Post by xatsh on Mar 16, 2009 10:42:52 GMT -5
This is a copy paste of my old guide I written like 2 yrs ago alot of info is outdated. No time to really fix it will do it later.
***** Didn't have time to finish will work on it more when I have a chance. This will be a long post i am gona post different builds that I seen work, formulas for spells (So we can try to get the most out of things), as well as several strategies based on soloing, tank party, blm party, and various other things******
Index:
1) Spells: equations, durations, and potency
2) Sub job combinations and thier uses
3) Armor set ups
4) Hnmls Job: tank party, melee party, blm party, dyna, salvage
5) Merits
6) Advanced techniques: timming spells with blms, cycling
spells
7) How to solo things that kill some allainces
1) Spells
-Refresh- Duration 2mins 30sec - casting time ~4 sec
potency: Returns 3mp/tick, for a total of 150 MP when capped.
-Slow- Duration - casting time
-Paralyze - Duration: random - casting time
Potency: random
-Blind - Duration 3mins unresisted- casting time 2 sec
Potency:
-phalanx- Duration: - casting time
potency: (Enhancing / 10) - 2
-Enspells - Duration - casting time
potency: (Enhancing / 20) + 5
-Barspells - Duration -casting time ~1.5sec
Potency: Amount of the increase equals (Enhancing magic
skill / 5) + 40.
Note: Bar status spells do not make you resist them. They
only lessen the time you are effected by them. For Example sleep 1 last 60sec with enough barsleep it might only last 10-20 secs instead.
-Stoneskin -Duration 5mins or until used - casting time
potency: X = ([Enhancing Magic Skill] / 3) + MND
F is the the amount of damage reduced.
F = X (if X < 80)
F = X * 2 - 60 (if 80 <= X <= 130)
F = X * 3 - 190 (if X > 130)
Caps at 350 damage. 400 with ss neck peice
-Slow II - Duration unresisted 3mins- casting time
Potency: with capped merits and capped mnd ~30%
-Para II - Duration Random - casting time
Potency: Random (lot of test been done but the results for each that have been posted on forums vary to much to say it for a fact what the para% is)
-Phalanx II- Duration 2min +30sec per upgrade- casting time:
Potency: 15dmg reduction +3 per upgrade (+1 dmg reduction with over 299 enhancing skill)
-Dia3- Duration 30sec +30sec per upgrade- casting time 1sec
Potency: -15.8% def on mob 3dmg a tick
-Bio3- Duration 30sec +30sec per upgrade- casting time
potency: -15.8% attack on mob 7dmg/tick without /sch 8with full drk+ gear rdm can get
-Blind 2- lolblind don't waste your merits
Potency: makes ppl laugh at you at hnmls events, each merit increase the lol factor until you reach the all famous LMFAO lvl3
-Sleep(ga)- Duration 60sec- casting time
Potency: n/a
-Sleep(ga) 2- Duration 90sec -casting time
Potency: n/a
-Gravity- Duration varies - casting time
Potency: -5 evasion movement speed down ?%(looking for exact #)
- Haste- duration 3mins - casting time 3 sec
Potency- 15% reduced attack speed and recast
-Spike spells- Duration - Casting time
1) Blaze spikes: Highest dmg spike spell no effect
2) Ice spikes: Lowest dmg spike spells strong para effect
3) Shock spikes: mid dmg, short term stun effect
use for kiting things.
Careful if hit while casting sleep with these on it will wake the mob.... found this out the hard way
2)Subjobs and thier uses
-whm
Basic rdm sub, main uses for merit or hnmls events where whms are lacking
pros- devine seal, curagas, rr, na spells, baraga spells
cons- no sleepga for crowd control, lacks drain and aspir, lacks
elemental seal and conserve mp
-Blm
Another must have sub used for most hnmls events where healers are present and cs stun is not needed
pros- all the cons of /whm
cons- all the pros of /whm
-smn
Used mainly for faf/nid
pros- refresh and AA and about +30-40mp
cons- you lack almost all the pros of both /whm and /blm
-nin
Top solo sub / hnmls tank sub
pros- Shadows, duel wield
cons- lower mp, less crowd control, no conserve mp, no devine seal, no na spells, no baragas
-drk
used on all mobs that are zerked or nms that have chainspell.
pros- chainspell stun = no dmg from mob for the duration of chainspell
cons- same as /blm except you lose sleepga and elemental seal as well
-blu
top solo sub when fighting more than 1 mob, conbined with a def/vit build you can hit close to 900def and 100+ vit, with phalanx (1) do not use 2, most dmg from em and below mobs are reduced to 0-3 dmg without ss up.
pros- cacoon(that is about it +50% def is nice) and minor stat bonuses from equiping spells
cons- you have to know what are doing, if cacoon and ss falls and you are getting interupted every cast you will probally die.
Must know how long cacoon has left at all times to prevent death. Has no party or group benifits.. Soro onry sub
-Sch
The top dd sub in the game for rdm, with the 2 arts and full int build you can top 120int and have over 310 ele skill (more than some blms at lvl75.
Pros- Arts (Light and Dark) These give a massive boost to all the areas in magic rdms lack in, ele and drk skill. Dark arts gives rdm +54(need to check this)drk skill and +25(need to check this too) elemental skill as well as -10% spell cost +10% fast cast. Light arts is less usefull only use to cure and cast refresh and haste. 1/2 cost mp ja and 1/2 spell casting time ja twice every 5mins help when raising, casting a high cost spell, or claiming a nm. Chainspell nuke with this set up is insain dmg. almost 100% unresisted nukes + -10% mp cost, with convert you are looking at close to 7-8k dmg on a non magic resistant mob(just remember to use a rr item before doing this). Edit: you now get all the na spells you use to get from whm main including stona with addendum white active. se did something right for once.....
cons- the arts are on a 1min timmer meaning if it is not up, you will cast 10% slower and it will cost 20% more mp if you use the wrong spell for that art. No conserve mp. es or ds. With the last update that is about it.
-bst
Yea lolbst sub is the top solo xp for rdm bar none. With bst at lvl 75 and chr build (as rdm you get about 20-30more chr than bst main) you can charm almost any mob bst can charm very close to the same sucess rate.
pros- you can play as bst with all rdms powerfull spells (Enspells pull no hate. slow,para, blind makes a dc pet pawn a tough mob)
cons- no use for party (except bst or smn partys), bst must be at 75, a lvl 37 bst using it as a sub will charm at about the rate of a lvl 37-50bst making the sub worthless.(Don't argue this with me I soloed about 40% of rdm /bst and it works perfectly, and I have partyed with ppl trying /bst without it being the lvl of the main it does not work. rdm75/bst75 > bst/anything for solo xp
3) Armor sets
The way this works item will be listed left to right in the slot from best item to not as good alternative. And I am sorry to say rdm is expensive as hell, and you will learn having more than 3 free inventory slots with 70 slots is a rarity.
Enfeebling build: +50 enfeebling skill +17 mag acc
Main: All hq staffs
Sub: +2 mnd strap
range/ammo: Areol+8 acc, hedgehog bomb, lamnia, phantom
Head: Duelest hat+15 skill, crimson mask +10, rse head +6acc
Neck: Enfeebling torque +7 skill, spider torque +5 skill
Ear 1: Enfeebling earring +3 skill, magnetic, mp/stat earring
Ear2: Loq, mp earring/stat earring
body: Af1 +15 skill
Hands: Morrigan +5 acc, Golliard, Zenith, high mnd mitts
Ring1: toau +4 acc/tamas depends on resistance and event, stat/mp ring
Ring2: Omega ring +3 acc, stat ring/mp ring
Back: Enfeebling cape +5 skill
waste: Pentitents rope
Legs: Nashir pants +5skill +3 mag acc
Feet: Varrys depending on race high mp and stat one
Elemental build:
Main: All hq staffs
Sub: Int strap
range/ammo: Areol, phantom
Head: Af1+1, don't use anything else
Neck: Elemental torque
Ear 1: +7 mab earring, loq/phantom+1, phantom
Ear2: Moldy, phantom+1, magnetic, phantom
body: Morrigan, Crimson, Errant hopp...
Hands: Morrigan, Zenith, errant
Ring1: tamas
Ring2: Omega, stat ring
Back: Elemental cape, Prism
waste: Obi is day is good, Penitent rope or race belt with int
Legs: Morrigan, jetseer wells, errant
Feet: af2+1, nashira feet, rse if it has +int or high mp, af2 feet
Hmp build: Careful not to sacrafice to much mp for hmp or you will be recovering to 600mp instead of 1k
hmp+27 (+32 with cookie) refresh 6mp/tick no brd,cor, or sanction, 7/tick with sanction
Main: Pluto's staff +10hmp
Sub: strap doesn't really matter
range/ammo: again does not matter
Head: Duelist +1 refresh, any of the +2 hmps hats there are about 6 of them check alla or wiki.
Neck: Beak necklace+1 +2 hmp
Ear 1: Relaxing earring +2hmp
Ear2: Magnetic +1hmp
body: Mahotman hmp+6, af+1 hmp+5, errant hmp+5
Hands: Genie gages, hydra gaunlets hmp+1
Ring1: any
Ring2: If you have a star ring use it but it cost about 4mill to make +1hmp >.>, any other wise
Back: Poison taster's refresh with ss and poison pot, invegoratin +1hmp
waste: Hierarch belt hmp+2
Legs: Yegit hmp+2
Feet: Goliard hmp+3
/nin
This is tricky cause you want to have at least 1.2k hp and depending on race that can be a problem. With ss's dmg absorption that gives you the same hp as most plds.
*+20 enmity, 8% haste (~28ish% with fastcast taken into account), mov. speed +12%, hp+155ish (+340/380ish with food) maby -10% dmg if lucky, don;t count on it >.>, mdb+8
Main: chainsaws for +4 enmity.
Sub: Chainsaw +4 enmity
range/ammo: lamia +1 for +2mdb
Head: Af+1 mp+25 fastcast+5%, if no dalma and using duelist body use af2 head
Neck: Ritter Gorget +25hp +3 enmity, other enmity neck
Ear 1: Loq. +30mp fastcast
Ear2: Ethereal, magnetic, HP earring
body: Dalmatica refresh +5mdb, duelist, crimson
Hands: Dusk+1 haste+3% hp+, dusk haste+2
Ring1: Def ring (lolrdm with def ring), most likly bomb queen+75hp or bloodbead +50 when fighting a fire mob
Ring2: Satava hp+15 enmity +3
Back: Cerb mantle enm+3 / +4 for hq
waste: warwolf +3 enmity
Legs: Crimson/blood when kiting hp+25/27, nashira when strait haste+3%
Feet: Dusk +2% haste/ 3% with hq
Note: unlike support mage aviod macroing gear. blinking + pissed off mob = dead rdm tank. If you are macroing make it very little, maby like changing to crimson while wyrms are in air for the -10% dmg from breath, then back to dalma on ground. But don;t macro gear in for spells. ppl not on ps2 or xbox have a hellish time of targeting ppl outside party. takes at least 3secs if you can type /ta "Name of person" fast enough without misspelling
*I am still messing around with this set up to find out what is best, currently my set up is not based on rdm tanking so I am going by stats and what I see stell tank with pretty much. If you have any input on rdm tanking besides this, post something.
4) Hnmls Jobs
a) Faf/Nid tank party
-Required sub /whm, prefered /blm
-Armor sets hmp, mp, and enfeebling skil
- Job dutys Debuffing, back up curing
note) make a cycle this is the most mp stressful job there is. should look something like this 1) refresh you 2) phalanx pld 3) refresh next in line 4) phalanx second pld 5) refresh third in line
6) refresh next in line 7)refresh last in line 8) rest as much as you can before repeating. This is about 360 mp per cycle factoring in cures. Also depending on ppl you might have to enfeeble with is another 80mp on top of that.
B) faf/nin non tank and Aspi & KB
-Required subs- /blm /sch sub will depend on the mob and what is needed. /whm should not be needed now that /sch has all the na spells. /blm is good for KB due to es gravity.
-armor set- mp, hmp, enfeebling
-Job duties- enfeebling, back up curing, buffing refresh and haste
- Blm/Melee party faf/nid and other hnms
-required sub- /blm /sch
-armor sets- mp enfeebling
-Jobs- keep blms refreshed, melee hasted 100% of the time.. pretend it is a merit party another words. Enfeeble mobs, cure blms/melee
C) Dyna
-Required sub - /blm /sch /drk if needed... /whm is gimp for this
-armor sets- mp, hmp, enfeebling, haste set for /drk
-Jobs - NUTRALIZE THE MOBS IS #1 sleep/bind/gravitysilence, after that is done refresh haste and back up cure/ main cure depending on party.... gona say this again keeping mobs nutralized is more important than keeping up your cycle.
-Rdm is one of the 3 key jobs in dyna along with tanks and blms.. playing it poorly will cause a wipe or massive down time.
D) Toau hnm
-required sub /drk /sch /blm /nin
-armor sets- hmp, haste, mp
-Jobs - /drk if you are stunning the horrible aoe these all have... this is the most important job there is you miss the tank party wipes and it is game over. /nin is mainly for holding since we pld tank everything. others are for non stunning rdms do normal jobs with those.
- Although they can be enfeebled with 330skill I have less than 20% acc landing on them. So chances are you will need es to land anything like slow or para.
E) Salvage
-Required subs /whm /blm (Whm is very handy for curage on this event)
-Armor set hmp, enfeebling, mp
-Jobs- Salvage is different than most events at the start cause of limited cell drops. You will probally be main cure, main pull, debuff, buff at the start with about 300mp 500if you get mp cell at start. As the event goes on you fall into more traditional rolls as others get cells. At the Start your focus is silence dispell and emergency cure only, you will not have the mp to buff anyone except yourself until you get alot more armor cells. All jobs should have pots to cover curing for the majority of the first floor or until other mages get magic to help. Highly recomended to get a Hi-Ether tank to start with cause when pulling you have little time to rest.
5) Merit configurations
-This merit set up is for the hnmls scene not the merit rdm.
and is based off you focusing on rdm merits. If you only use rdm for merits this set up is not the optimal setup for that
This is my merit config on X atm
-mp 8 merits +80mp
-Enfeebling skill 8 Merits +16 skill
-Elemental magic 8 merits +16 skill
(enhancing magic merits do too little to make them worth meriting +1dmg enspells and +1 dmg on phalanx and a few resistance on bar spells compaired to a ~5% increase in ele acc)
-Int 5 merits +5 int
(Can do mnd if you want or combination but bind gravity are int based keep that in mind)
-4 spell interupt downs -8% interupt
-4 enmity down -4 enmity (If you wana tank don't do this)
-Melee merits doesn't really matter just gona say I have 8 archery and 4 sheild, archery to land the att down arrows that + bio3 = ~30% att down good for soloing /blu /bst. Other melee merits are axe for my bst. gogo 6 axe skill on rdm/blm >.>
-Wind acc lvl4 +12 wind acc
-Ice acc lvl3 +9 Ice acc
-Earth acc lvl3 +9 earth acc
(Can put 1 earth merit in ice if you choose, but slow too cost alot to miss, Convert merits in the hnmls scene are a complete waste, no good to have mp and land partially resisted or fully resisted spells and you should never run out of mp if you have decent gear and brd or cor in party)
-Convert merits: I would only consider getting these if you are not gona use rdm for endgame events where fighting high tier bosses are involved. landing a say bind on sky god or a gravity on a kirin can save you fast. Giving up all that magic acc basically gimps you on rdms main job trait, enfeebling.
-Tier 2 merits-
Gona start off saying this is prefrence more than anything except a few things.
-Blind2 is pointless high lvl mobs will hit almost anything no matter if they are blinded or not
-Phalanx2 is a must... get lvl 2 at least, that last the whole refresh/haste cycle making it easy to add in. (This is weaker than phalanx 1 by about 7 dmg resistance) If you have no phalanx 2 you will never be in the tank party.
-Bio3 I choose this cause I solo alot and we are a mage heavy shell. if mana burning a mob use Bio3 cause Dia3 is pointless in this situation.
-Dia3 Use only in a tp burn setting cause def down will do nothing for a pld hitting it with the chainsaws or a nin poking a mob with a katana. Lvl 1 is a waste of mana so get lvl 2if you want to use this. (lvl1 30sec, lvl2 1min, lvl3 1min30sec durations.)
-Slow 2- Rdm's top enfeeble get it recomend lvl 2-3 if you not getting bio or dia. slow2 lvl3 with capped mnd (~145 mnd) for it is close to 30% reduced attack speed.
-Para 2- Para is an iffy spell due to it's lvl of resistance and partial resistance. I will say I seen para 2 stun 7 attack in a row on nid and I seen it only work 0 to 1 times on a merit lvl mob more than once so it is alot less reliable effect wise than slow 2. But even lvl 1 para2 is seemingly stronger than para1.
If you like to solo (my set up atm, probally gona get rid of bio for 2 more slow lvls though)
2 phalanx2 - 2 bio3 - 1 slow2 - 1 para2
Hnmls set up
2/3 phalanx2 - 2/3 slow 2 - 2/3 para2 (talk with other rdm to see what might be best, no reason to have 4 rdms with capped slow2 and 4 rdms with para2 lvl1 at a camp)
6) Advanced techniques
1) Cycles (not really adavanved but I see more and more rdms not use one anymore)
- all rdm's must keep a cycle at all times, you are doing way to much to just randomly cast spells and keep buffs on party members near 100% of the time.
-Cycle should look like this
refresh you => Haste members (If melee or tank)=> Phalanx2 tank if in tank party => refresh member=> haste member=> phalanx2 tank 2 => repeat. Always start with member 1 (you) and work down the list hasting the next person in the group who needs it then refresh next.
(For example) tank party set up - rdm, pld, pld, smn, brd, whm Refresh yourself => haste pld => phalanx pld=> refresh pld => haste pld2 => phalanx pld2 => haste pld2=> refresh smn => refresh rdm => rest => repeat cycle when your refresh has worn.
Doing it this way makes it when once you are done casting a set of 3 spells, ref => pha => haste, the cooldown on refresh is done and you can imidiantly restart casting with no down time.
2)Spell timing
This referes to casting spells so that once a blm is done casting the mob is instantly slept, bound, or nuked. Here are some spell timing combinations.(Note amount of fast cast on blm and sub as well as rdm's fast cast gear effects this greatly, plan accordingly)
AM 2 => sleep: AM2 is ~10sec cast, sleep is ~3 sec. Cast at about 4 game minutes after blm starts casting.
Tier 4 => sleep2: all tier 4s cast at a different time but Bliz4 and thunder 4, most used ones, are 8.25 sec and 8.5 sec, cast about 2.5 game minutes after rdm starts
AM2 => (Rdm) tier 3: Cast 3 game minutes after blm.
Tier 4 => (Rdm) tier 3: Cast ~1.75 game minutes after blm
3) Chainspell Stun
This is used when ever you are locking down a mob for a zerg fight.
-You should only cast when you see the mob make a slight movement, this is to prevent you from casting stun while stun is still in effect. If this happens the mob will be free to move for 1-2secs while your recast timmer resets.
-Always have mob targeted
-Never cast anything besides stun even if ppl are getting killed.
***WARNING**** The last thing you want to do is spam cast stun or it will be almost completly ineffective. Stun will have no effect and mob will get tp moves through.
continued had to go to class
***** Didn't have time to finish will work on it more when I have a chance. This will be a long post i am gona post different builds that I seen work, formulas for spells (So we can try to get the most out of things), as well as several strategies based on soloing, tank party, blm party, and various other things******
Index:
1) Spells: equations, durations, and potency
2) Sub job combinations and thier uses
3) Armor set ups
4) Hnmls Job: tank party, melee party, blm party, dyna, salvage
5) Merits
6) Advanced techniques: timming spells with blms, cycling
spells
7) How to solo things that kill some allainces
1) Spells
-Refresh- Duration 2mins 30sec - casting time ~4 sec
potency: Returns 3mp/tick, for a total of 150 MP when capped.
-Slow- Duration - casting time
-Paralyze - Duration: random - casting time
Potency: random
-Blind - Duration 3mins unresisted- casting time 2 sec
Potency:
-phalanx- Duration: - casting time
potency: (Enhancing / 10) - 2
-Enspells - Duration - casting time
potency: (Enhancing / 20) + 5
-Barspells - Duration -casting time ~1.5sec
Potency: Amount of the increase equals (Enhancing magic
skill / 5) + 40.
Note: Bar status spells do not make you resist them. They
only lessen the time you are effected by them. For Example sleep 1 last 60sec with enough barsleep it might only last 10-20 secs instead.
-Stoneskin -Duration 5mins or until used - casting time
potency: X = ([Enhancing Magic Skill] / 3) + MND
F is the the amount of damage reduced.
F = X (if X < 80)
F = X * 2 - 60 (if 80 <= X <= 130)
F = X * 3 - 190 (if X > 130)
Caps at 350 damage. 400 with ss neck peice
-Slow II - Duration unresisted 3mins- casting time
Potency: with capped merits and capped mnd ~30%
-Para II - Duration Random - casting time
Potency: Random (lot of test been done but the results for each that have been posted on forums vary to much to say it for a fact what the para% is)
-Phalanx II- Duration 2min +30sec per upgrade- casting time:
Potency: 15dmg reduction +3 per upgrade (+1 dmg reduction with over 299 enhancing skill)
-Dia3- Duration 30sec +30sec per upgrade- casting time 1sec
Potency: -15.8% def on mob 3dmg a tick
-Bio3- Duration 30sec +30sec per upgrade- casting time
potency: -15.8% attack on mob 7dmg/tick without /sch 8with full drk+ gear rdm can get
-Blind 2- lolblind don't waste your merits
Potency: makes ppl laugh at you at hnmls events, each merit increase the lol factor until you reach the all famous LMFAO lvl3
-Sleep(ga)- Duration 60sec- casting time
Potency: n/a
-Sleep(ga) 2- Duration 90sec -casting time
Potency: n/a
-Gravity- Duration varies - casting time
Potency: -5 evasion movement speed down ?%(looking for exact #)
- Haste- duration 3mins - casting time 3 sec
Potency- 15% reduced attack speed and recast
-Spike spells- Duration - Casting time
1) Blaze spikes: Highest dmg spike spell no effect
2) Ice spikes: Lowest dmg spike spells strong para effect
3) Shock spikes: mid dmg, short term stun effect
use for kiting things.
Careful if hit while casting sleep with these on it will wake the mob.... found this out the hard way
2)Subjobs and thier uses
-whm
Basic rdm sub, main uses for merit or hnmls events where whms are lacking
pros- devine seal, curagas, rr, na spells, baraga spells
cons- no sleepga for crowd control, lacks drain and aspir, lacks
elemental seal and conserve mp
-Blm
Another must have sub used for most hnmls events where healers are present and cs stun is not needed
pros- all the cons of /whm
cons- all the pros of /whm
-smn
Used mainly for faf/nid
pros- refresh and AA and about +30-40mp
cons- you lack almost all the pros of both /whm and /blm
-nin
Top solo sub / hnmls tank sub
pros- Shadows, duel wield
cons- lower mp, less crowd control, no conserve mp, no devine seal, no na spells, no baragas
-drk
used on all mobs that are zerked or nms that have chainspell.
pros- chainspell stun = no dmg from mob for the duration of chainspell
cons- same as /blm except you lose sleepga and elemental seal as well
-blu
top solo sub when fighting more than 1 mob, conbined with a def/vit build you can hit close to 900def and 100+ vit, with phalanx (1) do not use 2, most dmg from em and below mobs are reduced to 0-3 dmg without ss up.
pros- cacoon(that is about it +50% def is nice) and minor stat bonuses from equiping spells
cons- you have to know what are doing, if cacoon and ss falls and you are getting interupted every cast you will probally die.
Must know how long cacoon has left at all times to prevent death. Has no party or group benifits.. Soro onry sub
-Sch
The top dd sub in the game for rdm, with the 2 arts and full int build you can top 120int and have over 310 ele skill (more than some blms at lvl75.
Pros- Arts (Light and Dark) These give a massive boost to all the areas in magic rdms lack in, ele and drk skill. Dark arts gives rdm +54(need to check this)drk skill and +25(need to check this too) elemental skill as well as -10% spell cost +10% fast cast. Light arts is less usefull only use to cure and cast refresh and haste. 1/2 cost mp ja and 1/2 spell casting time ja twice every 5mins help when raising, casting a high cost spell, or claiming a nm. Chainspell nuke with this set up is insain dmg. almost 100% unresisted nukes + -10% mp cost, with convert you are looking at close to 7-8k dmg on a non magic resistant mob(just remember to use a rr item before doing this). Edit: you now get all the na spells you use to get from whm main including stona with addendum white active. se did something right for once.....
cons- the arts are on a 1min timmer meaning if it is not up, you will cast 10% slower and it will cost 20% more mp if you use the wrong spell for that art. No conserve mp. es or ds. With the last update that is about it.
-bst
Yea lolbst sub is the top solo xp for rdm bar none. With bst at lvl 75 and chr build (as rdm you get about 20-30more chr than bst main) you can charm almost any mob bst can charm very close to the same sucess rate.
pros- you can play as bst with all rdms powerfull spells (Enspells pull no hate. slow,para, blind makes a dc pet pawn a tough mob)
cons- no use for party (except bst or smn partys), bst must be at 75, a lvl 37 bst using it as a sub will charm at about the rate of a lvl 37-50bst making the sub worthless.(Don't argue this with me I soloed about 40% of rdm /bst and it works perfectly, and I have partyed with ppl trying /bst without it being the lvl of the main it does not work. rdm75/bst75 > bst/anything for solo xp
3) Armor sets
The way this works item will be listed left to right in the slot from best item to not as good alternative. And I am sorry to say rdm is expensive as hell, and you will learn having more than 3 free inventory slots with 70 slots is a rarity.
Enfeebling build: +50 enfeebling skill +17 mag acc
Main: All hq staffs
Sub: +2 mnd strap
range/ammo: Areol+8 acc, hedgehog bomb, lamnia, phantom
Head: Duelest hat+15 skill, crimson mask +10, rse head +6acc
Neck: Enfeebling torque +7 skill, spider torque +5 skill
Ear 1: Enfeebling earring +3 skill, magnetic, mp/stat earring
Ear2: Loq, mp earring/stat earring
body: Af1 +15 skill
Hands: Morrigan +5 acc, Golliard, Zenith, high mnd mitts
Ring1: toau +4 acc/tamas depends on resistance and event, stat/mp ring
Ring2: Omega ring +3 acc, stat ring/mp ring
Back: Enfeebling cape +5 skill
waste: Pentitents rope
Legs: Nashir pants +5skill +3 mag acc
Feet: Varrys depending on race high mp and stat one
Elemental build:
Main: All hq staffs
Sub: Int strap
range/ammo: Areol, phantom
Head: Af1+1, don't use anything else
Neck: Elemental torque
Ear 1: +7 mab earring, loq/phantom+1, phantom
Ear2: Moldy, phantom+1, magnetic, phantom
body: Morrigan, Crimson, Errant hopp...
Hands: Morrigan, Zenith, errant
Ring1: tamas
Ring2: Omega, stat ring
Back: Elemental cape, Prism
waste: Obi is day is good, Penitent rope or race belt with int
Legs: Morrigan, jetseer wells, errant
Feet: af2+1, nashira feet, rse if it has +int or high mp, af2 feet
Hmp build: Careful not to sacrafice to much mp for hmp or you will be recovering to 600mp instead of 1k
hmp+27 (+32 with cookie) refresh 6mp/tick no brd,cor, or sanction, 7/tick with sanction
Main: Pluto's staff +10hmp
Sub: strap doesn't really matter
range/ammo: again does not matter
Head: Duelist +1 refresh, any of the +2 hmps hats there are about 6 of them check alla or wiki.
Neck: Beak necklace+1 +2 hmp
Ear 1: Relaxing earring +2hmp
Ear2: Magnetic +1hmp
body: Mahotman hmp+6, af+1 hmp+5, errant hmp+5
Hands: Genie gages, hydra gaunlets hmp+1
Ring1: any
Ring2: If you have a star ring use it but it cost about 4mill to make +1hmp >.>, any other wise
Back: Poison taster's refresh with ss and poison pot, invegoratin +1hmp
waste: Hierarch belt hmp+2
Legs: Yegit hmp+2
Feet: Goliard hmp+3
/nin
This is tricky cause you want to have at least 1.2k hp and depending on race that can be a problem. With ss's dmg absorption that gives you the same hp as most plds.
*+20 enmity, 8% haste (~28ish% with fastcast taken into account), mov. speed +12%, hp+155ish (+340/380ish with food) maby -10% dmg if lucky, don;t count on it >.>, mdb+8
Main: chainsaws for +4 enmity.
Sub: Chainsaw +4 enmity
range/ammo: lamia +1 for +2mdb
Head: Af+1 mp+25 fastcast+5%, if no dalma and using duelist body use af2 head
Neck: Ritter Gorget +25hp +3 enmity, other enmity neck
Ear 1: Loq. +30mp fastcast
Ear2: Ethereal, magnetic, HP earring
body: Dalmatica refresh +5mdb, duelist, crimson
Hands: Dusk+1 haste+3% hp+, dusk haste+2
Ring1: Def ring (lolrdm with def ring), most likly bomb queen+75hp or bloodbead +50 when fighting a fire mob
Ring2: Satava hp+15 enmity +3
Back: Cerb mantle enm+3 / +4 for hq
waste: warwolf +3 enmity
Legs: Crimson/blood when kiting hp+25/27, nashira when strait haste+3%
Feet: Dusk +2% haste/ 3% with hq
Note: unlike support mage aviod macroing gear. blinking + pissed off mob = dead rdm tank. If you are macroing make it very little, maby like changing to crimson while wyrms are in air for the -10% dmg from breath, then back to dalma on ground. But don;t macro gear in for spells. ppl not on ps2 or xbox have a hellish time of targeting ppl outside party. takes at least 3secs if you can type /ta "Name of person" fast enough without misspelling
*I am still messing around with this set up to find out what is best, currently my set up is not based on rdm tanking so I am going by stats and what I see stell tank with pretty much. If you have any input on rdm tanking besides this, post something.
4) Hnmls Jobs
a) Faf/Nid tank party
-Required sub /whm, prefered /blm
-Armor sets hmp, mp, and enfeebling skil
- Job dutys Debuffing, back up curing
note) make a cycle this is the most mp stressful job there is. should look something like this 1) refresh you 2) phalanx pld 3) refresh next in line 4) phalanx second pld 5) refresh third in line
6) refresh next in line 7)refresh last in line 8) rest as much as you can before repeating. This is about 360 mp per cycle factoring in cures. Also depending on ppl you might have to enfeeble with is another 80mp on top of that.
B) faf/nin non tank and Aspi & KB
-Required subs- /blm /sch sub will depend on the mob and what is needed. /whm should not be needed now that /sch has all the na spells. /blm is good for KB due to es gravity.
-armor set- mp, hmp, enfeebling
-Job duties- enfeebling, back up curing, buffing refresh and haste
- Blm/Melee party faf/nid and other hnms
-required sub- /blm /sch
-armor sets- mp enfeebling
-Jobs- keep blms refreshed, melee hasted 100% of the time.. pretend it is a merit party another words. Enfeeble mobs, cure blms/melee
C) Dyna
-Required sub - /blm /sch /drk if needed... /whm is gimp for this
-armor sets- mp, hmp, enfeebling, haste set for /drk
-Jobs - NUTRALIZE THE MOBS IS #1 sleep/bind/gravitysilence, after that is done refresh haste and back up cure/ main cure depending on party.... gona say this again keeping mobs nutralized is more important than keeping up your cycle.
-Rdm is one of the 3 key jobs in dyna along with tanks and blms.. playing it poorly will cause a wipe or massive down time.
D) Toau hnm
-required sub /drk /sch /blm /nin
-armor sets- hmp, haste, mp
-Jobs - /drk if you are stunning the horrible aoe these all have... this is the most important job there is you miss the tank party wipes and it is game over. /nin is mainly for holding since we pld tank everything. others are for non stunning rdms do normal jobs with those.
- Although they can be enfeebled with 330skill I have less than 20% acc landing on them. So chances are you will need es to land anything like slow or para.
E) Salvage
-Required subs /whm /blm (Whm is very handy for curage on this event)
-Armor set hmp, enfeebling, mp
-Jobs- Salvage is different than most events at the start cause of limited cell drops. You will probally be main cure, main pull, debuff, buff at the start with about 300mp 500if you get mp cell at start. As the event goes on you fall into more traditional rolls as others get cells. At the Start your focus is silence dispell and emergency cure only, you will not have the mp to buff anyone except yourself until you get alot more armor cells. All jobs should have pots to cover curing for the majority of the first floor or until other mages get magic to help. Highly recomended to get a Hi-Ether tank to start with cause when pulling you have little time to rest.
5) Merit configurations
-This merit set up is for the hnmls scene not the merit rdm.
and is based off you focusing on rdm merits. If you only use rdm for merits this set up is not the optimal setup for that
This is my merit config on X atm
-mp 8 merits +80mp
-Enfeebling skill 8 Merits +16 skill
-Elemental magic 8 merits +16 skill
(enhancing magic merits do too little to make them worth meriting +1dmg enspells and +1 dmg on phalanx and a few resistance on bar spells compaired to a ~5% increase in ele acc)
-Int 5 merits +5 int
(Can do mnd if you want or combination but bind gravity are int based keep that in mind)
-4 spell interupt downs -8% interupt
-4 enmity down -4 enmity (If you wana tank don't do this)
-Melee merits doesn't really matter just gona say I have 8 archery and 4 sheild, archery to land the att down arrows that + bio3 = ~30% att down good for soloing /blu /bst. Other melee merits are axe for my bst. gogo 6 axe skill on rdm/blm >.>
-Wind acc lvl4 +12 wind acc
-Ice acc lvl3 +9 Ice acc
-Earth acc lvl3 +9 earth acc
(Can put 1 earth merit in ice if you choose, but slow too cost alot to miss, Convert merits in the hnmls scene are a complete waste, no good to have mp and land partially resisted or fully resisted spells and you should never run out of mp if you have decent gear and brd or cor in party)
-Convert merits: I would only consider getting these if you are not gona use rdm for endgame events where fighting high tier bosses are involved. landing a say bind on sky god or a gravity on a kirin can save you fast. Giving up all that magic acc basically gimps you on rdms main job trait, enfeebling.
-Tier 2 merits-
Gona start off saying this is prefrence more than anything except a few things.
-Blind2 is pointless high lvl mobs will hit almost anything no matter if they are blinded or not
-Phalanx2 is a must... get lvl 2 at least, that last the whole refresh/haste cycle making it easy to add in. (This is weaker than phalanx 1 by about 7 dmg resistance) If you have no phalanx 2 you will never be in the tank party.
-Bio3 I choose this cause I solo alot and we are a mage heavy shell. if mana burning a mob use Bio3 cause Dia3 is pointless in this situation.
-Dia3 Use only in a tp burn setting cause def down will do nothing for a pld hitting it with the chainsaws or a nin poking a mob with a katana. Lvl 1 is a waste of mana so get lvl 2if you want to use this. (lvl1 30sec, lvl2 1min, lvl3 1min30sec durations.)
-Slow 2- Rdm's top enfeeble get it recomend lvl 2-3 if you not getting bio or dia. slow2 lvl3 with capped mnd (~145 mnd) for it is close to 30% reduced attack speed.
-Para 2- Para is an iffy spell due to it's lvl of resistance and partial resistance. I will say I seen para 2 stun 7 attack in a row on nid and I seen it only work 0 to 1 times on a merit lvl mob more than once so it is alot less reliable effect wise than slow 2. But even lvl 1 para2 is seemingly stronger than para1.
If you like to solo (my set up atm, probally gona get rid of bio for 2 more slow lvls though)
2 phalanx2 - 2 bio3 - 1 slow2 - 1 para2
Hnmls set up
2/3 phalanx2 - 2/3 slow 2 - 2/3 para2 (talk with other rdm to see what might be best, no reason to have 4 rdms with capped slow2 and 4 rdms with para2 lvl1 at a camp)
6) Advanced techniques
1) Cycles (not really adavanved but I see more and more rdms not use one anymore)
- all rdm's must keep a cycle at all times, you are doing way to much to just randomly cast spells and keep buffs on party members near 100% of the time.
-Cycle should look like this
refresh you => Haste members (If melee or tank)=> Phalanx2 tank if in tank party => refresh member=> haste member=> phalanx2 tank 2 => repeat. Always start with member 1 (you) and work down the list hasting the next person in the group who needs it then refresh next.
(For example) tank party set up - rdm, pld, pld, smn, brd, whm Refresh yourself => haste pld => phalanx pld=> refresh pld => haste pld2 => phalanx pld2 => haste pld2=> refresh smn => refresh rdm => rest => repeat cycle when your refresh has worn.
Doing it this way makes it when once you are done casting a set of 3 spells, ref => pha => haste, the cooldown on refresh is done and you can imidiantly restart casting with no down time.
2)Spell timing
This referes to casting spells so that once a blm is done casting the mob is instantly slept, bound, or nuked. Here are some spell timing combinations.(Note amount of fast cast on blm and sub as well as rdm's fast cast gear effects this greatly, plan accordingly)
AM 2 => sleep: AM2 is ~10sec cast, sleep is ~3 sec. Cast at about 4 game minutes after blm starts casting.
Tier 4 => sleep2: all tier 4s cast at a different time but Bliz4 and thunder 4, most used ones, are 8.25 sec and 8.5 sec, cast about 2.5 game minutes after rdm starts
AM2 => (Rdm) tier 3: Cast 3 game minutes after blm.
Tier 4 => (Rdm) tier 3: Cast ~1.75 game minutes after blm
3) Chainspell Stun
This is used when ever you are locking down a mob for a zerg fight.
-You should only cast when you see the mob make a slight movement, this is to prevent you from casting stun while stun is still in effect. If this happens the mob will be free to move for 1-2secs while your recast timmer resets.
-Always have mob targeted
-Never cast anything besides stun even if ppl are getting killed.
***WARNING**** The last thing you want to do is spam cast stun or it will be almost completly ineffective. Stun will have no effect and mob will get tp moves through.
continued had to go to class