All jobs have by default -25% DT (loricante torque, dring and moonlight cape, staumch tathlum).
For SCH you can add mallquis saio (-8%DT).
If you are worried about physical dmg and can afford swapping weapon, you can go with an earth staff plus some PDT or DT grip and easily reach 50% with 6 slots.
Also, a lot of people don't realize this, but if you close your SC w/ Helix, the MB window is extended by quite a bit. So Ionohelix instead of Thunder to close Fusion, etc.
It's possible to MB 5+4 on your own sc closed with a helix.
Otherwise I doubt it with regular FC gear on your own normal sc.
I have changed it on my lua, in order to test it, but haven't pushed the update yet because I am on the road. The update should come in a day at most (depending on your timezone)
I find myself rarely MB'ing nukes because gimping the blm's 99k is a terrible idea. On another note maximizing the helix on the first burst is a thing.
Can anyone post a BiS helix set for endgame? (wave2+ dynamis things)
ALso, call me crazy but sch has alot of similarities in ff14. The idea of mitigating dmg pairs nice with the ability to heal decently.
perp/acession regen 5, then random accession SS / accession phalanx ect can go a long way on some of our harder fights? Or even during melee on wave 1/2 mobs.
rotating a sch between parties for all the different buffs seems good in my eyes. I prefer it more than nuking on SCH now. And when the time comes, we can pop dark arts to setup skillchains if needed, or helix.
I find myself rarely MB'ing nukes because gimping the blm's 99k is a terrible idea. On another note maximizing the helix on the first burst is a thing.
Can anyone post a BiS helix set for endgame? (wave2+ dynamis things)
ALso, call me crazy but sch has alot of similarities in ff14. The idea of mitigating dmg pairs nice with the ability to heal decently.
perp/acession regen 5, then random accession SS / accession phalanx ect can go a long way on some of our harder fights? Or even during melee on wave 1/2 mobs.
rotating a sch between parties for all the different buffs seems good in my eyes. I prefer it more than nuking on SCH now. And when the time comes, we can pop dark arts to setup skillchains if needed, or helix.
Path C Staff, Path A on Body, Path D on Hands, and Merl with 5+ INT, 35+ Macc/MAB and 10% MB.
basically this, but swap out the neck for argute stole+2, and waist for eschan stone.
can swap in bookworm if you aren't worried about a resist and have a nice helix duration augment on it.
I find myself rarely MB'ing nukes because gimping the blm's 99k is a terrible idea. On another note maximizing the helix on the first burst is a thing.
Can anyone post a BiS helix set for endgame? (wave2+ dynamis things)
ALso, call me crazy but sch has alot of similarities in ff14. The idea of mitigating dmg pairs nice with the ability to heal decently.
perp/acession regen 5, then random accession SS / accession phalanx ect can go a long way on some of our harder fights? Or even during melee on wave 1/2 mobs.
rotating a sch between parties for all the different buffs seems good in my eyes. I prefer it more than nuking on SCH now. And when the time comes, we can pop dark arts to setup skillchains if needed, or helix.
Path C Staff, Path A on Body, Path D on Hands, and Merl with 5+ INT, 35+ Macc/MAB and 10% MB.
basically this, but swap out the neck for argute stole+2, and waist for eschan stone.
can swap in bookworm if you aren't worried about a resist and have a nice helix duration augment on it.
Grimoire: Casting Time caps at 25% including the base from being in correct arts of -10%. source ItemSet 338164
with rdm subjob, this is fast cast+80%(overcap81) & grimoire -15%(overcap25).
Can still hit 80% w/o subjob RDM by swapping out head for merlinic augmented: FC+7. You'd only lose out on the grimoire -3%.
noticed your set should be 62+15 FC (unless your merlinic is a dark matter FC+8)
the actual casting time should be: base*(1-.77)*(1-.25)=17.25%
so you're only coming out .75% ahead of cap fast cast and base grimoire with that.
base*(1-.8)*(1-.1)=18%
Yes it seems i have to upgrade hands in order to maintain 65FC.
On the list it goes lol
honestly I'd say just swap out head or feet for pedagogy loafers or merlinic, don't even need the augments if you've already got the pinga+1's.
.2*.77~.78= 15.4% ~ 15.6%
vs: .2*.75= 15%
probably lost in rounding anyway.
So you're saying that grimoire is 10 cap for base? so 1 piece almost caps it?
If you're casting in the correct arts, yes.
I'm curious: say curing when you're in dark arts, Can the gear take the grimoire: casting time +20% to -5%? or does it do nothing... Always assumed it did nothing but never tested myself.
I mean, we can have a contained set that recognizes the buff status right? only use them when in correct one.... but im just gonna fulltime it lol
This is what I use, at the end of my precast function:
Code
-- extends Fast cast set with Grimoire recast aligned
if buffactive['addendum: black'] or buffactive['dark arts'] then
if spell.type == 'BlackMagic' then
equip(sets.precast.grimoire)
end
elseif buffactive['addendum: white'] or buffactive['light arts'] then
if spell.type == 'WhiteMagic' then
equip(sets.precast.grimoire)
end
end
So then it just swaps in my boots after the fast cast set's already been applied.
Grimoire: Casting Time caps at 25% including the base from being in correct arts of -10%. source ItemSet 338164
with rdm subjob, this is fast cast+80%(overcap81) & grimoire -15%(overcap25).
Can still hit 80% w/o subjob RDM by swapping out head for merlinic augmented: FC+7. You'd only lose out on the grimoire -3%.
Edited reply because it needed cleaning up.
So that i understand... This is the goal then :P ?