as a DMG increase which Elemental skill does not provide.

2% hit rate is nothing, you won't even notice it.

So enhancing magic buffs

Phalanx/Enspells(dmg+acc)/Stoneskin(reomves need of +MND)/Elemental+Enfeebling ACC and Potency/Healing Done/Barspells.

Elemental magic effects elemental spells macc, 2% better.

This post has been edited by drunkenrdm: 13 September 2010 - 09:09 PM

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#20
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So you think 1-2 damage a hit is better than the big leap in magic acc for soloing, when you shouldn't even be getting hit?
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