|
The Parthenon: A Warrior's Kyklos
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-05-24 23:38:38
@Cambion
#Public-Fan-Crush lol :P
I would definitely welcome your LUA to help teach me [and whoever else delving into this game] how to further refine my own -- especially the gearsets -- My research also let me know that you put a lot of time and effort into helping out the community [ie: your gearswap guide with your DNC as an example] Nothing but gratitude! /bow
Just a reminder, my lua's ar ebased on Gearinfo for Haste Tiers. These only matter for dual wielding, and I don't know why anyone wouldn't want to use gearinfo for haste detection, but here's the lua. 5 tiers of DT swaps, 3 tiers of acc swaps, 5 weapon swaps, 2 idle sets and the warp/tele ring/RR ear/head quick toggle. Code -- Initialization function for this job file.
function get_sets()
mote_include_version = 2
include('Mote-Include.lua')
end
-- Setup variables that are user-independent.
function job_setup()
state.CP = M(false, "Capacity Points Mode")
state.Warp = M(false, "Warp Mode")
state.CombatWeapon = M{['description']='Weapon', 'Normal', 'Chango', 'Naegling','ShiningOne','Loxotic','Montante'}
lockstyleset = 17
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.
-------------------------------------------------------------------------------------------------------------------
-- Gear Modes
function user_setup()
state.OffenseMode:options('Normal', 'LowAcc', 'MidAcc', 'HighAcc')
state.HybridMode:options('Normal', 'PLD', 'MAX', 'HIGH', 'MID', 'LOW')
state.IdleMode:options('Normal', 'HP')
-- Additional Key Binds.
send_command('bind f9 gs c cycle OffenseMode') --F9
send_command('bind f10 gs c cycle HybridMode') --F10
send_command('bind @c gs c toggle CP') --WindowKey'C'
send_command('bind @r gs c toggle Warp') --WindowKey'R'
send_command('bind @w gs c cycle CombatWeapon') --Windowkey'W'
send_command('lua l gearinfo') --If you don't have GearInfo, Haste tiers won't work properly.
select_default_macro_book()
set_lockstyle()
Haste = 0
DW_needed = 0
DW = false
moving = false
update_combat_form()
determine_haste_group()
end
-- Erases the Key Binds above when you switch to another job.
function user_unload()
send_command('unbind @c')
send_command('unbind @r')
send_command('gs enable all')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.Enmity = {
Ammo="Sapience Orb", --2
Head="Souveran Schaller +1", --9
Neck="Moonlight Necklace", --15
Ear2="Friomisi Earring", --2
Ear1="Cryptic Earring", --4
Body="Souveran Cuirass +1", --20
Hands="Yorium Gauntlets", --12
Ring1="Apeile Ring", --5~9
Ring2="Apeile Ring +1", --5~9
back={}, --Aug 10?
Waist="Sulla Belt", --3
Legs="Souveran Diechlings +1", --9
Feet="Eschite Greaves", --15
} --101~109
sets.precast.FC = {
ammo="Sapience Orb", --2
head={ name="Herculean Helm", augments={'Mag. Acc.+11 "Mag.Atk.Bns."+11','"Fast Cast"+6','STR+5','"Mag.Atk.Bns."+12',}}, --13
neck="Orunmila's Torque", --5
Ear1="Etiolation Earring", --1
Ear2="Loquacious Earring", --2
Body="Taeon Tabard", --9
Hands="Leyline Gloves", --8
Ring1="", --Rahab Ring --2
Ring2="Prolix Ring", --2
back="", --JSE --10
Waist="",
legs={ name="Herculean Trousers", augments={'"Mag.Atk.Bns."+3','"Fast Cast"+6','Mag. Acc.+10',}}, --6
feet={ name="Herculean Boots", augments={'"Fast Cast"+5',}}, --5
} --65
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {body="Passion Jacket",neck="Magoraga Beads"})
sets.precast.JA['Provoke'] = sets.Enmity
sets.precast.JA['Berserk'] = {feet="Agoge Calligae +1",back="Cichol's Mantle",Body="Pummeler's Lorica +1",}
sets.precast.JA['Aggressor'] = {}
sets.precast.JA['Mighty Strikes'] = {}
sets.precast.JA['Blood Rage'] = {}
sets.precast.JA['Warcry'] = {head="Agoge Mask +1",}
sets.precast.JA['Tomahawk'] = {}
sets.precast.JA['Retaliation'] = {hands="Pummeler's Mufflers +1", feet="Ravager's Calligae +2"}
sets.precast.JA['Restraint'] = {hands="Ravager's Mufflers +2"}
sets.precast.JA['Warrior\'s Charge'] = {legs="Agoge Cuisses"}
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
Ammo="Knobkierrie",
Head="Sakpata's Helm",
Neck="Warrior's Beads Necklace +2",
ear1="Thrud Earring",
ear2="Moonshade Earring",
Body="Sakpata's Breastplate",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Petrov Ring",
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
Waist="Sailfi Belt +1",
Legs="Sakpata's Cuisses",
Feet="Sulevia Leggings +2",
}
sets.precast.WS['Upheaval'] = {
Ammo="Knobkierrie",
Head="Sakpata's Helm",
Neck="Fotia Gorget",
ear1="Thrud Earring",
ear2="Moonshade Earring",
Body="Sakpata's Breastplate",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Petrov Ring",
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
Waist="Ioskeha Belt +1",
Legs="Sakpata's Cuisses",
Feet="Sulevia Leggings +2",
}
sets.precast.WS['Ukko\'s Fury'] = {}
sets.precast.WS['King\'s Justice'] = {}
sets.precast.WS['Fell Cleave'] = {}
sets.precast.WS['Savage Blade'] = {
Ammo="Knobkierrie",
Head="Sakpata's Helm",
Neck="Warrior's Beads Necklace +2",
ear1="Thrud Earring",
ear2="Moonshade Earring",
Body="Sakpata's Breastplate",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Epaminondas's Ring",
back={ name="Cichol's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
Waist="Ioskeha Belt +1",
Legs="Sakpata's Cuisses",
Feet="Sulevia Leggings +2",
}
sets.precast.WS['Impulse Drive'] = {
Ammo="Knobkierrie",
Head="Sakpata's Helm",
Neck="Warrior's Beads Necklace +2",
ear1="Thrud Earring",
ear2="Moonshade Earring",
Body="Sakpata's Breastplate",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Epaminondas's Ring",
back={ name="Cichol's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
Waist="Ioskeha Belt +1",
Legs="Sakpata's Cuisses",
Feet="Sulevia Leggings +2",
}
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.idle = {--Set 8DT
Ammo="Staunch Tathlum +1", --3
Head="Souveran Schaller +1", --
Neck="Loricate Torque +1", --6
ear1="Odnowa Earring",
ear2="Odnowa Earring +1",
Body="Souveran Cuirass +1", --10
Hands="Souveran Handschuhs +1", --4
Ring1="Defending Ring", --10
Ring2="Vocane Ring", --7
Back="Moonbeam Cape", --5
Waist="Flume Belt +1", --4
Legs="Souveran Diechlings +1", --4
Feet="Hermes' Sandals",
} --62DT
sets.idle.HP = {
Ammo="Aurgelmir Orb +1",
Head="Sakpata's Helm",
Neck="Warrior's Bead Necklace +2",
ear1="Cessance Earring",
ear2="Brutal Earring",
Body="Hjarrandi Breastplate",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Petrov Ring",
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
Waist="Ioskeha Belt +1",
Legs="Sakpata's Cuisses",
Feet="Hermes' Sandals",
}
sets.idle.Town = {
Ammo="Aurgelmir Orb +1",
Head="Hjarrandi Helm",
Neck="Warrior's Bead Necklace +2",
ear1="Cessance Earring",
ear2="Brutal Earring",
Body="Tatenashi Haramaki +1",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Defending Ring",
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
Waist="Ioskeha Belt +1",
Legs="Sakpata's Cuisses",
Feet="Hermes' Sandals",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Engaged Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.engaged = {
Ammo="Aurgelmir Orb +1", --Coiste
Head="Flamma Zucchetto +2",
Neck="Vim Torque +1",
ear1="Cessance Earring", --Schere
ear2="Brutal Earring",
Body="Tatenashi Haramaki +1",
Hands="Sakpata's Gauntlets",
Ring2="Niqmaddu Ring",
Ring1="Petrov Ring",
back={ name="Cichol's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
Waist="Ioskeha Belt +1",
Legs="Tatenashi Haidate +1",
Feet="Pummeler's Calligae +2",
}
------------------------------------------------------------------------------------------------
-------------------------------------- Dual Wield Sets -----------------------------------------
------------------------------------------------------------------------------------------------
-- No Magic Haste (??% DW to cap)
sets.engaged.DW = {}
-- 15% Magic Haste (??% DW to cap)
sets.engaged.DW.LowHaste = {}
-- 30% Magic Haste (??% DW to cap)
sets.engaged.DW.MidHaste = {}
-- 40% Magic Haste (??% DW to cap)
sets.engaged.DW.HighHaste = {}
-- 45% Magic Haste (??% DW to cap)
sets.engaged.DW.MaxHaste = {}
------------------------------------------------------------------------------------------------
--------------------------------------- Accuracy Sets ------------------------------------------
------------------------------------------------------------------------------------------------
-- Define three tiers of Accuracy. These sets are cycled with the F9 Button to increase accuracy in stages as desired.
--Max Haste Base ????Acc
sets.engaged.Acc1 = {neck="Warrior's Bead Necklace +2"} --25Acc
sets.engaged.Acc2 = {neck="Warrior's Bead Necklace +2",Ammo="Seething Bomblet",} --37Acc
sets.engaged.Acc3 = {} --
-- Base
sets.engaged.LowAcc = set_combine(sets.engaged, sets.engaged.Acc1)
sets.engaged.MidAcc = set_combine(sets.engaged, sets.engaged.Acc2)
sets.engaged.HighAcc = set_combine(sets.engaged, sets.engaged.Acc3)
------------------------------------------------------------------------------------------------
---------------------------------------- Hybrid Sets -------------------------------------------
------------------------------------------------------------------------------------------------
-- Define three tiers of Defense Taken. These sets are cycled with the F10 Button.
sets.engaged.DT1 = {ring1="Defending Ring"} --10% + Cape = 20%
sets.engaged.DT2 = {neck="Loricate Torque +1",ring1="Defending Ring"} --23% + Cape = 33%
sets.engaged.DT3 = {
Neck="Loricate Torque +1", --6
Ring1="Defending Ring", --10
Ring2="Vocane Ring", --7
Hands="Sakpata's Gauntlets", --8
Legs="Sakpata's Cuisses", --9
} --40DT 10PDT
sets.engaged.DT4 = {
Head="Sakpata's Helm", --7
Body="Sakpata's Breastplate", --10
Hands="Sakpata's Gauntlets", --8
Legs="Sakpata's Cuisses", --9
Feet="Sakpata's Leggings", --6
} --40DT 10PDT
sets.engaged.DT5 = {--SetBonus 10
Head="Souveran Schaller +1", --0
ear1="Odnowa Earring",
ear2="Odnowa Earring +1", --Aug
Body="Souveran Cuirass +1", --10
Hands="Souveran Handschuhs +1", --4
Ring1="Defending Ring", --10
Back="Moonbeam Cape", --5
Legs="Souveran Diechlings +1", --4
Feet="Souveran Schuhs +1", --5
} --48% Odnowa 51
-- No Haste
sets.engaged.LOW = set_combine(sets.engaged, sets.engaged.DT1)
sets.engaged.MID = set_combine(sets.engaged, sets.engaged.DT2)
sets.engaged.HIGH = set_combine(sets.engaged, sets.engaged.DT3)
sets.engaged.MAX = set_combine(sets.engaged, sets.engaged.DT4)
sets.engaged.PLD = set_combine(sets.engaged, sets.engaged.DT5)
-- No Haste DW
sets.engaged.DW.LOW = set_combine(sets.engaged.DW, sets.engaged.DT1)
sets.engaged.DW.MID = set_combine(sets.engaged.DW, sets.engaged.DT2)
sets.engaged.DW.HIGH = set_combine(sets.engaged.DW, sets.engaged.DT3)
sets.engaged.DW.MAX = set_combine(sets.engaged.DW, sets.engaged.DT4)
sets.engaged.DW.PLD = set_combine(sets.engaged.DW, sets.engaged.DT5)
-- Low Haste DW
sets.engaged.DW.LOW.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.DT1)
sets.engaged.DW.MID.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.DT2)
sets.engaged.DW.HIGH.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.DT3)
sets.engaged.DW.MAX.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.DT4)
sets.engaged.DW.PLD.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.DT5)
-- Mid Haste
sets.engaged.DW.LOW.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.DT1)
sets.engaged.DW.MID.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.DT2)
sets.engaged.DW.HIGH.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.DT3)
sets.engaged.DW.MAX.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.DT4)
sets.engaged.DW.PLD.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.DT5)
-- High Haste
sets.engaged.DW.LOW.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.DT1)
sets.engaged.DW.MID.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.DT2)
sets.engaged.DW.HIGH.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.DT3)
sets.engaged.DW.MAX.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.DT4)
sets.engaged.DW.PLD.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.DT5)
-- Max Haste
sets.engaged.DW.LOW.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.DT1)
sets.engaged.DW.MID.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.DT2)
sets.engaged.DW.HIGH.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.DT3)
sets.engaged.DW.MAX.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.DT4)
sets.engaged.DW.PLD.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.DT5)
-- Shield Base
sets.engaged.LOW = set_combine(sets.engaged, sets.engaged.DT1)
sets.engaged.LowAcc.LOW = set_combine(sets.engaged.LowAcc, sets.engaged.DT1)
sets.engaged.MidAcc.LOW = set_combine(sets.engaged.MidAcc, sets.engaged.DT1)
sets.engaged.HighAcc.LOW = set_combine(sets.engaged.HighAcc, sets.engaged.DT1)
sets.engaged.MID = set_combine(sets.engaged, sets.engaged.DT2)
sets.engaged.LowAcc.MID = set_combine(sets.engaged.LowAcc, sets.engaged.DT2)
sets.engaged.MidAcc.MID = set_combine(sets.engaged.MidAcc, sets.engaged.DT2)
sets.engaged.HighAcc.MID = set_combine(sets.engaged.HighAcc, sets.engaged.DT2)
sets.engaged.HIGH = set_combine(sets.engaged, sets.engaged.DT3)
sets.engaged.LowAcc.HIGH = set_combine(sets.engaged.LowAcc, sets.engaged.DT3)
sets.engaged.MidAcc.HIGH = set_combine(sets.engaged.MidAcc, sets.engaged.DT3)
sets.engaged.HighAcc.HIGH = set_combine(sets.engaged.HighAcc, sets.engaged.DT3)
sets.engaged.MAX = set_combine(sets.engaged, sets.engaged.DT4)
sets.engaged.LowAcc.MAX = set_combine(sets.engaged.LowAcc, sets.engaged.DT4)
sets.engaged.MidAcc.MAX = set_combine(sets.engaged.MidAcc, sets.engaged.DT4)
sets.engaged.HighAcc.MAX = set_combine(sets.engaged.HighAcc, sets.engaged.DT4)
sets.engaged.PLD = set_combine(sets.engaged, sets.engaged.DT5)
sets.engaged.LowAcc.PLD = set_combine(sets.engaged.LowAcc, sets.engaged.DT5)
sets.engaged.MidAcc.PLD = set_combine(sets.engaged.MidAcc, sets.engaged.DT5)
sets.engaged.HighAcc.PLD = set_combine(sets.engaged.HighAcc, sets.engaged.DT5)
------------------------------------------------------------------------------------------------
---------------------------------------- Weapon Sets -------------------------------------------
------------------------------------------------------------------------------------------------
sets.Chango = {main="Chango",sub="Pole Grip"}
sets.Naegling = {main="Naegling",sub="Blurred Shield +1"}
sets.ShiningOne = {main="Shining One",sub="Pole Grip"}
sets.Loxotic = {main="Loxotic Mace +1",sub="Blurred Shield +1"}
sets.Montante = {main="Montante",sub="Pole Grip"}
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.Warp = {ring1="Dim. Ring (Holla)",ring2="Warp Ring",ear1="Reraise Earring",head="White Rarab Cap +1",}
sets.CP = {back="Mecisto. Mantle"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
function job_precast(spell, action, spellMap, eventArgs)
if spellMap == 'Utsusemi' then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
function job_handle_equipping_gear(playerStatus, eventArgs)
update_combat_form()
determine_haste_group()
end
function job_update(cmdParams, eventArgs)
handle_equipping_gear(player.status)
end
function update_combat_form()
if DW == true then
state.CombatForm:set('DW')
elseif DW == false then
state.CombatForm:reset()
end
end
function customize_idle_set(idleSet)
if state.CombatWeapon.value == 'Chango' then
idleSet = set_combine(idleSet, sets.Chango)
end
if state.CombatWeapon.value == 'Naegling' then
idleSet = set_combine(idleSet, sets.Naegling)
end
if state.CombatWeapon.value == 'ShiningOne' then
idleSet = set_combine(idleSet, sets.ShiningOne)
end
if state.CombatWeapon.value == 'Loxotic' then
idleSet = set_combine(idleSet, sets.Loxotic)
end
if state.CombatWeapon.value == 'Montante' then
idleSet = set_combine(idleSet, sets.Montante)
end
if state.CP.current == 'on' then
equip(sets.CP)
disable('back')
else
enable('back')
end
if state.Warp.current == 'on' then
equip(sets.Warp)
disable('head')
disable('ring1')
disable('ring2')
disable('ear1')
else
enable('head')
enable('ring1')
enable('ring2')
enable('ear1')
end
return idleSet
end
function customize_melee_set(meleeSet)
if state.CombatWeapon.value == 'Chango' then
meleeSet = set_combine(meleeSet, sets.Chango)
end
if state.CombatWeapon.value == 'Naegling' then
meleeSet = set_combine(meleeSet, sets.Naegling)
end
if state.CombatWeapon.value == 'ShiningOne' then
meleeSet = set_combine(meleeSet, sets.ShiningOne)
end
if state.CombatWeapon.value == 'Loxotic' then
meleeSet = set_combine(meleeSet, sets.Loxotic)
end
if state.CombatWeapon.value == 'Montante' then
meleeSet = set_combine(meleeSet, sets.Montante)
end
if state.CP.current == 'on' then
equip(sets.CP)
disable('back')
else
enable('back')
end
if state.Warp.current == 'on' then
equip(sets.Warp)
disable('ring1')
disable('ring2')
else
enable('ring1')
enable('ring2')
end
return meleeSet
end
-- Function to display the current relevant user state when doing an update.
-- Set eventArgs.handled to true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
local msg = '[ Melee'
if state.CombatForm.has_value then
msg = msg .. ' (' .. state.CombatForm.value .. ')'
end
msg = msg .. ': '
msg = msg .. state.OffenseMode.value
if state.HybridMode.value ~= 'Normal' then
msg = msg .. '/' .. state.HybridMode.value
end
msg = msg .. ' ][ WS: ' .. state.WeaponskillMode.value .. ' ]'
if state.DefenseMode.value ~= 'None' then
msg = msg .. '[ Defense: ' .. state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ' ]'
end
if state.Kiting.value then
msg = msg .. '[ Kiting Mode: ON ]'
end
msg = msg .. ' ]'
add_to_chat(060, msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function determine_haste_group()
classes.CustomMeleeGroups:clear()
if DW == true then
if DW_needed <= 1 then
classes.CustomMeleeGroups:append('MaxHaste')
elseif DW_needed > 1 and DW_needed <= 12 then
classes.CustomMeleeGroups:append('HighHaste')
elseif DW_needed > 12 and DW_needed <= 21 then
classes.CustomMeleeGroups:append('MidHaste')
elseif DW_needed > 21 and DW_needed <= 39 then
classes.CustomMeleeGroups:append('LowHaste')
elseif DW_needed > 39 then
classes.CustomMeleeGroups:append('')
end
end
end
function job_self_command(cmdParams, eventArgs)
gearinfo(cmdParams, eventArgs)
end
function gearinfo(cmdParams, eventArgs)
if cmdParams[1] == 'gearinfo' then
if type(tonumber(cmdParams[2])) == 'number' then
if tonumber(cmdParams[2]) ~= DW_needed then
DW_needed = tonumber(cmdParams[2])
DW = true
end
elseif type(cmdParams[2]) == 'string' then
if cmdParams[2] == 'false' then
DW_needed = 0
DW = false
end
end
if type(tonumber(cmdParams[3])) == 'number' then
if tonumber(cmdParams[3]) ~= Haste then
Haste = tonumber(cmdParams[3])
end
end
if type(cmdParams[4]) == 'string' then
if cmdParams[4] == 'true' then
moving = true
elseif cmdParams[4] == 'false' then
moving = false
end
end
if not midaction() then
job_update()
end
end
end
-- Automatically loads a Macro Set by: (Pallet,Book)
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'SAM' then
set_macro_page(1, 1)
elseif player.sub_job == 'NIN' then
set_macro_page(10, 1)
elseif player.sub_job == 'DRG' then
set_macro_page(2, 1)
else
set_macro_page(10, 1)
end
end
function set_lockstyle()
send_command('wait 2; input /lockstyleset ' .. lockstyleset)
end
Since I'm here, I've been playing with the DPS sheet and min/maxing for the Lvl 15 Bumba fight.
The common answer I get is 'just 5/5 Sakpata' but I'm a loser who enjoys playing with DPS sheets, arguably more than actually fighting the NM. Anyways, I wanted to propose 2 sets and see how you guys felt.
Basics: This is a fully buffed scenario. Soul Voice Bard 5 songs, Sam/Drk Roll Cor, Bolster Fury/Precision, food, no sub(nin), yadda yadda.
I've only been working on War for a week since I returned for the free campaign, but, as mentioned the current thesis is just wear full 5/5 Sakpata for these types of scenarios where risk is involved. Full Sakpata is 38 DT, and TP cape is 10 PDT, for 48%.
I went through each piece of gear to calculate which resulted in the largest DPS drop from (what I currently believe) to be our best 'Full Send' TP set, and then adjusted by adding Sakpata to the lowest DPS returning slots, and finding a way to cap DT in alternate slots with the least DPS loss.
On the right is the 5/5 Sakpata, with the best TP set I could find. (My WS sets aren't calculating Aug Nyame yet, because that's the intent of this test)
On the left is the alternate Hybrid set I was able to calculate.
Loricate (6), D Ring(10), Vocane(7), Sakpata Legs(9), Sakpata Hands(8), 40DT + Cape 10PDT = 50%
I've just started testing the set, so no meaningful feedback for survival yet, but just wanted to see what more experienced warriors thought, or were using, etc?
Bahamut.Atigeve
By Bahamut.Atigeve 2021-05-24 23:57:40
Nvm I see it now
By Elikins 2021-05-25 03:19:16
I've been looking through the pages, looking for even a semi upto date Mighty Strikes set for Upheaval/Reso/Savage, what would one look like with the current gear sets available? Thanks.
By Devaraja 2021-05-25 17:37:46
I've been looking through the pages, looking for even a semi upto date Mighty Strikes set for Upheaval/Reso/Savage, what would one look like with the current gear sets available? Thanks.
ItemSet 379947
This is the best combo I could find for Upheaval. The belt just barely ekes out fotia. For Savage, +2 neck and Sailfi Belt is better. And for Reso fotia.
edit: That was with brazen rush active as well, so +2 neck is better without.
By Icydeath 2021-06-06 17:40:52
@Spaitin
Hows the WAR gear guide shaping up? Excited to see what you have, even if its only partially done.
サーバ: Fenrir
Game: FFXI
Posts: 1344
By Fenrir.Richybear 2021-06-06 18:15:19
Spaitsui here!
Please look forward to it
[+]
By Spaitin 2021-06-07 10:00:52
it is coming along. a lot slower than I originally promised (sorry). but i have not forgot. been really busy lately
[+]
サーバ: Bahamut
Game: FFXI
Posts: 10
By Bahamut.Speedycat 2021-06-08 11:41:49
I don't know who this frog is but I appreciate his dedication to war things
Lakshmi.Buukki
By Lakshmi.Buukki 2021-06-08 11:54:10
I've been looking through the pages, looking for even a semi upto date Mighty Strikes set for Upheaval/Reso/Savage, what would one look like with the current gear sets available? Thanks.
ItemSet 379947
This is the best combo I could find for Upheaval. The belt just barely ekes out fotia. For Savage, +2 neck and Sailfi Belt is better. And for Reso fotia.
edit: That was with brazen rush active as well, so +2 neck is better without.
I have Fatality Belt on my mule and had no idea what the hell it actually did (the latent trigger, lol). Random Gobbie box item. Is it worth using this over R15 sailfi +1 though? That's probably not ideal, but it's what I have been using. I have been using a DM WSD+10 Valorous Greaves for flex, but Boii is probably still better for MS.
サーバ: Asura
Game: FFXI
Posts: 127
By Asura.Brennski 2021-06-18 03:53:18
schere earring rather than Cessance would get more ACC when it's fully augged.
By SimonSes 2021-06-18 04:50:56
Aurgelmir Orb +1 is upgrade too. Same acc, but with better stp/str/att.
NVM you need Seething Bomblet R15 anyway. Not only it has much higher acc, but will also cap haste.
サーバ: Asura
Game: FFXI
Posts: 21
By Asura.Kronikx 2021-06-18 09:07:58
We are assuming nerfed geomancy (Gaol mostly). But yeah, if geomancy isn't nerfed chaos roll is useless.
I was under the impression that only the Geomancy debuff (bubbles on mobs) took the nerf. That Geomancy player buffs were mostly uneffected.
By SimonSes 2021-06-18 10:08:37
chango + utu will be a significant boost too when i get those.
For Wave 3? It probably wont lol. Chango is only better when you solo fight 1 mob and multistep self skillchain.
[+]
By SimonSes 2021-06-18 10:36:50
while you're here what does a resolution set look like nowadays? i don't like the idea of using argosy unless it's a huge gain.
I only know that 5/5 Sakpata's is a huge boost to Reso for capped attack, but I havent ever checked Reso for uncapped attack sorry XD
Phoenix.Capuchin
サーバ: Phoenix
Game: FFXI
Posts: 3611
By Phoenix.Capuchin 2021-06-22 18:59:36
Well aware I'm very late to reply to this, but...
Full Sakpata is 38 DT, and TP cape is 10 PDT, for 48%.
I went through each piece of gear to calculate which resulted in the largest DPS drop from (what I currently believe) to be our best 'Full Send' TP set, and then adjusted by adding Sakpata to the lowest DPS returning slots, and finding a way to cap DT in alternate slots with the least DPS loss.
Full Sakpata is 40 DT, not 38. 7+10+8+9+6
I tend to prefer just sticking DT-5% on back and using Moonlight/Niq for rings. Capped DT with minimal impact on offense. The slight DPS difference from losing Petrov's DA+1% & attribute+3 is WELL worth it to me, when Moonlight gives you the same STP and Acc/Atk+8 along with significantly better defensive perks (not just the DT-5%, but also HP+110 and no Enm+5 that you probably don't want). And no need to use any other slots aside from Sakpata, Cape, and 1 ring for DT-50%.
Also, your TP1 set mistakenly shows two D.Rings. Or if that's not a mistake, please teach me how to wear two of 'em :)
EDIT:
Also, if using DA+10 augment on cape, your 5/5 Sakpata TP set is already over 100% DA without rings, making the DA on Petrov useless and actually a worse choice than Moonlight (or other options like Chirich +1), even if focused solely on DPS. So be aware you'd need to be using STP cape augment or something to even have that ring choice make any sense.
WAR traits/gifts (master)/merits: DA+33%
Sakpata 5/5: DA+30%
Cape: DA+10%
Ammo: DA+3%
Neck R25: DA+7%
Brutal/Schere: DA+11%
Ioskeha +1: DA+9%
------
Total: DA+103%
[+]
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2021-06-23 11:01:44
So I haven't started gearing Warrior yet but am very interested in it and had two questions:
1) Would the gear sets on page 1 be a good starting point for Non-Sakpata owners? It looks like it is a little out dated but I'm not sure how far off it is as a jumping off point for a newer Warrior.
2) The only job I have geared right now is Samurai and I've seen Sailfi+1 augmented pushed over Ioskeha +1 for that job, why is Ioskeha +1 better for Warrior? Is it because of the DA damage on JSE cape or something else?
サーバ: Cerberus
Game: FFXI
Posts: 1800
By Cerberus.Shadowmeld 2021-06-23 17:01:35
Well aware I'm very late to reply to this, but...
Full Sakpata is 38 DT, and TP cape is 10 PDT, for 48%.
I went through each piece of gear to calculate which resulted in the largest DPS drop from (what I currently believe) to be our best 'Full Send' TP set, and then adjusted by adding Sakpata to the lowest DPS returning slots, and finding a way to cap DT in alternate slots with the least DPS loss.
Full Sakpata is 40 DT, not 38. 7+10+8+9+6
I tend to prefer just sticking DT-5% on back and using Moonlight/Niq for rings. Capped DT with minimal impact on offense. The slight DPS difference from losing Petrov's DA+1% & attribute+3 is WELL worth it to me, when Moonlight gives you the same STP and Acc/Atk+8 along with significantly better defensive perks (not just the DT-5%, but also HP+110 and no Enm+5 that you probably don't want). And no need to use any other slots aside from Sakpata, Cape, and 1 ring for DT-50%.
Also, your TP1 set mistakenly shows two D.Rings. Or if that's not a mistake, please teach me how to wear two of 'em :)
EDIT:
Also, if using DA+10 augment on cape, your 5/5 Sakpata TP set is already over 100% DA without rings, making the DA on Petrov useless and actually a worse choice than Moonlight (or other options like Chirich +1), even if focused solely on DPS. So be aware you'd need to be using STP cape augment or something to even have that ring choice make any sense.
WAR traits/gifts (master)/merits: DA+33%
Sakpata 5/5: DA+30%
Cape: DA+10%
Ammo: DA+3%
Neck R25: DA+7%
Brutal/Schere: DA+11%
Ioskeha +1: DA+9%
------
Total: DA+103%
Why would you use Coiste in this situation over Aurgelmir +1?
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-06-23 19:02:16
Well aware I'm very late to reply to this, but...
1: Full Sakpata is 40 DT, not 38. 7+10+8+9+6
2: I tend to prefer just sticking DT-5% on back and using Moonlight/Niq for rings. Capped DT with minimal impact on offense. The slight DPS difference from losing Petrov's DA+1% & attribute+3 is WELL worth it to me, when Moonlight gives you the same STP and Acc/Atk+8 along with significantly better defensive perks (not just the DT-5%, but also HP+110 and no Enm+5 that you probably don't want). And no need to use any other slots aside from Sakpata, Cape, and 1 ring for DT-50%.
3: Also, your TP1 set mistakenly shows two D.Rings. Or if that's not a mistake, please teach me how to wear two of 'em :)
EDIT:
4: Also, if using DA+10 augment on cape, your 5/5 Sakpata TP set is already over 100% DA without rings, making the DA on Petrov useless and actually a worse choice than Moonlight (or other options like Chirich +1), even if focused solely on DPS. So be aware you'd need to be using STP cape augment or something to even have that ring choice make any sense.
WAR traits/gifts (master)/merits: DA+33%
Sakpata 5/5: DA+30%
Cape: DA+10%
Ammo: DA+3%
Neck R25: DA+7%
Brutal/Schere: DA+11%
Ioskeha +1: DA+9%
------
Total: DA+103%
1: You are correct, my apologies.
2: Fine, use a Moonlight, it's better survivability, but that's not the conversation being had, so moot point in this discussion.
3: If you read the post, I clearly stated it's Vocane+D Ring, there's no need for me to add an entire new gear item to the spreadsheet as the only purpose is to delete any DPS stats for accurate comparison.
4: Petrov is not there for the DA, it's there for the stp. Moonlight has the same sTP value, Chirich+1 is 1sTP more, but sacrifices 3str and 3dex. If you can justify the gil and inventory, then go for it. 20M for Moonlight, 8M for Chirich, or 0gil for Petrov.
I believe people are using 'full Sakpata' as a lazy crutch, so I was offering, or at least trying to get a discussion going, on how to most efficiently optimize our Hybrid sets.
Cerberus.Shadowmeld said: »Why would you use Coiste in this situation over Aurgelmir +1? I shouldn't have had Coiste in there in the first place, so thanks for drawing attention to this.
If you are using full Sakpata, you shouldn't use Coiste or Aurgulmir+1, because full Sakpata isn't capped-gear-haste, and Hasty Pinion +1 beats them both by a decent margin 2~300dps. (There may be alternates, which again... was the entire point of my post, to discuss the min/max of our Hybrid Sets.)
After updating the items the Full Sakpata set comes to 14,901. The set I listed originally still sits at 15,727. 826DPS in this specific scenario.
If I drop this from 1hr spams to just a typical party setup, then the DPS is only 8850 full Sakpata (Hetaoroi) to 9014 of the proposed set, so only 164DPS gain, but at 50% of the total DPS. So, roughly 5.5% gain with 1hrs, and 1.8% gain in a typical scenario.
I've been using the set for a month now and haven't run into any issues yet. Cycling to full Sovereign+1 or full Nyame is always just a click away for those real bad scenarios.
So I haven't started gearing Warrior yet but am very interested in it and had two questions:
1) Would the gear sets on page 1 be a good starting point for Non-Sakpata owners? It looks like it is a little out dated but I'm not sure how far off it is as a jumping off point for a newer Warrior.
2) The only job I have geared right now is Samurai and I've seen Sailfi+1 augmented pushed over Ioskeha +1 for that job, why is Ioskeha +1 better for Warrior? Is it because of the DA damage on JSE cape or something else?
WELL LOOK WHO IT IS! Sup Fail!
I didn't look at page 1, but the answer is two fold.
1: Sakpata is obtainable within 3 days of returning, don't let Odyssey intimidate you. Sneak through floors A and B and C in 15 minutes just to get the clears. (Technically you could Farm Shaeol C with a group, but if gear is a concern this is the easy way) then, join a Lvl 0 run of the Sakpata NM just for the clear. Buy the gear, and you're good to go.
2: Ambuscade gear Flamma and Sulv...something. And Tatenashi gear (from Unity NMs) which are easy to farm with most jobs. Relic and AF gear for augmenting Berserk/Warcy, and the Legs/Feet depending on your access. Full gearing War to a top tier DD, can be done in 1-2 weeks IMO, and I just did it.
Hit me up if you're in game and remember me.
サーバ: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2021-06-23 19:56:34
You could use Sailfi +1 and Coiste over Ioskeha +1 and Hasty Pinion +1, which leaves you at 99% DA and down 27 ACC, but adds 2% TA, 20 STR, 20 attack, and 6 STP.
[+]
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-06-23 21:24:51
You could use Sailfi +1 and Coiste over Ioskeha +1 and Hasty Pinion +1, which leaves you at 99% DA and down 27 ACC, but adds 2% TA, 20 STR, 20 attack, and 6 STP. Because of rounding in the game (xx/256), you need 26% haste, the gain of 1% from the proposed changes, still leaves you 1 short, and is therefore still a DPS loss. (Granted it's small)
By Serjero 2021-06-23 22:55:37
Because of rounding in the game (xx/256), you need 26% haste, the gain of 1% from the proposed changes, still leaves you 1 short, and is therefore still a DPS loss. (Granted it's small)
Green Wyvern Cheer
Phoenix.Capuchin
サーバ: Phoenix
Game: FFXI
Posts: 3611
By Phoenix.Capuchin 2021-06-24 00:43:55
4: Petrov is not there for the DA, it's there for the stp. Moonlight has the same sTP value, Chirich+1 is 1sTP more, but sacrifices 3str and 3dex. If you can justify the gil and inventory, then go for it. 20M for Moonlight, 8M for Chirich, or 0gil for Petrov.
I didn't realize this was a question of "what's the best bang for your buck", I thought it was "what's best". But yeah, there are options on the cheap too.
Anyway, Moonlight is highly useful for many jobs, so not that strange of a suggestion IMO and it's perfectly suited to hybrid sets for the jobs that can use it. Petrov/Moonlight/Chirich are all practically sidegrades from an offensive POV, so out of that group why wouldn't you choose the only one that also comes with excellent defensive benefits (and doesn't have undesirable stats like Petrov's Enmity+5)? Even comparing just that one ring slot in a vacuum, that's an easy call - and Moonlight likely also frees up another slot where you no longer need to consider DT- and can instead use better offensive gear, resulting in a clear offensive advantage for the overall set.
Cerberus.Shadowmeld said: »If you are using full Sakpata, you shouldn't use Coiste or Aurgulmir+1, because full Sakpata isn't capped-gear-haste, and Hasty Pinion +1 beats them both by a decent margin 2~300dps. (There may be alternates, which again... was the entire point of my post, to discuss the min/max of our Hybrid Sets.)
If you need some extra haste, augmented Seething Bomblet +1 is way better than Hasty Pinion +1.
Seething +1: Acc+13 Atk+13 MAB+7 STR+1~5 base stats, plus STR+10 Haste +5% from R15 augment
Hasty +1: Acc+10 Atk+10 Haste+2% STP-3 (gross)
Augmenting Unity ammo does cost some gil too, but it's a great piece for several jobs (I make good use of it on my DRK NIN too) and also does double duty for some relevant WS - Resolution, Decimation, Stardiver, etc. While I'm not sure of the stats by augment level, since Seething already has better STR/Acc/Atk/STP from base stats, you probably only need a few of the cheap early ranks to get to Haste +1~2% and overtake Hasty+1. Not a very big investment.
[+]
サーバ: Cerberus
Game: FFXI
Posts: 1800
By Cerberus.Shadowmeld 2021-06-24 01:02:41
Shouldn’t use hasty pinion either. Seething bomblet +1 with augment gives more haste acc atack and no stp penalty
[+]
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-06-24 02:46:40
I didn't realize this was a question of "what's the best bang for your buck", I thought it was "what's best".
...
Petrov/Moonlight/Chirich are all practically sidegrades from an offensive POV.
Lol? I said, and now you've admitted, from an offensive POV they are the exact same. So "what's best" is the free one.
I'm trying to discuss ways to optimize DPS and you keep repeating 'more hp and less enmity!1!' as if it's a valid answer. We don't seem to be having the same conversation. I'm proposing that full Sakpata is too defensive and we can make some sacrifices to gain more DPS. So far your response has been "what if we add more defensiveness?"
If you need some extra haste, augmented Seething Bomblet +1 is way better than Hasty Pinion +1. Good call on Seething+1 Aug, but you're still completely missing the point of what I'm trying to propose to you.
The set I've offered was over 800 DPS ahead.
Changing Petrov to Moonlight for 110hp isn't closing that gap.
Coiste vs Aurglir vs Seething, also aren't closing that gap. They're still useful conversations for people who intend to use full Sakpata. But even in non-1hr scenarios, we're still talking in upwards of 300DPS, based on buffs. To me, that matters.
But I'm asking, has anyone found a better way to maximize DPS, without sacrificing the ability to stay alive? Are you currently dying in your full Sakpata set often enough to consider it an issue, or where you felt your gear was directly responsible? Do you find that if you don't use Sakpata you die too easily?
Less important, but worth noting; the set you're proposing isn't just 20M for Moonlight, it's another 12M for Seething Aug, another 60M for War Beads+2, 9M for 3 additional pieces of Sakpata... we're talking ~100M investment to do less damage than an Ambu head and free DT accessories.
Maybe you already have all those things, so to you it doesn't matter, but it's still relevant information that people might want to take into account.
By SimonSes 2021-06-24 03:40:12
Because of rounding in the game (xx/256), you need 26% haste, the gain of 1% from the proposed changes, still leaves you 1 short, and is therefore still a DPS loss. (Granted it's small)
Green Wyvern Cheer
Thats magic haste not gear haste.
By SimonSes 2021-06-24 03:55:54
Less important, but worth noting; the set you're proposing isn't just 20M for Moonlight, it's another 12M for Seething Aug, another 60M for War Beads+2, 9M for 3 additional pieces of Sakpata... we're talking ~100M investment to do less damage than an Ambu head and free DT accessories.
Full Sakpata's have MEVA beside DT. Set that you proposed is only DT with not enough MEVA, so in practical scenario it wont work better when you are against many debuffs or even big magic damage with some -mdb aura.
The Parthenon: A Warrior's Kyklos
The Parthenon is an ancient temple built by the Greeks, in Athens, to tribute their maiden Goddess, Athena. Athena is the goddess of wisdom, courage, law and justice, just warfare and strength. Kyklos is a term used by some classical Greek authors to describe what they saw as the political cycle.
In this guide, I hope that all Warriors can come together in one place and discuss our never ending cycle. From starting the job for the very first time or discussing the most optimal gear choices, all culminating in an effort to improve ourselves and others.
I stream regularly on Twitch where I can answer any questions or comments you may have. Consider dropping by and hanging out!
Table of Contents
Gear Set Table of Contents
Over the years I’ve developed a unique passion for Warrior. Its raw damage, its utility in almost every situation, and the mastery required to truly excel at it. I get a lot of PMs of people asking about Warrior, so in this guide I hope to spill my brain of what I’ve experienced and learned so far playing Warrior throughout my FFXI career.
If the only thing on you mind is pure DD, as I’m sure this is the case 90% of the time, then Warrior is certainly right up your alley. Warrior commands an impressive arsenal of Job Abilities, Weapons, Weapon Skills, and gear to make the job excel in almost any DD situation you put it in.
It doesn’t stop there, though. Warrior’s utility extends beyond just DD. Having access to an astounding amount of weapon skills primes it for being one of the best procing jobs for both Abyssea and Voidwatch. Most useful of all is Warrior’s access to 10 out of 13 ‘red weakness’ weapon skills with Samurai as sub job, and 13/13 being possible if you have the proper merits, gear and sub job.
Beyond that, warrior excels at killing many enemies at the same time, or “cleaving” which has become the popular term because the name of the weapon skill used is called Fell Cleave.
In today's current meta of 2019, Warrior fits in extremely well due to its DPS power from its SPs, utility in its access to very strong weapon selection in Polearm/Sword/Axe/Great Sword and Great Axe and its ability to increase the DPS
of everyone melee in the party with Warcry, Blood Rage and Tomahawk.
III: Abilities, Merits and Job Points
Warrior has many, many abilities, all of which serve a purpose depending on the situation. The addition of Job Points and Gifts have further strengthened these already strong abilities and traits.
Mighty Strikes: Level 1. 45 Second Duration. 1 Hour Recast. 45 Minute recast with 2100 Job Points.
The Holy Grail to all that’s Warrior. This ability allows all attacks to deal critical damage, even during WS. When used at the right time, with the right buffs, this ability will often allow you to deal unprecedented amounts of damage for the duration.
Can be extended to 60 second duration with Augmented Relic Hands.
Provoke: Level 5. 30 Second Recast.
This ability increases your Volatile enmity by 1800. It is useful for claiming, getting hate at the start of a fight, or pulling hate off job you don’t want to have hate.
Berserk increases your attack by 25% at the penalty of lowering your defense by 25%. In an update, Berserk now scales in potency with your level, giving Warrior a total of 35% attack at level 90. This is a very useful ability, as attack is a key component in how much damage you can do, which has become increasingly important in content like Dynamis Divergence Wave 3, where Frailty's potency is significantly decreased. The ultimate enhancement to this ability is Conqueror’s ‘Augment Berserk’, which increases the attack gained to 33.5% and raises your critical hit rate by 14%. Aggressor increases your accuracy by 25, but lowers your evasion as a penalty.
Berserk's duration can be extended to 3min 48second duration with Agoge Calligae +3 and Pummeler's lorica +3 when equiped for activation. Recast can be lowered as low as 4 minute 10 seconds with merits. Job Points increase Berserk attack by 2 attack per JP for a total of +40 attack.
Merit options: Although Aggressor was once very useful when accuracy was a major issue, I’d recommend 5/5 Berserk merits at this stage of the game.
Warcry and Savagery: Level 35 and 75. 30 Second Duration. 5 Minute Recast.
Raises the attack of the party members around you, but its best use comes from the augment on Agoge mask +3, which raises TP bonus by up to 70 for everyone in the party that are in range depending on Savagery merits. The best thing to remember about this ability is that it overwrites and can be overwritten by Blood Rage, so always make sure to talk to any other Warriors in your party about a planned order.
Duration can be extended up to 60 seconds with [https://www.bg-wiki.com/bg/Agoge_Mask_%2B1]Agoge mask +1[/url] when equipped for activation.
Merit options: 5/5 Savagery is a major boon when zerging things with Mighty Strikes with weapon skills that damage varies by TP. Easily the largest DPS Job ability for WAR outside of SPs.
Retaliation: Level 60. 3 Minute Duration. 3 Minute Recast.
Retaliation allows you to count an enemy’s attack with your own, but instead of negating the damage like Monk’s Counterstance, Retaliation gives you TP for the price of taking damage. This ability is useful when you’re one of a few DDs attacking an enemy, allowing you to build TP even faster than you normally would. The main drawback of this ability is the reduction of your movement speed, which can be annoying if you’re running around a lot.
Doubles or triples your next attack. Triple attack rate increases by 5% per merit after the first for a total of 20% with 5/5. Augment on War. Cuisses +2 also raises crit. hit rate by 1% per merit. While nice for those absurdly high WS numbers, sometimes it’s not even worth using due to the JA delay costing you more DPS than you’d gain, since in some situations your DA will be so high, DA procing from WC don’t really mean much.
Merit options: Not too amazing anymore outside of Epeen WS #s, but 5/5 Tomahawk is very situational also. Ideally you can keep merits in Warrior's Charge then swap it to Tomahawk when a fight calls for it.
Tomahawk: Level 75. 30 Second Duration. 3 Minute Recast.
Mostly useless, but the times you need it, you’ll be very happy you have it.
Duration can be extended up to 1 minute 30 seconds with merits. Decreases a monster’s weapon resistance by 25% and up to 30% with augment on War. Calligae +2 and maximum merits.
Merit options: Like mentioned before, with how easy it is to cap merits nowadays, consider meriting this when you come to a fight that needs it.
Restraint: Level 77. 5 Minute Duration. 10 Minute Recast.
Restraint increases your WS damage with each hit you land. The amount of WS damage increased from Restraint is doubled when wearing Ravager's mufflers +2.
Blood Rage: Level 87. 30 Second Duration. 5 Minute Recast.
Increases critical hit rate by 20% to anyone in your party within 13.9 radius around you. Extremely powerful for weapon skills that can crit, but also provides a substantial boost to melee damage. It can be very beneficial to make an order for this ability if you have more than one Warrior in your party to maximize its effectiveness.
Duration can be extended to 60 seconds when equiping Rvg. Lorica +2 for activation.
IV: Weapons and Weapon Skills
IV-1: Weapons
Warrior has access to many types of weapons, but I’ll just cover to most acceptable 2-handed weapon choices.
Ragnarok comes in first for Mighty Strikes zerging. The +accuracy allows it to make up for Warrior’s lack of skill for Great Sword and even exceed Conq/Ukon’s total accuracy potential. Acceptable to be used in highly buffed zergs.
Pros:
• MS Resolution is amazing.
• Fulltime crit. hit rate +14%.
• High accuracy.
• Can be used by 2 other jobs, mainly DRK, which is also a DD powerhouse.
Cons:
• Low delay makes it hard to x-hit.
• ODD only procs on the first hit.
• Terrible relic WS makes Aftermath not worth using.
The ultimate weapon choice for when you're utilizing skillchains. A multiple step skillchain ending with Radiance can be extremely potent if your party setup allows for it. King's Justice > Steel Cyclone > Upheaval > King's Justice > Upheaval will end with Light>Radiance. Chango itself gives Upheaval the unique ability to make Light with itself, which it otherwise can't do with other weapons.
Pros:
• Skillchaining.
• 10 STP and 500 TP bonus.
• Allows your Upheaval -> Upheaval to make Light.
Cons:
• All great axe weapon skills are kinda meh currently, so, overall, in a zerg situation with other DDS, it'll probably fall behind.
• Hardest ultimate to get if you don't have an Aeonic group.
Compared to Conqueror, Ukonvasara’s much easier to obtain. Aftermath is extremely potent with this weapon, doing triple damage 50% of the time with AM3, which equates to 4-6K crits fairly often. Only falls behind Ragnarok because of Great Axe's poor weaponskill choices.
Pros:
• Easier to Master.
• Easier to obtain than other ultimate weapons in terms of effort/reward ratio.
• Blood Rage is perfect for Ukko’s.
• ODD can proc on all hits of an attack round.
Cons:
• Relies heavily on outside buffers, mainly COR, and other Warriors for buffs.
• SE has recently taken a liking to adding monsters with crit. def. bonus.
• ODD doesn't proc on WS.
• Has been known to make people forget they have any other WS besides Ukko’s Fury.
The ultimate trophy weapon for Warrior. The attack and crit. boost to Berserk is very potent. Currently, Conqueror as at the bottom of the list of RMEA, only really excelling in situations you'll be making multi-step skillchains.
Pros:
• AM3, which is 40% DA and 20% TA, drastically increases TP gain, melee damage, and WS damage(can proc on 1st hit on any physical WS).
• Augments Berserk V increases berserk’s attack to 33.5% and adds 14% crit. hit rate.
• King’s Justice isn’t too terrible of a WS to trigger AM3 with.
Cons:
• Warrior’s high DA rate diminishes Conq’s AM3 effect.
• Berserk can be dispelled.
• Maintaining AM3 isn’t always easy. Any mistake, such as poor WS timing, not building 300% TP at the right time, or having to stand around for long periods of time can drastically reduce your DPS.
Although behind all the other ultimate weapons in terms of pure DPS potential, Bravura’s niche is survivability while maintaining decent DPS.
Pros:
• Very high accuracy.
• -DT Aftermath that allows you to use optimized hybrid builds.
• Additional Effect: Evasion Down lasts for about 40 seconds.
• Assuming they ever fix Metatron's additional effect, -18.75% defense down that lasts for up to 2 minutes.
Cons:
• Lowest DPS potential of the Ultimate Weapons.
• Hybrid builds are still possible for other weapons and usually a straight up –DT build used at the right time is going to be more beneficial.
Obtained as a drop from NMs in Rala Alluvion Skirmish or by trading 3 Mellidopt Wings- obtained from Yorcia Alluvion Skirmish, to the ??? near the Augural Conveyor.
Can be augmented by Divainy-Gamainy in the Inventors' coaliton. Duskslit for additional base damage. Snowslit for Accuracy and Attack. Leafslit for DA and STP. To see the full list of possible augments check out BGwiki.
Pros:
•Relativity easier to obtain than a 119 RME.
•Highest base damage Great Sword in the game.
•Good delay for x-hit.
•Highly customizable with augments.
Cons:
•High cost to obtain perfect augments.
Obtained from Yumcax's Wildskeeper Reive, this Great Axe is second only to Razorfury. Solid choice for those who want a free option to hold them over until better GAs are released.
Pros:
•Free.
•Easier to 5hit.
•Can be augmented with Occ. Attacks Twice.
Cons:
•If you don't get this from the Quest, obtaining this could become a real pain if you're unlucky.
IV-2: Weapon Skills
Resolution: 5 Hit. 100% STR Mod with 5/5 merits. Damage varies with TP.
Very powerful and consistent. When paired with Ragnarok and Mighty Strikes, arguably the best epeen weapon in the game. Becomes extremely useful when mobs have crit. def. bonus and very high evasion. Element gorget and belt are especially powerful, as their bonus carries over to all hits of the WS.
Ukko's Fury: 2 Hit. 60% STR Mod. Crit. Hit Varies With TP(20%/35%/55% for 100/200/300%).
Buffed and geared properly, Ukko’s Fury has the highest potential of damage out of all of Warrior’s WS(outside of Mighty Strikes). Aside from being very powerful on its own, Ukko's also has amazing WS properties, in that it can self light skillchain with itself and can also make light with Upheaval.
Upheaval: 4 Hit. 100% VIT Mod with 5/5 merits. Damage Varies With TP.
Opens up options for weapons that can’t use Ukko’s Fury. Very consistent damage, but the VIT mod kills its true potential. Powerful WS for mobs with crit. defense bonuses. Best WS to use when under the effect of Mighty Strikes if you don't have a Ragnarok.
Mainly used for its aftermath. Sadly the defense down almost never sticks on anything that matters.
Fell Cleave: 60% STR Mod. AoE Damage. Radius Varies With TP.
An amazingly useful WS. Can be used to kill many, many monsters in a very short period of time for faster drops or XP. Can also hit flying enemies such as Arimaspi if you cleave a monster that's close enough to hit both.
Raging Rush: 3 Hit. 35% STR Mod. Chance To Crit. Varies With TP.
Good abyssea WS if you’re working on +2 gear/Ukon. But due to its low STR mod and fTP, it will easily be outclassed by Ukko’s in abyssea and Upheaval outside of abyssea.
|
|