Smn Stuff

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Cett
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Smn Stuff

#1 Post by Cett »

Just because some people need the info or would like to know about smn I'll start this thread for general Smn knowledge!

Starting with the new Job ability : Elemental Siphon!

Formula:

(Smn Magic Skill- 50) * (1.X)= Mp regained
X = number of Day or weather effects that correspond with your current spirit. (Max of 3)

Each day or weather effect seems to add 10% more mp, it only remains 10% if there is only 1 effect active thats helping you.
I've noticed that if you have all three effects matching (windsday,double wind weather) you gain about a 34.5% increase of mp.
I've not tested just double weather or 1 weather + 1 day.

Accordingly this bonus also acts in the opposite way if you use a spirit that is weak to the current element you'll lose 10% for each effect this way.


My smn magic skill at best right now is 300 and i've seen 250,275,312,337 as my good values of mp returned so far. If any other smn's out there would like to submit more data post it here.




I'm running out of time to go on about more SMN stuff but i'll come back later.
Next lessonw ill be Smn enmity/ what you don't do if u want to live!

:db:

Elemental staves and Obi's do not effect the mp regained.
Siphon is on a 5 minute timer. (super hack for smn)

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RedIce
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Re: Smn Stuff

#2 Post by RedIce »

Really should site your sources, something tells me you didn't derive this formula lol :db:
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Yevna
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Re: Smn Stuff

#3 Post by Yevna »

Gjallarhorn: 10.01.09

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RedIce
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Re: Smn Stuff

#4 Post by RedIce »

lol yev XD
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Mateuns
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Re: Smn Stuff

#5 Post by Mateuns »

red lrn to spell cite
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RedIce
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Re: Smn Stuff

#6 Post by RedIce »

I can spell sight, site, and cite.

I don't need to lrn to spell them, I just need to use them properly.

Their hard to use write.
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Mateuns
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Re: Smn Stuff

#7 Post by Mateuns »

touche'
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Cett
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Re: Smn Stuff

#8 Post by Cett »

So i suppose i better continue what i started.

For the lowbie Smn, all you care about is mp gear!!!!1 if you have a slot that has gear that could potentially be +mp... and you aren't using it for mp... you fail.


Lowbie Blood Pact: Rages-

Uhh Typically Ramuh's Thunderspark(Lvl 21 or 23 Ramuh) is your friend until lvl 50 since it has the least chance of being resisted in typical xp parties,(its magic based) and it paralyzes! Double Punch, Tail whip and fenrir's abilities are mp efficient but if you're fighting IT shit its probably gonna miss more than Thunderspark is resisted.

Lowbie Blood Pact: Ward-
I didn't have these two abilties seperate till i was lvl 50 or 60 or so, but the only useful buffs while in xp parties are Aerial armor, Earthen Ward, and Ecliptical Howl. The other's are meh at best and just for dicking around if you're bored in a party.

Lowbie Spirits are useless and a waste of mp till lvl 50.(then I'd say get them all!!! Only for elemental siphon, and then immediate release!)



Low level smn is kinda retarded until u start getting around lvl 50 then the gear gets a nice boost, and you can actually consider yourself semi useful.


I personally only used the Austere Hat and Body while leveling my smn, but the cuffs are optional if you want more gear swap macro's!(Carby mitts all the way)

****Never liked leveling smn with whm in the party, Rdm only pls and preferably a bard or cor if it compliments the party set up :)

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Cett
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Neat Stuff with Avatars

#9 Post by Cett »

:db:

Stuff I like to think i can do to be useful but never seem to pull off because it isn't efficient :

Sleeping/depoping mobs!

This involves picking the initial "Red" claimed monster and (assuming it has enough hate on the person who pulled) using shiva's sleepga on it when the other mobs are near by.(Same sleepga range i'd imagine not sure never tested) Provided they don't pull the mob away from shiva or the mobs aren't even near it, this'll work! Everythign will be asleep... now all you gotta do is release shiva and the others that linked will lose hate on the puller and they'll depop in seconds.

**Things to go wrong:
- Your sleep doesn't work(not too bad they'll still depop unless they are allowed to re-link)
- Another job with "sleep" comes by and sticks it before your sleepga goes off. (typical because smn are slow to reaction's unless expected to be ready for this.)
- Or someone tries to play hero and trains the mobs to the zone(wtf)
-Probably more to this list i'm just not gonna try to think about it.


Pulling!!

A smn can pull and link all he wants, if done right can depop everything and only pull what you wanted to begin with! (Carby pull)

Step 1: Summon Carby
Step 2: Assault target!
Step 3: Retreat Carby when mobs "link". If they don't to begin with make sure carby gets 1 hit on the mob first before retreating or else u fooked.
Step 4: Release carby after everything that can link has done so and keep running!
Step 5: pray that voker gets the stuff off you before u dead son!

**Things to go wrong:
- Your carby is retarded while running
- Your carby dies in 1 hit
- You suck at life
- Your tank sucks at life
(all of the above has happened to me)

********Pulling MOther Globe for Ls!********

Use titan with earthenward effect on him only and pray the blm's kill babies before u and titan die lol. Pull when MG is relatively close to the door, after titans first melee hit retreat him and stand still with MG next to him. You'll have about 2~5 secnods tops after titan is pulled back before he dies.... You're next!!!!

Sucess's with this Pull: 2
Failures : i dunno I'm optimistic!


****More neat things to come as soon as i think about them*****

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Astral Flow

#10 Post by Cett »

Astral Flow has 2 purposes.

Purpose 1: Allowing you to use the Avatars "strongest"(magical) abilities (Inferno,Tidalwave,Diamond dust, etc). Unless you're about to win a fight, you shouldn't use astral flow BP's when you presently have FULL mp because it WILL drain ALL of your mp. Astral Flow BP's require a minimum of DOUBLE your current level in mp (if you're lvl 20 then u need 40 mp, if you're 75 then 150 mp) trying to use them with anything less will result in a wasted blood pact.

Purpose 2: Converts your present perpetuation cost for any avatar/spirit to 0. This allows your auto refresh and any other form of refresh to actually work in the + rather than decreasing perpetuation cost like usual. So after using the BP's your mp will start to replenish to maintain their existance. 75 Smn's(when strategy calls for it) will typically only use astral flow for the 0 perpetuation effect, and proceed to using normal Blood pacts to DD so they don't blow 1300 mp for 1000 dmg.

*** elemental siphon will eliminate the need for more than 2 hi ether's in any bc fight while using astral flow past lvl 50. As you can use it to regain all the mp u need fo ryour next wave!

A maximum of 3 Blood pact's are possible with amazing mp efficiency when you're below lvl 50. Otherwise expect to use it twice. Never pulled off 4 now that i think about it, but you'd need cap Blood pact timer delay gear on in order to pull off 4 if at all possible. (-15 seconds w/ cap gear)

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Yevna
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Re: Smn Stuff

#11 Post by Yevna »

For the lowbie Smn, all you care about is mp gear!!!!1 if you have a slot that has gear that could potentially be +mp... and you aren't using it for mp... you fail.
Hmp gear is also important. It's nice to lots of mp, but if you have to rest for a long time to get it all back then you won't be contributing much in party.

Low level hmp gears (pre-Dark staff)
Pilgrim's Tunica (lvl 1)
Pilgrim's Wand (lvl 10) <- easy nm
Baron's slops (lvl 20)
Mohbwa Sash/+1 (lvl 20)
Seer's Tunic/+1 (lvl 29)
Qiqirn Sash/+1 (lvl 40)
Beak Necklace/+1 (lvl 50)


IMO, it's also good to not go overboard with hp > mp gears. You want to have enough hp to survive more than 2 hits.

Yeah, I agree; low-level spirits aren't very useful except to distract aggro'ed monsters.
Gjallarhorn: 10.01.09

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Mosh
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Re: Smn Stuff

#12 Post by Mosh »

I'm personally gonna prioritize hMP over MP. And probably not even going to bring a max MP set. Having over 9000 max MP means nothing if you are never at it.

And I don't understand why any healer bothers with HP->MP gear. In XP, you'll never be at max mp. In events, you'll never be at max mp. And even if you are, the -hp is more detrimental. Why give up HP for 30~ more MP?
٩(̾●̮̮̃̾•̃̾)۶ __̴ı̴̴̡̡̡ ̡͌l̡̡̡ ̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|̡̡̡ ̡ ̴̡ı̴̡̡ ̡͌l̡̡̡̡.
SE wrote:More job adjustments are planned, but no adjustments are planned for puppetmaster.

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Cett
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Re: Smn Stuff

#13 Post by Cett »

Lol Its just preference,when i was leveling a bunch of the hMP gear didn't exist. I did use Ginger cookies starting at lvl 51 to stack with my dark staff though ;)

High level BP's are a bish its a blessing that most of the usefull higher lvl smn gear gives mp :P as well as - perpetuation and or blood pact delay.

My smn has a few change gear macro's... nothing in comparison to a good blm macro set up but, don't blow thousands on summoner just so you can feel more useful prior to lvl 50. :P

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Re: Smn Stuff

#14 Post by RedIce »

max mp gear works well if you can micromanage it properly. Though its very difficult to do on a ps2 or on pc without windower macros. Even then it can be difficult memorizing various 'levels' of mp and swapping gears accordingly.

Though for whm should have a gear set that puts you above your normal healing set that allows you to cast 3 spells for 'free'. Protectra4 (5 isn't useful, 3devo 3shell5 go :P), Shellra5, and RR3, maybe add in stoneskin :P. But yea if you're just gonna have one set, don't make it a top mp set where you have 21hp and 10,000mp. lol

My blm's standing set can do a full buff before I lose mp in my nuking set :D. And my resting set has 4mp more than my standing set so I don't lose anything going from a full rest, nor do I have to sacrifice hmp gears :D

...

Yea my blm micromanagement is a bit crazy >.>;

Working on doing the same to rdm soon! :D
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Re: Smn Stuff

#15 Post by Mandos »

Well yea exactly right with the MP, when me and tav duo stuff on blm, the fact that i have maybe 200 more MP than him matters only for the first two mobs, after that I just have to sit and rest longer than he does.

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