![]() AA clears are done when people need them pretty much. Unity is done with some frequency, in particular Warblade Beak(Dem pet pdt earrings). ![]() Skirmish is still pretty popular but less so now that we have focused our efforts on Escha. We run a large variety of events ever night.ĭelve is very common. We're the largest End Game shell on Quetzalcoatl, maybe even the biggest shell on the server period. You can have upto 3 buffs or mixture of buffs and defbuffs up, with one of those having 3 out of every 10 minutes of uptime via entrust.Do you want to finally play with a group that takes pet jobs to end game events and ACTUALLY WINS!? The TLDR is to read up on the fight you will be doing, think about what set of scales you intend to tip (+acc, - mob eva) (+matt, -mob mdef) to improve your parties performance or allow your tank to survive a mechanic. This will obviously be situational to the fight, and most likely only a factor on high level end game content and/or will be there solely for the tank, unless the mob has some hate reset or heavy AOE mechanic etc Sometimes boosting the offensive abilities of your party isnt as important if you cant actually survive the fight in the first place, you also have the ability to reduce enemies attack, both physical and magical, and boost your own parties defenses. You can play around with this a little till you get an idea of what is actually giving the bigger boost to damage. i.e is it more important to give accuracy or attack and -evasion or -defence to the enemy, both physical and magical. The next thing beyond party setup you need to think about is level of content. to boost magic attack and lower the enemies magic defence, again, like tipping a set of scales but the stats your effecting are magical based this time. If you are relying on magic bursters in a mage orientated party, and the SC is already setup, then you can think about spells like acumen and malaise. Although in some fights you want the Geo spell to be buffing your own party too, giving upto three buffs. This follows the pattern you should follow in most fights, boost your party abilities with two indi spells (one from entrust) and sap the enemy of the same type of defence by planting a geo spell on them. What youve done here is give a strong haste effect to everyone in your indi bubble, allowing them to WS very frequently, and in the case of the right melee DD's, solo SC more consistently. Is it a TP burn, melee heavy or solo SC'er? Then you will probably want indi-haste on you, Geo-frailty on the mob, and entrust + indi-fury on another melee DD. The general idea is to take a look at your party composition, and figure out or ask if your unsure, what the particular game-plan is for the upcoming fight, or how the party is going to do its damage against those apex mobs, and augment the current parties abilities, while also sometimes debuffing and enemy's relevant stat, kind of like tipping a set of scales, i.e boosting your parties accuracy while crushing a mobs evasion will let your party land physical hits on even a really high evasion mob. Allowing you to put down a much stronger effect. Hopefully you have ran around and got most of your 'geo' versions of your indi spells by now, this is very important as not only does it allow you to apply a second buff to your party or put a debuff zone down thats unresistable to enemies, but your job abilities, like blaze of glory which enhances the effect of your geo magic, only work with geo spells and not indi spells. For negative spells i.e indi-poison, your bubble will only effect enemies you have gained enmity on, so you need to tag them with a melee hit or more likely casting a spell on them etc, before your bubble starts to effect the mobs. e a 'positive' indi spell like indi-haste, will work for everyone as long as they remain close to the bubble. Indi spells give you an unresistable bubble around you, that if boosting party traits, i. It also has a compass like passive effect whereby if you are North,South,East,West of a mob, a different magic stat will be enhanced, this comes from the job trait 'cardinal chant'. So GEO has offensive magic to burst or do free nuking with, but unboosted, is a bit weaker than that of a BLM, SCH or even RDM, but can solo boost its own magic attack through its geomancy, with spells like indi-acumen. First of all, visit oboro and get your Dunna if you haven't already, you'll need to sink some cash into it, but you'll be thankful you did.
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