The Staves

Torque

Satire is just stupid.
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Joined
Sep 19, 2004
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355
Well I'm nearing 51 and as mage I'm almost positive I'm required to have a dark staff and light staff at 51. So I am wondering as a red mage am I required to have any other staves?
Another question any tips on obtaining these staves? I'm really just planning on fishing 50 or so sacks of moat carp. :cry: Another question is what are most other red mages at this level using for food, I've used melon pies, and rolanberry pies, and ginger cookies, and I just can't find a good redmage food.

All tips are greatly appreciated.
 
Ice staff will help you land redmage version of slow and para, as well as help you for ice MBS of course.

Wind staff will help you with landing gravity and slow.
 
light staff sure, dark staff 100% necesary for mages post 51... as a blm i went with just drk and ice staff for a long time and did fine... the rest are just bonus's... they reduce resistance and increase effectiveness of spells of their elements and as a bonus they have nice traits... i use my dex +4 staff for skill ups... earth staff is THE staff of ballista...

in summary if you wanna be elite you want them all, if you wanna be normal it's perfectly fine to just buy the 2... but no reason not to buy ice, like 30k. <.<
 
As a BST I need the light staff for increased charm effectiveness. It's been proven that these staves also boost certain skills of the same element as the staff. I also carry the dark staff to quickly replenish my meager MP pool. As a RDM I'd get the staves corresponding to the elements of your most commenly used debuffs, other than that you shouldn't need all of them (although of course it would never hurt 8) )
 
I'd say you need em all.. which is something I should really buy >< but I'm just gonna get Artem to make em for me XD so ya.. hehe.. the minimum I'd say would be Ice for nuking with the +elemental magic, dark for the MP recovery, and light for helping to cure.
 
Would this Artem, be willing to help me out with a deal also?
 
it actualy costs more to make them, so you'd be better off to buy them on AH. unless you want signed ones
 
Well i decided not to fish, I did the math if i were to fish it all, and buy just the two i'd need 109 stacks of moat carp. So no thanks.
 
perhaps.. provide him with the synthesis materials... and he prolly will craft.. I'm gonna see if his woodworking is high enough first.. I think it is.. but I could be wrong
 
As a red mage you will want them in this order: dark> light> ice> earth>wind. Preferably you will want all of them though. Ice Staff for Paralyze, Earth Staff for Slow, Wind Staff for Glavity and Silence.

For food I would recommend roast mushrooms. They give a small mp boost, a decent +mnd for your enfeebles, and a +2mpH. If the ah price gets outrageous you can always go buy them in kazaham for ~340 a piece, which results in a cost of ~700 an hour expense, not bad for food cost. +int is really not critical for rdms since your blm enfeebles aren't as important as your whm enfeebles which need +mnd.

On an extra note for the staves, if you are having resist problems use a staff, if you are not then use your strongest +mnd wand. +mnd helps more with the strength of the spell (eg: paralyze kicks in more often) and staves help you land it. So switch accordingly. Read more detailed explanation here.
 
Rones said:
As a red mage you will want them in this order: dark> light> ice> earth>wind. Preferably you will want all of them though. Ice Staff for Paralyze, Earth Staff for Slow, Wind Staff for Glavity and Silence.

What he said.

They realy do help alot, granted buying them all is not fun. I would only recomend the HQs if you have Gil to burn or if you are a BLM.
 
I only need(ed) Earth to have them all =\. As a SMN they help(ed) a lot, dunno much on other jobs tho, lol. I'd recommend, obviously Light and Dark, also Ice, and I think you'd be fine. Then again, everyone said the same thing, so I'm just repeating :shock:

GL getting them :roll:
 
As already said, Dark is an absolute must. Light is good, but....well, to me it's sortof debatable. Unless you're tight on MP or the tank is really getting damage unloaded on 'em, this staff is actually sortof useless. If you can keep your tank fully healed and have your mp back by the next fight, where's the need?

That and, no offense, but hopefully RDM won't be the assigned healer..or at the very least will be sharing the duty with another mage in the party...I mean their job is busy enough as is..

For RDM I'd say get Ice Staff before Light, but that's just my opinion.

*edit* Oh! I forgot about the extra hp you'd get from the staff via convert -> Cure...but even then that's not the best warrant for getting the staff, if it's only to be used for that.
 
I don't see how any rdm would consider ice before light staff. The whole point of ice, earth, and wind staff is to save you mp and time by having to recast the spell less for resists (ice is only used 2-3 times a fight to cast paralyze). A light staff grants a 10% bonus on all your mp spent curing, which is a rdm's biggest mp drain. Rdm's make great main healers in various party configs (eg: rdm + nin, or rdm + brd). No staff except dark causes such an increase in mp efficieny.

Plus, as I already pointed out in my previous post rdm's don't always have resist problems (if they aren't too low) and would often be better off with a strong +mnd wand to improve the power of your paralyze. This is especially true at 73+ when everything you fight is only VT and resists are uncommon.
 
Rones said:
.... A light staff grants a 10% bonus on all your mp spent curing, which is a rdm's biggest mp drain. ....

If your red mages are spending more MP curing than enfeebling, I think something is wrong.

edit: But I'd agree light before ice.
 
How could you possible spend more mp enfeebling than curing? A entire fights worth of enfeebling comes to about 40-60 mp. In one fight at 74 I commonly spend 300-450 mp curing. If you are spending more mp enfeebling than curing, you really need to consider throwing some more cures and helping your whm keep his mp up.

Paralyze - 6 mp
Slow - 15 mp
Dia II - 30 mp
Gravity - 24 mp

A light staff would even be helping with your more expensive enfeeble, while paralyze at a cost of 6 mp isn't a terrible thing to have to recast.
 
I'd say that the list of staves you'll need in order is about right.. I just think wind over earth and then thunder and what not.. cause ya.. Silence and Gravity.. they really really are harder to stick on a lot of things I am leveling up on >< Slow sticks pretty well with out an earth staff.. but it all helps ^^ and all helps for MBing.
 
Enfeebling

Paralyze - 6
Blind -5
Slow -15
Gravity -24
Dia II -59
Dispel -25
Bio II -66(Dia or Bio which ever)
Poison II -38

Total 172 minimum

Occasionally needed

Silence -16
Sleep II-29
Sleep-19

Maybe 64 additional


Grand Total that maybe be used(worst case scenario)-236


Healing

Cure II-24 (So you could cast 7 cure 2s) (Curing 630 HP)
Cure III-46 ( Or 3 cure 3s) (Can't remember the cap for this 180 i think so 540)

Now I say that you should be spending more MP on enfeebles if and only if you have a whm. Another note is I don't use that many enfeebles, and I see how Rones could be correct.


***Edit: My stats are based off a 48 RDM, so I can't really compare with you Rones, now that i think about it.
 
and you need a lot of other things that are pretty hard to get to be truly pimp XD
 
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