I would at least focus on RPing the legs. Then you can cap MBB1. Then the hands. You can make it work with Empy pieces in other places. That said, with your current gear, I would swap to 5/5 empy +3. Change waist to skrymir +1 and shield for culminus. I would also consider changing your TVR ring to medada's for this fight. I'd use it in place of freke for helix and mujin for normal magic burst.
Your elemental magic set should also be reconfigured to something similar to the above, with the obi and ammurapi back in place.
Obscure info but highly relevant: Tupsimati enmity- applies separately from gear cap enmity, and functions like empyrean body enmity-. It applies multiplicatively after gear bonus.
You can do some serious magic bursting and almost never get hate for it.
Obscure info but highly relevant: Tupsimati enmity- applies separately from gear cap enmity, and functions like empyrean body enmity-. It applies multiplicatively after gear bonus.
Assuming it's the same term as Arbatel Gown +3, that would give SCH another -48 Enmity on top of their normal -50 enmity. That's pretty amazing for self enmity suppression.
Can confirm that with /sam, proper sTP set, haste, and AM3, SCH can self burst all spells to include Impact. Impact can only if you pre-cast Alacrity for only that spell in particular. I save so many stratagems meleeing that swapping arts or casting ebullience every spell is possible. Myrkr solves all MP issues.
In long range fights can obviously go /rdm for MAB, fastcast, convert, and use staff AM2.
Extremely versatile staff in the hands of a wise mage.
Necro Bump Detected!
[80 days between previous and next post]
Depends on how the rest of your gear looks. On SCH, I don't think MP was ever an issue, so having staff for Myrkr wasn't a factor. Though depending on the scenario (lack of support or too long of a fight), having access to Myrkr could be appealing.
Bunzi's Rod has MBB +10 on it for what it's worth. I've always gone with Bunzi's Rod + Ammurapi Shield (or Culminus for Helix).
Sure, but you get some flexibility to swap something like Agwu hands in for Empy hands.
Side by side comparison of Bunzi R15 + Ammurapi Shield vs Mpaca's Staff R25 & Enki Strap -
+18 Magic acc, +28 MAB, -15 Magic Damage, -2 MB II, +10 MB I
At a glance, the only reason to use Mpaca's would be for MP management reasons.
depends if you are worried about getting hit or not. ItemSet 378846
probably still farily accurate though I haven't looked in a long time. focus is on cure potency, enmity- and conserve MP.
edit to add a DT primary focus set. ItemSet 338349
feel free to improve on it, just made it in a minute based on getting DT cap. with as few other swaps as needed.
Gearing a SCH alt for Oddy/Sortie, and kinda browsing through here and the all jobs sets. Anyone got some more ideal sets to aim for? Also, looking at that cure set, should I actually get the Chatoyant and Twilight?
Here is what I use when I solo on Sortie.
SCH / DNC ML45
-------------------------------------------------------------------------------
-- INIT
-------------------------------------------------------------------------------
function get_sets()
mote_include_version = 2
include('Mote-Include.lua')
end
-------------------------------------------------------------------------------
-- HUD (Windower texts)
-------------------------------------------------------------------------------
local ok_texts, texts = pcall(require, 'texts')
local hud = nil
local rapture_cure = false
local perpetuance_enhancing = false
local offensive_cure = false
local function hud_update()
if not hud then return end
local lines = {}
table.insert(lines, 'SCH HUD')
table.insert(lines, ('Casting: %s'):format(state.CastingMode and state.CastingMode.value or ''))
table.insert(lines, ('Weapon: %s'):format(state.WeaponMode and state.WeaponMode.value or ''))
table.insert(lines, ('LockMelee: %s'):format(tostring(state.LockMelee and state.LockMelee.value)))
hud:text(table.concat(lines, '\n'))
end
local function hud_init()
if not ok_texts then return end
if hud then return end
hud = texts.new()
hud:pos(20, 220)
hud:size(12)
hud:bold(true)
hud:bg_alpha(128)
hud:stroke_width(2)
hud:stroke_alpha(180)
hud:show()
hud_update()
end
-- Lock weapon slots only
state.LockMelee = M(true, 'LockMelee')
info = info or {}
state.Buff.Perpetuance = buffactive['Perpetuance'] or false
state.Buff.Ebullience = buffactive['Ebullience'] or false
state.Buff.Rapture = buffactive['Rapture'] or false
end
function sub_job_change(new, old)
update_weapons(true)
end
-------------------------------------------------------------------------------
-- HELPERS
-------------------------------------------------------------------------------
local function is_tier3_nuke(spell)
if not spell or not spell.english then return false end
return spell.english:match(' III$') ~= nil
end
local function apply_melee_lock(slotfiltered_set)
if not state.LockMelee.value then return slotfiltered_set end
local cleaned = {}
for k, v in pairs(slotfiltered_set) do
if k ~= 'main' and k ~= 'sub' then
cleaned[k] = v
end
end
return cleaned
end
function update_weapons(reapply_lock)
local mode = state.WeaponMode.value
local wset = sets.weapons[mode]
if wset then
enable('main','sub')
equip(wset)
if state.LockMelee.value or reapply_lock then
disable('main','sub')
end
add_to_chat(122,'[WeaponMode] '..mode..' | Lock='..tostring(state.LockMelee.value))
hud_update()
end
end
local function is_helix(spell)
return spell.english and spell.english:lower():find("helix")
end
local function is_elemental_nuke(spell)
return spell.skill == 'Elemental Magic' and not is_helix(spell)
end
local function is_regen(spell)
return spell.english and spell.english:contains('Regen')
end
local function is_embrava(spell)
return spell and spell.english == 'Embrava'
end
local function is_offensive_cure(spell)
if not spell or not spell.english or not spell.english:startswith("Cure") then
return false
end
if not spell.target then
return false
end
local t = spell.target.type
if t == 'MONSTER' or t == 'NPC' then
return true
end
return false
end
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- PRECAST
-------------------------------------------------------------------------------
function job_precast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' then
if sets.precast.WS[spell.english] then
equip(sets.precast.WS[spell.english])
end
return
end
if spell.english == "Impact" then
disable('body')
end
if spell.action_type == "Magic" then
rapture_cure = false
perpetuance_enhancing = false
offensive_cure = false
if spell.english and spell.english:startswith("Cure") and buffactive['Rapture'] then
rapture_cure = true
end
if is_offensive_cure(spell) then
offensive_cure = true
end
if spell.skill == 'Enhancing Magic' and buffactive['Perpetuance'] then
perpetuance_enhancing = true
end
if is_regen(spell) or is_embrava(spell) then
enable('main','sub')
local fc = table.copy(sets.precast.FC)
fc.main = nil
fc.sub = nil
equip(fc)
return
end
equip(apply_melee_lock(sets.precast.FC))
end
end
-------------------------------------------------------------------------------
-- POST PRECAST
-------------------------------------------------------------------------------
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.action_type == "Magic" then
if buffactive['Alacrity'] or buffactive['Celerity'] then
equip({feet="Peda. Loafers"})
add_to_chat(122, '[PostPrecast] Alacrity/Celerity feet equipped')
end
end
end
-------------------------------------------------------------------------------
-- MIDCAST
-------------------------------------------------------------------------------
function job_midcast(spell, action, spellMap, eventArgs)
if spell.english == 'Aquaveil' then
equip(apply_melee_lock(sets.midcast.Aquaveil))
return
end
if spell.english and spell.english:startswith("Cure") then
if offensive_cure then
equip(apply_melee_lock(sets.midcast.Nuke))
else
if spell.target and spell.target.type == "SELF" then
equip(apply_melee_lock(sets.midcast.CureSelf))
else
equip(apply_melee_lock(sets.midcast.Cure))
end
end
return
end
if spell.skill == 'Enhancing Magic' then
if spell.english and spell.english:contains("Stoneskin") then
equip(apply_melee_lock(sets.midcast.Stoneskin))
return
elseif is_regen(spell) then
enable('main','sub')
equip(sets.midcast.Regen)
return
elseif is_embrava(spell) then
enable('main','sub')
equip(sets.midcast.Embrava)
return
else
equip(apply_melee_lock(sets.midcast.EnhancingDuration))
return
end
end
if spell.skill == 'Enfeebling Magic' then
equip(apply_melee_lock(sets.midcast.Enfeebling))
return
end
if spell.skill == 'Dark Magic' then
equip(apply_melee_lock(sets.midcast['Dark Magic']))
return
end
if spell.english == "Impact" then
equip(apply_melee_lock(sets.midcast['Impact']))
return
end
end
-------------------------------------------------------------------------------
-- POST MIDCAST
-------------------------------------------------------------------------------
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.english and spell.english:startswith("Cure") then
if offensive_cure then
equip(apply_melee_lock(sets.midcast.Nuke))
add_to_chat(122, '[Cure] Offensive undead mode')
if rapture_cure then
equip({head="Arbatel Bonnet +3"})
add_to_chat(122, '[Cure] Rapture undead head equipped')
end
else
if rapture_cure then
equip(apply_melee_lock(sets.buff.Rapture))
add_to_chat(122, '[Cure] Rapture head equipped')
end
end
return
end
if spell.skill == 'Enhancing Magic' then
if perpetuance_enhancing then
equip(apply_melee_lock(sets.buff.Perpetuance))
add_to_chat(122, '[Enhancing] Perpetuance hands equipped')
end
return
end
if is_helix(spell) then
if state.CastingMode.value == 'MB' then
equip(apply_melee_lock(sets.midcast.HelixMB))
add_to_chat(122, '[Helix Mode] MB')
else
equip(apply_melee_lock(sets.midcast.Helix))
add_to_chat(122, '[Helix Mode] Normal')
end
if state.Buff.Ebullience then
equip(apply_melee_lock(sets.buff.Ebullience))
end
return
end
if is_elemental_nuke(spell) then
if is_tier3_nuke(spell) then
equip(apply_melee_lock(sets.midcast.Nuke))
add_to_chat(122, '[Nuke Mode] Tier III forced Normal')
else
if state.CastingMode.value == 'MB' then
equip(apply_melee_lock(sets.midcast.NukeMB))
add_to_chat(122, '[Nuke Mode] MB')
else
equip(apply_melee_lock(sets.midcast.Nuke))
add_to_chat(122, '[Nuke Mode] Normal')
end
end
if state.Buff.Ebullience then
equip(apply_melee_lock(sets.buff.Ebullience))
end
return
end
end
if is_regen(spell) or is_embrava(spell) then
update_weapons(true)
end
if spell.english == "Impact" then
enable('body')
end
end
-------------------------------------------------------------------------------
-- IDLE
-------------------------------------------------------------------------------
function customize_idle_set(idleSet)
if state.IdleMode.value == 'DT' then
idleSet = set_combine(idleSet, sets.idle.DT)
end
if state.Move.value then
idleSet = set_combine(idleSet, sets.Move)
end
return idleSet
end
-------------------------------------------------------------------------------
-- BUFF CHANGE (for HUD refresh)
-------------------------------------------------------------------------------
function job_buff_change(buff, gain)
if buff == 'Perpetuance' then
state.Buff.Perpetuance = gain
end
if buff == 'Ebullience' then
state.Buff.Ebullience = gain
end
if buff == 'Rapture' then
state.Buff.Rapture = gain
end
hud_update()
end
-------------------------------------------------------------------------------
-- SELF COMMANDS
-------------------------------------------------------------------------------
function job_self_command(cmdParams, eventArgs)
local cmd = (cmdParams and cmdParams[1] and cmdParams[1]:lower()) or nil
if not cmd then return end
if cmd == 'nuke' then
state.CastingMode:set('Normal')
add_to_chat(122,'[CastingMode] Normal')
hud_update()
return
elseif cmd == 'mb' then
state.CastingMode:set('MB')
add_to_chat(122,'[CastingMode] MB')
hud_update()
return
end
if cmd == 'move' then
state.Move:toggle()
add_to_chat(122,'[Move] '..tostring(state.Move.value))
hud_update()
return
elseif cmd == 'lockmelee' then
state.LockMelee:toggle()
if state.LockMelee.value then
disable('main','sub')
else
enable('main','sub')
end
add_to_chat(122,'[LockMelee] '..tostring(state.LockMelee.value))
hud_update()
return
elseif cmd == 'weap' then
state.WeaponMode:cycle()
update_weapons(true)
return
elseif cmd == 'Botulus' then
state.WeaponMode:set('Botulus')
update_weapons(true)
return
elseif cmd == 'Ghatjot' then
state.WeaponMode:set('Ghatjot')
update_weapons(true)
return
elseif cmd == 'Dhartok' then
state.WeaponMode:set('Dhartok')
update_weapons(true)
return
elseif cmd == 'ClubShield_BlackHalo' then
state.WeaponMode:set('ClubShield_BlackHalo')
update_weapons(true)
return
elseif cmd == 'ClubShield_Nuke' then
state.WeaponMode:set('ClubShield_Nuke')
update_weapons(true)
return
elseif cmd == 'Heal' then
state.WeaponMode:set('Heal')
update_weapons(true)
return
end
end
What’s your sortie solo route/galli yield? Curious.
Talking for myself of course, I'm doing A and E boss and everything in between, depending on placing of the lesser NMs etc.. Doing all that I usually yield around 15k Galli.
Which leads me to another SCH/Sortie related question. I'm trying C Boss for a while now and while I think I have the order of things / mechanics down, my Rapture / Cure IV's seldomly do the 28k damage I've seen on YouTube, but more like 8-15k, mostly 8k.
I'm using full empy+3 for this, un-augmented Bunzi Rod/Daybreak, MND/MAB/MACC cape, light obi, etc., so I don't see how I could improve my gear (other than augmenting the Bunzi Rod, but 25MAB and some MACC cannot explain the numbers?).
Maybe I have the whole healing magic as damage formula wrong, so if anyone is doing C Boss on SCH: Any tips for me?
And finally, I'd really like to expand my galli yield, and just one more basement boss would almost double the 15k, so if anyone would like to run with another SCH sometimes, please let me know. I'm playing at GMT times, usually in the evening.
Cure strat for low man can be very great. When it uses Setting the Stage, sometimes it does like 50 damages to all 6 of us with trust or carry. Every cure lessen its damage. I have seen some MB up to 70k with cure, so great numbers are very possible.