Augments are out for the Final Addon

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Augments are out for the Final Addon

Post  Hexxen on Thu Oct 29, 2009 7:03 am

Looks like at least for THF you can augment them to be comparable to Homam Legs AWESOME ^^

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Re: Augments are out for the Final Addon

Post  Twiggy on Thu Oct 29, 2009 7:54 am

Oh grrr.....I can't look at it from work lol.

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Re: Augments are out for the Final Addon

Post  Daleven on Thu Oct 29, 2009 11:12 am

HP+25, ENM +4
MP-25, ENM -4
Accuracy +7
Attack +7
Racc +7
Ratt +7
Eva +7
MAB +4
Macc+4
Haste +3%
Double Attack +2%
Critical Hit Damage +3%
Skillchain damage +5%
Conserve TP +5
Physical Damage Taken -4%
Magical Critical Hit Damage +10%
Magic Burst Damage +10%
Kick Attacks +5
Cure Potency +5%
Sic and Ready Ability Delay -5
Song Recast -3
Barrage +1
Elemental Siphon +20
Phantom Roll ability delay -5
Repair Potency +10%
Waltz TP Cost -5
Pet: Acc & Att +7
Pet: Racc & Ratt +7
Pet: Store TP+8, Subtle Blow +8
Pet: Macc +7
Movement Speed + 8%

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Re: Augments are out for the Final Addon

Post  Daleven on Thu Oct 29, 2009 11:33 am

Movement speed+8% is tempting.. Would be even more so if it were 12%.. But don't think I'll go that route. I'm curious as to how "Conserve TP" works.. Retain some % of TP after WSing.. But at 5%, I doubt it's worth taking in any case. More cure potency is nice to see, though of course I won't be going that route.

MAB+4 Macc+4/MB+10%/Mcrit dmg+10% INT+2 BLM pants seem alright, little damage increase from mahatma. The Mcrit dmg+10% might make some magic crit equipment worth using. MB+10% great for epeen shots, but SC/MB isn't used enough to make this if you have other uses for it imo.

Tanks can get a nice hp+25 enmity+4 physical dmg-4% or haste+3%.

Non-haidate melee jobs can get a nice TP piece with haste+3% acc+7, better than homam (though homam still better for casting (utsusemi) due to the fast cast. Decent WS options for some jobs too between 7acc for multi-hits, 7atk, +3% crit dmg for THF's maybe?

Personally debating between 3% haste, 7acc for WHM TP (+7acc but -1% haste from blessed+1 ><), or Acc+7 Atk+7 for Hexa, and high eva mobs TP. I dunno.. Current Hexa legs (Prince's Slops) have 4acc, 3mnd.

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Re: Augments are out for the Final Addon

Post  Gcat on Thu Oct 29, 2009 11:52 am

barrage +1 hmm, another piece to give you 7 shot barrage? wow 2k barrages can i have it....

OR

7acc Crit hit dmg for thf.... Add on to the Xknife dmg!!! could be hot

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Re: Augments are out for the Final Addon

Post  Klonen on Thu Oct 29, 2009 12:32 pm

I'd rather use a rusty subligar than be seen TPing in those.

SAM and BRD can get movement+ now though.

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Re: Augments are out for the Final Addon

Post  Daleven on Thu Oct 29, 2009 12:35 pm

Movement+ would be nice for BRD pulling. I don't see any practical use for SAM other than the convenience of running faster. Unless you want to SAM/RNG solo something via Meditate+Sidewinder kiting? lol

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Re: Augments are out for the Final Addon

Post  Twiggy on Thu Oct 29, 2009 12:47 pm

+8% movement isn't enough to really do much, is it?


I could see myself getting the blm mage pants....


EDIT: thx dale for posting ^^

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Re: Augments are out for the Final Addon

Post  Klonen on Thu Oct 29, 2009 2:04 pm

If I didn't have gaiters I'd go for movement speed+8 and phys damage down.
Not sure what I'll pick yet. Would do nuking pants if I wasn't close to morrigan's legs (and the full set).

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Re: Augments are out for the Final Addon

Post  Twiggy on Fri Oct 30, 2009 7:43 am

Klonen wrote:Would do nuking pants if I wasn't close to morrigan's legs (and the full set).



Not like you can't redo once you get morri Razz

Slightly speedy pants for blm? Would you still be able to just aggro everything and out run them?

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Re: Augments are out for the Final Addon

Post  Klonen on Fri Oct 30, 2009 9:04 am

Yeah easily.

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