Elemental Staves and Wands for Elvaan RDM.. Need help plz!

Equip the staff related to the element of the spell.
 
Argenin. said:
But quick question: When doing a MB with nukes, is it better to use the staff equivalent to the element of the spell; or is it better the use an Ice Staff?

Always use the staff equivalent to the element of the spell when MB'ing. The damage aswell as the accuracy is increased during a MB
 
Like neyla said, and aly, equipment changes in your macros are the way to go.

As an order of what staves you should be buying first, I'd say... Dark staff for healing, and dark related debuffs (This staff also works for casual nuking too- although a wand would probably be better), Wind staff (most white mage debuffs are wind related, this will also help you with casting Sneak and Invisible, I notice the lasting times of these spells greatly increase when I use this staff), Light staff (If you're main healing, or dishing out cures, This one works a charm), Ice Staff (Throw away your wand! The INT and Elemental Magic bonus on this weapon easily beats off most wands) and then continue to buy the rest of the staves when you have the cash.

Macro in the same element staff to spell, example:

Code:
/echo Thunder
/equip main "Thunder Staff"
/ma "Thunder" <t>

Aly has demonstrated some good macro'ing techniques, although if you really want indepth macros, the windower is the only way to go... (I'd post some guides up, but I'm not sure if it would be accepted- It goes against SE's 3rd party programs rule)

Blabj
 
(most white mage debuffs are wind related, this will also help you with casting Sneak and Invisible, I notice the lasting times of these spells greatly increase when I use this staff)

no and no <.<;

Silence, Paralyze, slow and Dia are the only white magic debuffs, and are wind, ice, earth and light in that order.

And elemental staves doesn't affect buffs :P
 
What's a Windower, I hear so much talk about and I don't get how its useful.
 
Dark staff, a must for anyone with MP.
Personaly, I didn't buy light staff till 75. Staffs were alot back then, dark staff was 500K.
Wind is also a good one, to land gravity on first try. 1 min recast, and lowering evad is importnat for melee

Those are the 3 I beleave are needed for RDM.

Then I keep 1 more staff for nuking... Ice if i'm MB ice. Thunder if I MB thunder. etc I don't carry all staffs cause thats... 8 staffs. takes too much space.

edit: I use Mystic wand +1 for paralize. Cause its better to have more MND when you cast paralize to make it more potent.
 
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Argenin. said:
What's a Windower, I hear so much talk about and I don't get how its useful.

Windower lets you use your computer for other things while you play FF instead of just always being in fullscreen mode.

For instance, with windower, I can look at maps and other info, or I can come here without having to log out.

Windower also comes with this nifty plug-in that shows the TP of everyone in your party. 9/10 Magic Bursters recomend it.

There are other plugins as well, some show you info, like how far away you are from certain mobs or players, which is very useful for bards. You can use it to see how much xp per hour you are getting, how many mobs till you lvl, average xp per mob and other useful info. We'll call this the "Light Side" of the windower.

The "Dark Side" of the windower lets you use Speed/warp Hacks, or change jobs anywhere in any zone, or let you run bots to claim NMs, or lvl summoning magic.

All in all, it gives computer users the advantage of being able to play the game, and still have access to their comp.
 
you need ice/wind/dark/earth for sure.

ice for bind/paralyze
wind for gravity/silence
dark for sleep/mp regen
earth for slow

those are the main enfeebs i use (i static with a paladin so i don't blind much).

water helps with your stoneskin/phalanx because of the mnd it provides (right?).
fire/lightning are more for bursting imo.
i use light with my convert macro if i'm soloing and use it to cure IV.

keep a set of rings too. i lug around electrums for convert, zircons for int enfeebs, and aquamarines for mnd enfeebs. gobbie bag quests are your friends.

like the other guy said, int/mnd will affect potency with a small affect on accuracy, but staffs will help alot more with your accuracy when used correctly.

if you cannot get water/fire/lightning, you can burst with an ice staff because of the +10 elemental magic. it helps. okay.

it's true, haven't used a wand since i got a staff.
 
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I always use staves, but I'll get a mythic wand when I get to meriting off of VTs and low ITs. As Blowy said, the staff is acc+ while the bare stats off a wand really help the spell strength.
 
Enfeebling seems covered, but want to really hit up elemental magic for thoroughness.

The NQ elemental staves give a %10 magical damage boost to Nukes. HQs add 15%. They also increase acc of nukes significantly.

Id also invest in whatever Elemental Skill + and magic acc+ gear you can to swap in for nuking. Druid slops, elemental earring, Wizard earring, JSE, ice ring, etc... Resists are hard to avoid as a RDM, and they can cut your damage by 10%, 50%, 75%, or even 90%. Generally, save nukes for MBs, if you have plenty of MP left with convert up, or if you need to speed up kills on a mob or two to maintain a chain.
 
Mornlithe said:
i found this particular bit of information extremely useful in making the decision about staves a long time ago on my old char. maybe it will help you as well.

http://ffxi.allakhazam.com/db/jobs.html?fjob=2&mid=1100188781864052639&num=15

From that link:
Slow - The enemy can be 5% slowed or 30% slowed

As far as I know, slow is a constant -speed and is either a success or failure. Someone can correct me if I am wrong. But in this case, just use the earth staff for slow since +MND will have no effect on the actual spell.

Just to add, when nuking, +Elemental skill is only for reducing resists and INT is for more added magic attack. As a RDM, you'll have lower elemental skill than a BLM and will have a lot of trouble with resists so if you can afford it, buy some +elemental gear. There are not many low level choices, rather expensive and not really considered mandatory for a RDM. If anything, invest in +enfeebling skill and you should be fine, but again there are not many choices for low levels.
 
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rukkia said:
you need ice/wind/dark/earth for sure.

ice for bind/paralyze
wind for gravity/silence
dark for sleep/bio/blind/mp regen/aspir/drain
earth for slow
water for posion
light for healing/dia
thunder for stun

fixed:wink:

you can buy the nq cheap it the hq that are expensive.

as for int and mnd if whm/pld get it; it mnd. if blm/drk get it; it int
 
Lavi said:
From that link:

As far as I know, slow is a constant -speed and is either a success or failure. Someone can correct me if I am wrong. But in this case, just use the earth staff for slow since +MND will have no effect on the actual spell.

Actually, no.

Slow is a variable strength enfeeble which slows the mob by ~14% when your MND is similar to the mobs MND. Adding MND increases the amount slowed by 0.2% for each point of MND (or 1% for every five MND) and it hard caps at exactly 30% Slow at a difference of about 80MND.
 
Yaw, what Blowey said. Thats why MND tends to be a more valuable stat for RDMs while xping. The 2 most noticable effects that can be placed on something are Slow and Paralyze. Both of which benefit greatly from high MND. Makes it kinda suck to be a Taru, but at least they can focus on +MND only food and ignore the +MP food like pies and such.

It can never hurt to have more base stats, they just don't mean anything if you can't get the spell to stick to begin with.
 
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