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#1 Dec 06 2010 at 4:34 PM Rating: Good
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This was from Julinas list, only gonna list the important stuff.

Flame Pearl
Earring
STR+3 MND-1 ≺Element: Fire≻+15
Lv86 All Jobs

Vulcan's Pearl
Earring
STR+4 ≺Element: Fire≻+17 ≺Element: Ice≻+17
Lv86 All Jobs

Breeze Pearl
Earring
AGI+3 INT-1 ≺Element: Air≻+15
Lv86 All Jobs

Auster's Pearl
Earring
AGI+4 ≺Element: Air≻+17 ≺Element: Earth≻+17
Lv86 All Jobs

Nvrch. Frac +2 Rare Exclusive
Body
DEF:61 Ranged Accuracy+14
Ranged Attack+14 Magic Accuracy+10
Increases "Triple Shot" effect duration
Enhances "Tactician's Roll" effect
Set: Augments "Quick Draw"
Lv89 COR

Navarch's Frac +1 Rare Exclusive
Body
DEF:58 Ranged Accuracy+10
Ranged Attack+10 Magic Accuracy+8
Enhances "Triple Shot" effect
Occ. enhances "Tactician's Roll" effect
Lv89 COR


Complete crap personally. Pure macro piece for Triple Shot and Tacticians roll, and a possible WS piece. Huge let down.

Nvrch. Gants +2 Rare Exclusive
Hands
DEF:26 Accuracy+16
Ranged Accuracy+16
Critical hit rate +5%
Inc. "Phantom Roll" effect duration
Enhances "Allies' Roll" effect
Set: Augments "Quick Draw"
Lv87 COR

Nvrch. Gants +1 Rare Exclusive
Hands
DEF:24 Accuracy+13
Ranged Accuracy+13
Critical hit rate +4%
Inc. "Phantom Roll" effect duration
Occ. enhances "Allies' Roll" effect
Lv87 COR

Completely awesome piece.

Magoraga Beads Rare Exclusive
Neck
AGI+2
"Utsusemi" spellcasting time -10%
Lv90 MNK RDM THF BST RNG NIN DRG COR PUP DNC

Epona's Ring Rare Exclusive
Ring
"Double Attack"+3% "Triple Attack"+3%
Lv89 MNK THF BST RNG NIN BLU COR PUP DNC

Pyrosoul Ring
Ring
STR+7 MND-3
Enhances "Resist Paralyze" effect
Lv90 All Jobs

Stormsoul Ring
Ring
AGI+7 INT-3
Enhances "Resist Petrify" effect
Lv90 All Jobs

Hecate's Earring Rare Exclusive
Earring
"Magic Atk. Bonus"+6
Magic critical hit rate +3%
Lv90 All Jobs

Finally, watch it be ridiculous to get.

Clearview Earring Rare Exclusive
Earring
Ranged Accuracy+4 Ranged Attack+4
Lv87 All Jobs

Navarch's Earring Rare Exclusive
Earring
Ranged Accuracy+3 Magic Accuracy+2
Lv90 COR

Junkkkkkkkk

Flame Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Snow Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Breeze Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Soil Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Thunder Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Aqua Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Light Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs

Shadow Belt Rare Exclusive
Waist
DEF:7 "Conserve TP"+7
Latent effect: Increases weapon skill
accuracy and damage
Lv87 All Jobs


Alcide's Harness
Body
DEF:50 VIT-8 Accuracy+11 Evasion+11
"Subtle Blow"+3
Increases critical hit damage
Lv87 MNK THF BST RNG NIN BLU COR PUP DNC

Alcd. Harness +1
Body
DEF:51 STR+5 Accuracy+11 Evasion+11
"Subtle Blow"+3
Increases critical hit damage
Lv87 MNK THF BST RNG NIN BLU COR PUP DNC

Schutzen Mittens Rare Exclusive
Hands
DEF:16 AGI+8 Magic Accuracy+5
"Quick Draw" TP Bonus
Lv86 THF RNG COR

These are the new QD hands it seems, least for melee situations.

Atheling Mantle Rare Exclusive
Back
DEF:15 Attack+20 "Double Attack"+3%
Lv89 WAR MNK RDM THF PLD DRK BST BRD RNG SAM NIN DRG BLU COR DNC

Zelus Tiara Rare Exclusive
Head
Evasion-5 Haste+8%
Lv90 All Jobs

Bye bye turban
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#2 Dec 06 2010 at 4:38 PM Rating: Good
Good job!

Was hoping to see mab on the frac, wtf macc+10? Is it really needed? Really like the gloves though(those Schurtzen look cool too). Looking forward for that hecate's earring<3 while the navarch's earring is rather disappointing :/ Some other useful stuff, but I'm lazy and I'm done commenting xD

Oh and you forgot the AWESOME dagger with mab and "store cards"!!!

Edited, Dec 6th 2010 5:41pm by Sehachan
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#3 Dec 06 2010 at 4:50 PM Rating: Decent
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Sehachan wrote:
Good job!

Was hoping to see mab on the frac, wtf macc+10? Is it really needed? Really like the gloves though(those Schurtzen look cool too). Looking forward for that hecate's earring<3 while the navarch's earring is rather disappointing :/ Some other useful stuff, but I'm lazy and I'm done commenting xD

Oh and you forgot the AWESOME dagger with mab and "store cards"!!!

Edited, Dec 6th 2010 5:41pm by Sehachan


Lol I only listed the armor, and besides hq staves give a better bonus then that.
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#4 Dec 06 2010 at 4:52 PM Rating: Good
I know, but if you want to add melee, staves can't do much. Now, I only wish we had access to the oat dagger from magian trials -.-
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#5 Dec 06 2010 at 4:54 PM Rating: Decent
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Alobont wrote:


Nvrch. Frac +2 Rare Exclusive
Body
DEF:61 Ranged Accuracy+14
Ranged Attack+14 Magic Accuracy+10
Increases "Triple Shot" effect duration
Enhances "Tactician's Roll" effect
Set: Augments "Quick Draw"
Lv89 COR

Navarch's Frac +1 Rare Exclusive
Body
DEF:58 Ranged Accuracy+10
Ranged Attack+10 Magic Accuracy+8
Enhances "Triple Shot" effect
Occ. enhances "Tactician's Roll" effect
Lv89 COR


Complete crap personally. Pure macro piece for Triple Shot and Tacticians roll, and a possible WS piece. Huge let down.




Do you need to keep this piece equipped for the enhanced Triple Shot effect to work?


Edited, Dec 6th 2010 5:54pm by Afania
#6 Dec 06 2010 at 5:36 PM Rating: Decent
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Yeah a bit disappointed overall with Navarch's gear in general. My mirke and anwig beat the head and body. CFG are still a better WS hand piece and no haste makes melee use a bit dubious on the hands.

A lot of side-gradish macro stuff there. But I guess it will all look cool.
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#7 Dec 06 2010 at 6:24 PM Rating: Decent
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On a second look I wonder if some of the magic acc might be enough to get past resistancs on QD on higher level NM's. Something tells me they will always limit damage due to high MDB or some such issue.
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#8 Dec 06 2010 at 6:52 PM Rating: Decent
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Dartagnann wrote:
Yeah a bit disappointed overall with Navarch's gear in general. My mirke and anwig beat the head and body. CFG are still a better WS hand piece and no haste makes melee use a bit dubious on the hands.

A lot of side-gradish macro stuff there. But I guess it will all look cool.



They're for buffing(the most important aspect of this job), just like relic hat.
#9 Dec 06 2010 at 7:04 PM Rating: Decent
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Quote:
They're for buffing(the most important aspect of this job), just like relic hat.


Except the relic hat buffs many rolls and these equips buff only one roll (of which several are very infrequently used). So rather than one inventory slot for improving buff power we have 6 inventory slots for improving buffs. Thanks goodness for Trump cards. Anyone see the price on those yet?
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#10 Dec 06 2010 at 8:33 PM Rating: Good
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They're 10k per case from the usual NPC.
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#11 Dec 06 2010 at 9:33 PM Rating: Decent
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Quote:
They're 10k per case from the usual NPC.


Damn. I was hoping the whole goal was to eliminate the need for elemental cards altogether. At double the price I guess I'll keep my stacks of elemental cards. Maybe use trumps for the rare times I use water or wind or thunder.
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#12 Dec 06 2010 at 11:51 PM Rating: Decent
29 posts
Pardon my ignorance, but what Marks WS can crit? Haven't actually looked into this and the stat on the hands has me wondering.

Overall I am mixed about the new stuff. There are some decent pieces but most of these are hard to use full time. I was hoping to ditch the Wardecors since the frac looks awesome, but I guess I'll be holding onto mines for awhile longer. I'm glad they gave us some new weapons to use, but then I saw the one new bullet is for RNG only, which is WTF. And like others, I'm hating have to to buy all my stuff for ridiculously high prices while others can get theirs free from chests in Abyssea.
#13 Dec 07 2010 at 12:29 AM Rating: Decent
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No Marksmanship WS that COR can use can crit.
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#14 Dec 07 2010 at 12:30 AM Rating: Good
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Quote:
Damn. I was hoping the whole goal was to eliminate the need for elemental cards altogether. At double the price I guess I'll keep my stacks of elemental cards. Maybe use trumps for the rare times I use water or wind or thunder.


lol u jking? (sorry if you are im prob just misreading)
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#15 Dec 07 2010 at 12:49 AM Rating: Decent
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Dartagnann wrote:
No Marksmanship WS that COR can use can crit.


So the 4% Crit Rate on the gloves is just a random, mostly useless stat? If so, doesn't this make the hands a macro piece for rolls as well?


#16 Dec 07 2010 at 7:01 AM Rating: Decent
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Crit bonus is good for melee.
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#17 Dec 07 2010 at 9:30 AM Rating: Decent
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Quote:
Crit bonus is good for melee.


Not sure it outdoes 2-3% haste.
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#18 Dec 07 2010 at 9:35 AM Rating: Decent
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Quote:
lol u jking? (sorry if you are im prob just misreading)


No, not at all. Do you particularly see a need for COR's to carry around 8 stacks of cards for QD? It should have been one card all along, but they wanted to follow the ninjitsu model it seemed.

Well at least with 80 slots I'm not hurting as much for storage inventory but my gobbiebag is pretty close to full at 80 slots between ammo, cards, TP gear, shooting gear, QD gear. I'd take 8 slots pushed into one slot any day.
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#19 Dec 07 2010 at 11:57 AM Rating: Decent
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Dartagnann wrote:
Quote:
Crit bonus is good for melee.


Not sure it outdoes 2-3% haste.


Id say it depends on atma selection and setup. I thought I saw a haste atma somewhere.
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#20 Dec 17 2010 at 6:17 PM Rating: Good
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I hadn't seen this mentioned anywhere other than on the wiki update page, but there's a new dagger to think about...

Acinaces
DMG: 41 Delay: 201 Magic Attack Bonus+5
Enhances Snapshot effect
Occasionally allows the use of abilities without expending cards
COR 87 (I think)

No word on where it drops yet, but that seems mighty sexah.
#21 Dec 17 2010 at 9:36 PM Rating: Decent
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pinchzorz wrote:
I hadn't seen this mentioned anywhere other than on the wiki update page, but there's a new dagger to think about...

Acinaces
DMG: 41 Delay: 201 Magic Attack Bonus+5
Enhances Snapshot effect
Occasionally allows the use of abilities without expending cards
COR 87 (I think)

No word on where it drops yet, but that seems mighty sexah.


Complete garbage.

Staves give more boost, and 5 matt isnt that big a deal anyway when you have matt atmas and such and ur dding. Should of point out the twilight dagger that has quadruple attack on it.
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#22 Dec 17 2010 at 10:05 PM Rating: Good
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Alobont wrote:
pinchzorz wrote:
I hadn't seen this mentioned anywhere other than on the wiki update page, but there's a new dagger to think about...

Acinaces
DMG: 41 Delay: 201 Magic Attack Bonus+5
Enhances Snapshot effect
Occasionally allows the use of abilities without expending cards
COR 87 (I think)

No word on where it drops yet, but that seems mighty sexah.


Complete garbage.

Staves give more boost, and 5 matt isnt that big a deal anyway when you have matt atmas and such and ur dding. Should of point out the twilight dagger that has quadruple attack on it.




Snapshot is garbage???
Unless you have STP on main and sub slot and need that STP for x-hit build, this dagger allows you to TP faster than anything else.

For QD only it's not as good as HQ staff in terms of dmg, but if you're shooting and QDing, this dagger may be worth considering. This dagger is obviously for ranged TPing.

Compare with Firestaff(HQ), you lost some STR, but since fSTR should be capped in abby it's not really a big deal, so all you really lost is 14 rattk and that's it(not really a big deal as well with right buff/food/atma tbh). Or maybe you lost some STP depending on other slots of your gear. But cool thing about this dagger is, you don't have to stuck with fire shot all the time. If you're fighting some mob that resists fire or you need ice/earth shot to enhance RDM debuffs, this dagger will enhance your QD dmg no matter what elemental shot you're using without losing TP.

Twilight knife has nothing to do with this, it's not for shooting.
#23 Dec 18 2010 at 12:07 PM Rating: Good
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I agree. The dagger looks great for RA + QD. I know for NMs I tend to just RA and QD. Don't know whybpeoole would hate on the dagger.
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#24 Dec 18 2010 at 9:45 PM Rating: Decent
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Quote:
I agree. The dagger looks great for RA + QD. I know for NMs I tend to just RA and QD. Don't know whybpeoole would hate on the dagger.


I think Alobont solos a lot on COR and that may affect his evaluation. Issue with COR is that many of us use the job for many different tasks so our mileage with certain may vary quite a bit. I've never solo'd on COR, preferring RDM for most solo activities. Also tend to use RDM for low man stuff. COR comes out for bigger NM's, abyssea xp parties, older events. So I could definitely see using this dagger at times when I'm shooting for TP.
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#25 Dec 18 2010 at 10:29 PM Rating: Decent
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Dartagnann wrote:
Quote:
I agree. The dagger looks great for RA + QD. I know for NMs I tend to just RA and QD. Don't know whybpeoole would hate on the dagger.


I think Alobont solos a lot on COR and that may affect his evaluation. Issue with COR is that many of us use the job for many different tasks so our mileage with certain may vary quite a bit. I've never solo'd on COR, preferring RDM for most solo activities. Also tend to use RDM for low man stuff. COR comes out for bigger NM's, abyssea xp parties, older events. So I could definitely see using this dagger at times when I'm shooting for TP.


I low man a lot not really solo so much.

Heres why I dont like that dagger.

1. If im meleeing with one weapon, im useing joyeuse, twilight, mkris.
2. If im meleeing with two weapons, im going to use joyeuse/mkris or joyeuse/twilight. Generally if im meleeing it, it means im trying to do as much damage as possible.
3. If im shooting, im going to be useing a hq firestaff. The boost to QD and the added ratt and such from the staff far outweight the stp from that dagger, besides there are atmas if you really wanna get into the whole tp debate, which is actually null since QD is basically like a mini meditate with damage ever 45 seconds.

The fact that it might save a card is worthless since cards are cheap anyway. The problem is that there are better alternate weapons for doing everything this dagger does, it just combines all of them into one and is worth than each individually.
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#26 Dec 19 2010 at 2:25 AM Rating: Default
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Alobont wrote:

3. If im shooting, im going to be useing a hq firestaff. The boost to QD and the added ratt and such from the staff far outweight the stp from that dagger, besides there are atmas if you really wanna get into the whole tp debate, which is actually null since QD is basically like a mini meditate with damage ever 45 seconds.

The fact that it might save a card is worthless since cards are cheap anyway. The problem is that there are better alternate weapons for doing everything this dagger does, it just combines all of them into one and is worth than each individually.


That dagger is Snapshot, not STP. Snapshot is like haste, and we all know that haste>attk for TPing. If you're spamming fireshot and wildfire, MAYBE firestaff HQ does more dmg on some mobs, but sometimes you may ended up fighting mobs that's weak against ice and resists fire dmg, and sometimes you may need to do earth/ice shots to enhance RDM debuffs and don't want to change staff and lose TP, in that case HQ fire staff won't help much IMO, not everyone has Wildfire anyways.

I agree that saving card is worthless though, a nice bouns but won't affect my decision for gear of choice. Same reason why I don't use Libeccio Mantle if my racc is capped.

Edited, Dec 19th 2010 3:25am by Afania
#27 Dec 19 2010 at 9:59 AM Rating: Good
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Like Afonia said, this dagger is superior for fights where you are a) not using fireshot as your main QD and b) where leaden salute is your primary WS. There are plenty of fights where with MAB Atma that LS and Wildfire will outdo slugshot. Not everyone has wildfire. But most COR have Leaden salute.

Like a lot of gear it's situational. It looks to me like a good gunmage alternative to an HQ staff when you will be varying your QD based on different weaknesses of the mobs you are fighting. And now you can be the cyclone/energy drain person for red !! as well if needed. So while it's not likely to take over as the major weapon choice it has it's place.
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#28 Dec 19 2010 at 2:58 PM Rating: Good
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Its obvious from this thread that some ppl have forgoten that QD enhances de-buffs aswell as dealing high triple diget shots.

Anyone full-timing Vulcan staff is doin it wrong (or is in love with their epeen).



Abys exp fight starts, RDM casts DiaIII, do u use light shot, or quicky drop a fire/fire/wildfire? If you did, cg on your QD/WF dmg, but unlucky for the 10+ DD that lost out on an additional 5% defence down.
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#29 Dec 19 2010 at 3:30 PM Rating: Decent
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Sandmasterr wrote:
Its obvious from this thread that some ppl have forgoten that QD enhances de-buffs aswell as dealing high triple diget shots.

Anyone full-timing Vulcan staff is doin it wrong (or is in love with their epeen).



Abys exp fight starts, RDM casts DiaIII, do u use light shot, or quicky drop a fire/fire/wildfire? If you did, cg on your QD/WF dmg, but unlucky for the 10+ DD that lost out on an additional 5% defence down.


Really? Seriously what LS waits for a COR to land a qd after a debuff? The only time its even remotely feasible is at the begining of the fight.

The snapshot talk as well is only any good if you have a significant snapshot setup, which at this day in age for cor is a bit pointless. Very few times ever am I sitting around shooting, unless im weak.

For a recent example I did Raja today. The group that went built a pop then popped it. For the chariot I was out dding everyone and tanked msot the fight as COR vs the 4k hp PLD. I ended up dieing because mages couldnt keep up with cure spam on everyone, and msot of them where dead because they wouldnt mvoe out of range. At no point in the fight could I time QD to enhance a buff because of all the spells flying.

Next fight was the ironclad. I choose to QD it instead of melee this time. Pop triple shoot and plug away. Had to move so often due to hate bouncing around that I couldnt shoot.

Same thing with Rani since royal decree rapes.

Maybe its my play style and the group I run with, but I never have enough time to shoot the mob. I am either QDing, or meleeing 99% of the time. In a larger shell I guess you would have time for it.
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#30 Dec 19 2010 at 6:02 PM Rating: Decent
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Um doesn't QD not work on dia3? I though it only worked on 1 and 2 which both get upped a tier, but 3 has no tier to go up. Same with debuff 2s. I might be wrong, but when they added the limits to QD debuff enhancement and when light shot became sleep, I though all testing showed that and dia3 dot and def dew were easy to see.

And whats wrong with a snapshot setup? snap/rapid work like fast cast sorta. They only need to be on to lower delay or proc rapid right before and durring the start of the shot. midshot you swap to ratt/str/racc gears. There is plenty of Snap/rapid to get these days, and not taking advantage seems silly (unless you dont use spellcast for whatever reason).
I love snapshot equips. I use them as much as i can.

Edited, Dec 19th 2010 6:06pm by LordTrey
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#31 Dec 19 2010 at 6:32 PM Rating: Decent
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LordTrey wrote:
Um doesn't QD not work on dia3? I though it only worked on 1 and 2 which both get upped a tier, but 3 has no tier to go up. Same with debuff 2s. I might be wrong, but when they added the limits to QD debuff enhancement and when light shot became sleep, I though all testing showed that and dia3 dot and def dew were easy to see.

And whats wrong with a snapshot setup? snap/rapid work like fast cast sorta. They only need to be on to lower delay or proc rapid right before and durring the start of the shot. midshot you swap to ratt/str/racc gears. There is plenty of Snap/rapid to get these days, and not taking advantage seems silly (unless you dont use spellcast for whatever reason).
I love snapshot equips. I use them as much as i can.

Edited, Dec 19th 2010 6:06pm by LordTrey


QD enhancement still works on all spells as far as I know, dia 3 basically becomes 4, slow 1 becomes 2.

The silly thing is actually shooting for TP these days. Unless your /rng and all your doing is ranged attacking / qding and riding barrage and triple shot its not worth it. Very rarely are you in such situation unless your in a large group.
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#32 Dec 19 2010 at 6:37 PM Rating: Good
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Alobont wrote:
QD enhancement still works on all spells as far as I know, dia 3 basically becomes 4, slow 1 becomes 2.
There was testing ages ago that showed Earth Shot had no effect on Slow II, so I've been assuming that QD doesn't enhance any meritable spells.
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#33 Dec 19 2010 at 10:33 PM Rating: Decent
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chewzer wrote:
Alobont wrote:
QD enhancement still works on all spells as far as I know, dia 3 basically becomes 4, slow 1 becomes 2.
There was testing ages ago that showed Earth Shot had no effect on Slow II, so I've been assuming that QD doesn't enhance any meritable spells.

Care to link that?
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#34 Dec 20 2010 at 1:36 AM Rating: Decent
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It was all posted here and BG. Some careful searching could find it, but searching both of these sites works poorly imo.

When QD first came out it worked on everything, even brd songs and nin magic. Elegy + slow + earth shot was really broken. A mob would get 1 attack every 10-15 secs or something crazy.
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#35 Dec 20 2010 at 5:31 AM Rating: Good
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Alobont wrote:


Really? Seriously what LS waits for a COR to land a qd after a debuff? The only time its even remotely feasible is at the begining of the fight.

The snapshot talk as well is only any good if you have a significant snapshot setup, which at this day in age for cor is a bit pointless. Very few times ever am I sitting around shooting, unless im weak.

For a recent example I did Raja today. The group that went built a pop then popped it. For the chariot I was out dding everyone and tanked msot the fight as COR vs the 4k hp PLD. I ended up dieing because mages couldnt keep up with cure spam on everyone, and msot of them where dead because they wouldnt mvoe out of range. At no point in the fight could I time QD to enhance a buff because of all the spells flying.

Next fight was the ironclad. I choose to QD it instead of melee this time. Pop triple shoot and plug away. Had to move so often due to hate bouncing around that I couldnt shoot.

Same thing with Rani since royal decree rapes.

Maybe its my play style and the group I run with, but I never have enough time to shoot the mob. I am either QDing, or meleeing 99% of the time. In a larger shell I guess you would have time for it.



COR has 7 pieces of Snapshot gear including that dagger, and Snapshot roll and atma also. I believe that's significant enough.

IMO, shooting on COR is actually a better way to DD than meleeing, unless you're fighting EXP mob or none-NM mobs in 4 cities dyna/einherjar/salvage etc. Those mobs die too fast that you probably won't have a chance to land any shot if you /ra. For NM, melee kinda feed too much TP and puts you in AoE range, plus COR's melee gear is now wayyy behind other melee jobs, there's no way you'll be competitive in terms of dmg output if you melee. Being able to deal dmg outside of AoE range is what makes DDing on this job worthwhile IMO, or else I can just change to another melee job and do even more dmg. Or maybe you can melee if you want certain !!! to proc, and that's pretty much it.

Tank jobs like NIN or MNK with right atma should be able to hold hate no problem. Even if you use a PLD tank, they should still be able to pop 1.2k Vorpal often, although in terms of hold hate ability PLD is much lower than MNK XD.

A lot of NMs I've fought I choose to shoot instead, simply just to avoid TP feed and out of AoE range, unless I'm getting melee WS!!!, or fighting easy NMs that doesn't spam AoE.
#36 Dec 20 2010 at 8:17 AM Rating: Decent
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Its nit so mich about hate as it is physical time to actually shoot. In a low man situation there is very litte time if any to stop and shoot. This knife is just subpar, there are other items that do what this does and do it better.
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#37 Dec 20 2010 at 10:02 AM Rating: Decent
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I don't see how any of hose situations make ahooting hard. RA on things like iron giants is very easy, as is anything that moving around. Hit RA with in 25 is no difficult task.

If the cor is top DD and out "tanking a lolpld" (ppm bring plds?) get some better friends.

And in low man, how does it take too much time to shoot? Between buffs what else are you doing? Gun dot is pretty nice these days, and gets better every update. Melee hasnt changed in months...

Edited, Dec 20th 2010 10:31am by LordTrey
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#38 Dec 20 2010 at 10:36 AM Rating: Good
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Quote:
At no point in the fight could I time QD to enhance a buff because of all the spells flying.


This makes no sense... What does the number of spells have to do with QD buff enhancement. If a QD hits all debuffs (that are not brd or nin or tier 2 i think) get buffed if they match the element. Has nothing to do with what spells are cast when, just what effect is on the mob with QD hits.


Quote:
Next fight was the ironclad. I choose to QD it instead of melee this time. Pop triple shoot and plug away. Had to move so often due to hate bouncing around that I couldnt shoot


Hate bounding around makes you move? Its figts like that in which RA excels over other DD types. Learn to stand still? Its not like Melee would do you any good. Your points make little sense to me.
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#39 Dec 20 2010 at 1:26 PM Rating: Decent
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Can only buff a spell after its been cast, if someone cast something else it lands before qd, it wont get buffed. Generally in lowman a lot of things are kited not straight tanked, with qd imusualy the one on top or near top of hate list.
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#40 Dec 21 2010 at 9:53 AM Rating: Decent
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There is no time lim after a dbuff to enhance it with QD. The effect just ha to be on the mob when QD hits. And if 2 debuff of the sMe element are on like bio and blind, both get enhanced.
Last spell cast does not matter. That limitation has never existed for QD.

Edited, Dec 21st 2010 9:54am by LordTrey
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#41 Dec 21 2010 at 2:38 PM Rating: Decent
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LordTrey wrote:
There is no time lim after a dbuff to enhance it with QD. The effect just ha to be on the mob when QD hits. And if 2 debuff of the sMe element are on like bio and blind, both get enhanced.
Last spell cast does not matter. That limitation has never existed for QD.

Edited, Dec 21st 2010 9:54am by LordTrey


As far as I can see no one has actually ever tested that. I checked both wikis and even googled several message boards about it. If you have a link id be interested to read it.
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#42 Dec 23 2010 at 12:14 AM Rating: Decent
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I thought it was tested with poison and drown when cor came out in the first few days, but now i am unsure if ele debuffs are even still effected by QD. I just dont remember that be tested after the initial QD enhancement nerf a few weeks after cor was out.
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#43 Dec 29 2010 at 5:28 AM Rating: Decent
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Alobont wrote:
Crit bonus is good for melee.



I just tried RR atma while spamming /ra in abyssea with AF3+1 hands.

I'd say RR atma boost my /ra dmg way more than SA atma.
In that case maybe AF3+1/+2 hands is better than w hands for /ra TP as well because of the crit bouns?
Or maybe good for Evisceration set?
#44 Jan 11 2011 at 9:56 PM Rating: Good
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I'm not sure if this has been mentioned before, but it seems there's a typo on Navarch's Frac +2.

I just got it today and it definately does not increase Triple Shot's duration. I imagine it just keeps the TS enhancement like the +1.
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