Ok all I come for your great knowledge. I am having trouble with my blm on aminon, specifically my aspir set. I am trying to tweak my sets to get mp back after comet and death. Most of the time I don't get back enough tp to myrkr but comets are doing between 60-75k and deaths are capped. I have bene looking online all over for aspir death mode sets but they are all tanked mp. Last one I looked at max mp was only 1701 in it.
I have the best myrkr set I think I can make and I thought my aspir set was good but its only aspiring like between 30-80 each on t1 t2 and t3. For what its worth I do switch weapons between comet and death, comet being stage 4 prime and death being empy so I lose the tp there from comet and death even capped rarely brings me above 800tp.
This is old set I was using that I am having trouble with.
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'"Drain" and "Aspir" potency +11','MND+1','Mag. Acc.+15','"Mag.Atk.Bns."+8',}},
body="Wicce Coat +3",
hands={ name="Merlinic Dastanas", augments={'"Mag.Atk.Bns."+29','"Drain" and "Aspir" potency +11','MND+7',}},
legs="Wicce Chausses +3",
feet={ name="Agwu's Pigaches", augments={'Path: A',}},
neck="Erra Pendant",
waist="Fucho-no-Obi",
left_ear="Hirudinea Earring",
right_ear="Regal Earring",
left_ring="Evanescence Ring",
right_ring="Archon Ring",
back={ name="Aurist's Cape +1", augments={'Path: A',
I think that you might want to look into locking your Prime staff for a couple reasons: 1) Maintain that Tacticians TP for stronger Myrkr 2) Putting up and maintaining AM3 for stronger Comets.
You are right, you will lose a hefty amount of FC from the Empyrean Staff, but try this set below:
sets.magic_burst.DeathPrime = {
main="Opashoro",
sub="Enki Strap",
ammo="Sapience Orb", -- FC2
head="Pixie Hairpin +1",
body={ name="Agwu's Robe", augments={'Path: A',}}, -- 10/0, FC8
hands={ name="Agwu's Gages", augments={'Path: A',}}, --8/6, FC6
legs={ name="Agwu's Slops", augments={'Path: A',}}, -- 9/0, FC7
feet={ name="Agwu's Pigaches", augments={'Path: A',}}, -- 6/0, FC4
neck={ name="Src. Stole +2", augments={'Path: A',}}, -- 10/0
waist={ name="Acuity Belt +1", augments={'Path: A',}},
left_ear="Malignance Earring", -- FC4
right_ear="Etiolation Earring", -- FC1
left_ring={ name="Metamor. Ring +1", augments={'Path: A',}},
right_ring="Archon Ring",
back={ name="Taranus's Cape", augments={'MP+60','Mag. Acc+20 /Mag. Dmg.+20','MP+20','Haste+10','Phys. dmg. taken-10%',}}, -- 5/0
} --48/6, cap of 40 MBBI, 2242 Idle / 2254 FC / 2239 No MB / [1958] Prime MB, 24/25 Gear Haste + 32FC (relying on Valiance, need 72FC at haste cap to cap recast)
https://www.bg-wiki.com/ffxi/Inspiration
You can see my annotations and thought process above. How many Inspiration merits is your RUN running? Mine has 4 so I get an additional 48% FC from his Valiance still capping my Death recast. RUN should be able to maintain Valiance full time to help maximize recast of Death for the entire fight.
I would not fixate too much on MP. I can cap Death with the above set as long as I am over 1550+MP on cast, which means I need to enter Comet with about 1900MP which is very doable.
Putting up and maintaining AM3 can be a little tricky while trying to maintain TP for Myrkr MP management, but I can go into more detail about that if you'd like. It comes down to an emergency Icarus Wing, if needed, an Occult Acumen Impact set, Aspir, and Sublimation MP.
I am surprised you are getting such low numbers as our sets are very similar and I can get back up to 1k not bursted pretty routinely.
sets.midcast.Drain = {
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+14 "Mag.Atk.Bns."+14','"Drain" and "Aspir" potency +10','MND+7','Mag. Acc.+11',}},
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','"Drain" and "Aspir" potency +8','INT+2','Mag. Acc.+13',}},
hands={ name="Merlinic Dastanas", augments={'"Mag.Atk.Bns."+20','"Drain" and "Aspir" potency +11','CHR+10','Mag. Acc.+11',}},
legs="Spae. Tonban +3",
feet={ name="Agwu's Pigaches", augments={'Path: A',}},
neck="Erra Pendant",
waist="Fucho-no-Obi",
left_ear="Hirudinea Earring",
right_ear="Regal Earring",
left_ring="Evanescence Ring",
right_ring="Archon Ring",
back={ name="Aurist's Cape +1", augments={'Path: A',}},
}
Definitely look into the AF3 legs as they have a hefty amount of Aspir potency paired with reasonable M.Acc when paired with the Regal Earring.
Also, verify that your Gearswap is actually working and swapping to a proper midcast by casting on an NPC or using //gs showswaps. Reason I bring that up is I had an issue with my LUA where Aspir II and Aspir III were not mapped properly. I use Motes and had to manually modify the Spell Mappings file. You can also add a manual override within the BLM LUA itself too, but please verify that as my Aspir set was casting in FC gear initially.