Ambuscade Mantles

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Ambuscade Mantles
 Bismarck.Kuroganashi
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By Bismarck.Kuroganashi 2016-04-11 20:05:19
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Hey guys was wondering what are the best Augments for Mantles

Please post the JOB Mantle + Which Augments for What Settup.


I know BLU for Chant Du Cygne is:
DEX+20 ACC+20 ATK+20 CRIT hit RATE+10%



PLEASE DO NOT TROLL !
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 Bismarck.Zuidar
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By Bismarck.Zuidar 2016-04-11 20:13:43
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Bismarck.Kuroganashi said: »
Hey guys was wondering
I know BLU for Chant Du Cygne is:
DEX+20 ACC+20 ATK+20 CRIT hit RATE+10% !

I made that one too but just missing 4 more crit hit rate on mines.

I'm sure for BLM and SCH augments their capes should be
20 INT/ 20 Macc & Mdmg / 10 MAB
 Sylph.Oraen
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By Sylph.Oraen 2016-04-11 20:15:01
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BLM capes can be argued for either INT or MP. The latter is excellent for Death, the former for general MB and nuking.
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By Sylph.Shadowlina 2016-04-11 20:20:22
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Melee WHM Capes:

Normal WHM Capes:

Copy pasting myself from WHM thread <_<;;
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By Rooks 2016-04-11 20:24:09
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Sylph.Shadowlina said: »
Realmrazer Cape:
MND+20, Attack & Accuracy +20, Weaponskill Damage +10 (Or Crit hit)

Why would you put Crit on a Realmrazer cape?
 Bismarck.Cloudxi
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By Bismarck.Cloudxi 2016-04-11 20:25:07
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for a drakesbane piece, crit rate is better then WS damage?
 
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 Bismarck.Kuroganashi
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By Bismarck.Kuroganashi 2016-04-11 20:33:43
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Wondering what be best for NIN ><


Thinking (DEX+20 ACC+20 ATK+20 Double ATK+10%) for TP-ing

DEX+20 ACC+20 ATK+20 (WS DMG+10% or CRIT hit Rate+10%) for Blade: Shun ? OR use Double atk one ?


AGI+20 ACC+20 ATK+20 CRIT hit Rate+10% for BLADE: HI ?

Fast Cast+10% EVA+20 M.EVA+20 AGI+20 for Utsesumi Casting ?

INT+20 M.ACC+20 M.DMG+20 MAB+10 for nukes ?

What do you guys think ?

Any thoughts or Sugestions ?


Doing my NIN Mantle as we speak for DD 1st , so please let me know :D

Thanks.
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By fillerbunny9 2016-04-11 20:47:47
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Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?

correct. WS Dmg+ is really only worth it for single hit WS (Camlann's Torment/Geirskogul go~!) because it doesn't affect hits beyond the first.
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By Asura.Ladyofhonor 2016-04-11 21:03:55
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I made THF cape of:

DEX+20, Acc/Att+20, Crit rate+10%. WSD might have been smarter, but I generally do a lot of white damage on my THF and helps evisc so went with it.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2016-04-11 22:28:00
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I did DEX+20, Acc/Atk+20, WSD+10%, which is now my best PK, Evisceration, and Rudra's back.

Considering the crit damage +5% on the cape already (DNC), it was just begging to be a Rudra's piece.
 Bismarck.Cloudxi
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By Bismarck.Cloudxi 2016-04-11 22:46:55
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fillerbunny9 said: »
Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?

correct. WS Dmg+ is really only worth it for single hit WS (Camlann's Torment/Geirskogul go~!) because it doesn't affect hits beyond the first.

i assume not, but on stardiver if i remember ftp from fotia applies to all hits, too much to hope WS damage does too?
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By Odin.Llewelyn 2016-04-11 22:48:17
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Planning on doing 3 for SAM:

General WS use: STR/Acc+Att/WSD
Namas Arrow: STR/Racc+Ratt/WSD - May possibly do AGI instead for the extra racc
TP: DEX/Acc+Att/STP - DA *might* be better than STP for non-Koga/Norifusa GKs in low accuracy situations, but I haven't looked at SAM builds in a long time and probably won't until Usukane Ambuscade gear comes out. When accuracy becomes a concern, though (in this era, it's pretty likely), STP would be the superior choice due to it helping you keep your 4-hit build longer as you add STP-less accuracy swaps.
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By Odin.Llewelyn 2016-04-11 23:03:39
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Bismarck.Cloudxi said: »
fillerbunny9 said: »
Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?

correct. WS Dmg+ is really only worth it for single hit WS (Camlann's Torment/Geirskogul go~!) because it doesn't affect hits beyond the first.

i assume not, but on stardiver if i remember ftp from fotia applies to all hits, too much to hope WS damage does too?
With so many WSs having this property, it'd be known by now if that was the case.
 Bismarck.Cloudxi
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By Bismarck.Cloudxi 2016-04-11 23:11:18
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Odin.Llewelyn said: »
Bismarck.Cloudxi said: »
fillerbunny9 said: »
Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?

correct. WS Dmg+ is really only worth it for single hit WS (Camlann's Torment/Geirskogul go~!) because it doesn't affect hits beyond the first.

i assume not, but on stardiver if i remember ftp from fotia applies to all hits, too much to hope WS damage does too?
With so many WSs having this property, it'd be known by now if that was the case.

thinking now with all the crit rate augs you can get that drakes with mythic could pull ahead of stardiver.
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By Lakshmi.Byrth 2016-04-11 23:11:29
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https://www.bluegartr.com/threads/128470-WS-Damage-Testing?p=5230788&viewfull=1#post5230788

diasetsu tested with Last Stand and it does not transfer even on WSs where fTP does transfer.
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By Ruaumoko 2016-04-12 07:59:04
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Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?
I would turn the Dragoon mantle into the ultimate Stardiver backpiece personally.
STR+20 Accuracy+20 Attack+20 Double Attack+10%

You can also make an extreme accuracy piece out of it.
DEX+20 Accuracy+20 Attack+20 Double Attack+10%

Dragoon benefits very little from Weapon Skill Damage but does gain a lot from Double and Triple Attack because of the way Jumps work. This is sort of alluded to in the way Dragoon gets innate Double Attack from it's Gifts.

It has been debated on the Dark Knight forum but I go with this for Ankou's Mantle and am quite content with it.
STR+20 Accuracy+20 Attack+20 Weapon Skill Damage+10%
I get some pretty silly Cross Reaper, Catastrophe, Quietus, and Torcleaver numbers with my set, especially if I'm Blood Weapon zerging with a Dacnomania. 3000% TP with Meditate / Sekkanoki doing Entropy to Cross Reaper gets some absolutely insane numbers.
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By Bahamut.Badstreak 2016-04-12 08:13:17
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Puppetmaster... for the current meta with puppet's usually tanking, hard to argue with:

+1 automaton level, +10% pet haste, +20 pet acc/racc/atk/ratk.
Also master: +20 acc/atk.

There is no third bonus that applies to pets, but you can make it an excellent hybrid piece.

If I can make a second one I'll do one for stringing pummel. Probably +20 str, +20 acc/atk and +10% crit rate. That's a HUGE improvement over Buquwik cape.
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By inkydo 2016-04-12 08:33:53
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Bahamut.Badstreak said: »
Puppetmaster... for the current meta with puppet's usually tanking, hard to argue with:

+1 automaton level, +10% pet haste, +20 pet acc/racc/atk/ratk.
Also master: +20 acc/atk.

There is no third bonus that applies to pets, but you can make it an excellent hybrid piece.

If I can make a second one I'll do one for stringing pummel. Probably +20 str, +20 acc/atk and +10% crit rate. That's a HUGE improvement over Buquwik cape.

I am building a pure Tank only. I have found in most case I have read from Trulusia posts, and my own experience. Pet tanking dont require them to hit but to just hold hate, 99% time I do not even want my PUP to WS. If I was solo then probably, but i am never solo. I have started building a Regen +10 cape I am doing this as all my taeon gear is -4dt and +3 regen. Dont get me wrong i will build a 2nd cape and make it just like yours. However if i should rethink my logic i am willing to change it.
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By Asura.Sechs 2016-04-12 08:43:28
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For GEO I went for the compromise of INT+20, Macc/Mdmg+20 and Pet: Regen+10.
Did anybody math out how such a cape would do on high tier nukes versus Toro Cape?
Mab+10 is a big loss, and MDG+20 is laughable for high tier nukes, at best.
INT+12 is quite something but I'm afraid not better than mab+10.
There's the macc+20 to factor out too. It's quite useful in theory, but practically I'm not sure how big of an impact it would have on most fight, considering magic burst only (natural macc boost), Focus, languor and Pear crepes as the base standard.

Still, took Toro Cape out of my sets for the moment because of inventory constraints.
Even if such a cape is behind, I think it's close enough to justify the inventory+1 for someone who has 9 jobs levelled like me.
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By Skeelo2412 2016-04-12 11:27:40
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Drakes will never be as good as stardiver/camlanns even with all the crit in the world. Even with mythic. Until they ungimp it.
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By Shiva.Siviard 2016-04-12 11:50:34
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How significant is the "Velocity Shot +2%" on the RNG cape?

I've already augmented a PUP cape and a GEO cape but I'm considering getting a RNG cape and waiting until next month to augment it.
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By fillerbunny9 2016-04-12 12:25:03
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Ruaumoko said: »
Bismarck.Cloudxi said: »
for a drakesbane piece, crit rate is better then WS damage?
I would turn the Dragoon mantle into the ultimate Stardiver backpiece personally.
STR+20 Accuracy+20 Attack+20 Double Attack+10%

You can also make an extreme accuracy piece out of it.
DEX+20 Accuracy+20 Attack+20 Double Attack+10%

Dragoon benefits very little from Weapon Skill Damage but does gain a lot from Double and Triple Attack because of the way Jumps work. This is sort of alluded to in the way Dragoon gets innate Double Attack from it's Gifts.

It has been debated on the Dark Knight forum but I go with this for Ankou's Mantle and am quite content with it.
STR+20 Accuracy+20 Attack+20 Weapon Skill Damage+10%
I get some pretty silly Cross Reaper, Catastrophe, Quietus, and Torcleaver numbers with my set, especially if I'm Blood Weapon zerging with a Dacnomania. 3000% TP with Meditate / Sekkanoki doing Entropy to Cross Reaper gets some absolutely insane numbers.

I think that would largely come down to whether or not you have a Ryu. it seems that most of the Dragoons that actually remain are mythic wielders because the damage is lackluster without. I am leaning towards either sTP or Crit Hit Rate 10% for myself because of this, as double attack is devalued by OA 2-3. sTP would allow more flexibility in TP sets, particularly with how random Valorous is. Crit Hit Rate would help in the TP phase where thanks to AM3 you are swinging frequently enough to make some use out of it. it's largely academic right now as I have about a month to mull over, as I already have made a BLU and BLM cape as they're too good to pass up.
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By Asura.Psylo 2016-04-12 12:34:51
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For rdm, i think gonna do 4 cape (ouch)

Nuke one : INT20 MACC/MDMG +20 MAB+10
Enfe/cure one : MND+20 MACC +20 CUre pot+10%
Melee one : DEX20 ACC/ATT20 STP10
CDC one DEX20 ACC/ATT20 Crit 10%

dragon spammming and spamming and ... spammmmmming (a little borring)
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By Quetzalcoatl.Orestes 2016-04-12 12:42:53
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Shiva.Siviard said: »
How significant is the "Velocity Shot +2%" on the RNG cape?

I've already augmented a PUP cape and a GEO cape but I'm considering getting a RNG cape and waiting until next month to augment it.

It should be just like the additional effect on Caban. i.e. 2% more ranged attack and snapshot. You only wear it for activation. (precast)

If your ratk is between 1500-2000 you'll get 30-40 more ratk, which is pretty nice for a JA you can full-time. Not to mention the +20 ratk you can add to the cape.
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By Bahamut.Badstreak 2016-04-12 14:16:58
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inkydo said: »
Bahamut.Badstreak said: »
Puppetmaster... for the current meta with puppet's usually tanking, hard to argue with:

+1 automaton level, +10% pet haste, +20 pet acc/racc/atk/ratk.
Also master: +20 acc/atk.

There is no third bonus that applies to pets, but you can make it an excellent hybrid piece.

If I can make a second one I'll do one for stringing pummel. Probably +20 str, +20 acc/atk and +10% crit rate. That's a HUGE improvement over Buquwik cape.

I am building a pure Tank only. I have found in most case I have read from Trulusia posts, and my own experience. Pet tanking dont require them to hit but to just hold hate, 99% time I do not even want my PUP to WS. If I was solo then probably, but i am never solo. I have started building a Regen +10 cape I am doing this as all my taeon gear is -4dt and +3 regen. Dont get me wrong i will build a 2nd cape and make it just like yours. However if i should rethink my logic i am willing to change it.

A couple of light maneuvers is already like 160+ regen per tick. Adding an extra 10 is only a small increase. However adding an extra 10% haste is an extra 10% volatile emnity from damage.

Time will tell, I know there are some fights where an extra increase in regeneration could tip the scales.
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