Relic+2 augments

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Raksha
Posts: 437
Joined: Thu Apr 15, 2010 2:25 am

Relic+2 augments

Post by Raksha »

http://www.bluegartr.com/threads/108377 ... ost5023667
Slycer wrote:I just finished the a complete translation of the magazine.

All of the stuff that isn't for 2-hour abilities is PER MERIT upgrade, so multiply the boost by the number of merit upgrades you have.

Unique/previously unknown information highlighted.

Savagery: TP Bonus +4
Aggressive Aim: During Aggressor, AGI+3
Mighty Strikes: Duration +15s
Warrior's Charge: Crit Rate +1%
Tomahawk: Special Defenses down 1%

Penance: Enemy Store TP -2
Formless Strikes: Duration +6s
Invigorate: Increased regen +2/tick
Hundred Fists: Duration +15s
Mantra: Max HP +2%

Devotion: +10% MP recovery
Benediction: Enmity-50
Martyr: +10% HP recovery
Shellra V: Magic Defense +1 level
Protectra V: Defense +2

AM2 Damage: +3% damage
Manafont: Duration +20s
AM2 Casting Time: -4% cast time
AM2 Magic Accuracy: +2 magic accuracy
AM2 MP cost: -4% MP cost

Dia III/Slow II: (Missing Info, but we know this is duration)
Chainspell: Duration +20s
Phalanx II: Duration +8s
Bio III/Blind II: Bio III duration +8s, Blind II duration +5s
Paralyze II: Duration +5%

Aura Steal: Chance of dispelling 2 buffs +20%
Ambush: Triple Attack Rate+1% when attacking from behind
Perfect Dodge: Duration +10s
Feint: Evasion Down +10
Assassin's Charge: Crit Rate +1%

Iron Will: Fast Cast +3 while Rampart is active
Fealty: Duration +4s
Chivalry: 5% bonus conversion to MP
Invincible: Duration +10s
Guardian: Sentinel duration +2s

Dark Seal: Dark Magic duration +10%
Blood Weapon: Duration +10s
Diabolic Eye: Duration +6s
Muted Soul: Souleater active, Zanshin +3%
Desperate Blows: Last Resort active, Subtle Blow +3

Killer Instinct: Duration +4s
Feral Howl: Duration +1s
Beast Affinity: Pet Level +1
Familiar: Duration +10 minutes, Pet Haste +10%
Beast Healer: Pet Regen +1

Foe Sirvente: Enmity Loss Reduction +2%
Troubadour: Duration +4s
Adventurer's Dirge: Enmity-2
Soul Voice: Duration +30s
Nightingale: Duration +4s

Recycle: When ammo is conserved, Store TP+10
Snapshot: Double Shot Rate +1%
Flashy Shot: Distance Correction Reduced by 20%
Eagle Eye Shot: Damage +25%
Stealth Shot: Enmity-5

Ikishoten: Zanshin attack crit rate +1%
Overwhelm: Weapon Skill face-to-face with enemy: Save TP+1
Blade Bash: Plague duration +20%
Shikikoyo: Keep 10% of gifted TP
Meikyo Shisui: Weapon Skills consume 75 TP

Increase ele ninjutsu III damage: Damage +5%
Sange: Ranged Attack +20
Ninja Tool Expertise: On Proc: Magic Accuracy+5
Mijin Gakure: Damage +50%
Reduce ele ninjutsu III casting time: Casting Time -5%

Deep Breathing: Wyvern Breath effect +10%
Spirit Surge: Duration +20s
Angon: Defense Down +1%
Strafe: Breath Save TP +5%
Empathy: Duration +10%

Astral Flow: Duration +30s
Reduces sp. blood pact MP cost: MP cost -4%
Inc. sp. blood pact magic burst dmg: Magic Burst Damage+6%
Inc. sp. blood pact accuracy: Magic accuracy+5
Inc. sp. blood pact crit. dmg.: Magic crit damage +4%

Convergence: Magic Accuracy +2, Magic Attack +2
Enchainment: TP Bonus +5
Azure Lore: Duration +10s
Assimilation: Blue magic crit rate +3%
Diffusion: AoE'd blue magic Duration +5%

Winning Streak: Roll duration +6s
Loaded Deck: Miss chance -10%
Fold: Chance to remove both rolls/busts +20%
Snake Eye: Chance of zero recast +4%
Wild Card: One invisible re-roll if 1 or 2 is the first result

Optimization: Automaton Crit Damage +1%, Magic Crit Damage +2%
Overdrive: Duration +20s
Fine Tuning: Automaton Crit Rate +1%, Magic Crit Rate +1%
Ventriloquy: On enmity swap, +5% to enmity gained/lost
Role Reversal: On HP swap, +50 HP to swapped amount

Trance: Duration +20s
No Foot Rise: No Foot Rise gives TP+5
Fan Dance: Minimum PDT reduction +1%
Saber Dance: Minimum DA rate +1%
Closed Position: Face-to-face with enemy, Store TP +3

Altruism/Focalization: Magic of element matching weather, magic accuracy+15
Enlightenment: All magic skills +2
Tranquility/Equanimity: Magic of element matching weather, +15% chance of weather potency effect
Tabula Rasa: Duration +30s
Stormsurge: Attribute increase +1

Deathbeckons
Posts: 1182
Joined: Wed Aug 13, 2008 6:25 pm
Location: Austin, Texas
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Re: Rlic+2 augments

Post by Deathbeckons »

most of it is trash.
some of it is meh.
maybe like 5 things out of everything are worthwhile...
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Mahoro
Posts: 2172
Joined: Mon Dec 01, 2008 3:06 pm

Re: Relic+2 augments

Post by Mahoro »

I can only speak to the SMN + WHM stuff.

All SMN pieces except for the hands and feet are trash. For the MB hands it is rare I get an opportunity to MB on proc/zerg fights. The feet I'm undecided on, because Emp set bonuses are arguably better.

For WHM, the Shellra piece is good. Devotion piece is OK, except nobody really needs MP anymore in FF 2012 with temps coming out of our butts. Maybe Legion will be back to basics, in which cases I will ride the Devotion timer again.

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Aanalaty
Posts: 483
Joined: Fri Aug 15, 2008 8:55 pm

Re: Relic+2 augments

Post by Aanalaty »

Ignoring the stats on the gear itself, the augments for a few are pretty good.

Angon hands for drg are amazing and should not be skipped. 5/5 angon with gloves brings it from 20% def down to 25%. Thats just awesome.

Empathy buff duration 10-50% is pretty nice.

I 'almost' want to merit strafe if the save TP 5% per merit works like i think it does. 5/5 would mean (i think) that wyvern would ALWAYS keep 25tp after every breath instead of 0. That is basically a straight potency buff to all breaths sicne TP enhances them and makes spirit link stealing half their TP more useful since its not zero-ing out every WS/Cure. But that means giving up empathy/DBreathing merits :S

Thf ones kinda meh accross the board. Ambush enhancement would be nice if you didnt have to full time that meh body piece for the effect.

Pretty much all the 2hour ones are 'useful'. Duration or potency of 2hours are always nice. But its a lot of work for it. /shrug.

Raksha
Posts: 437
Joined: Thu Apr 15, 2010 2:25 am

Re: Relic+2 augments

Post by Raksha »

dont forget those are PER MERIT upgrades (except the 2h ones obviously)
Also don't forget that SE is revamping most of the cat 2 merits soon also.

That being said, A lot of them are lackluster.

Seraphym
Posts: 134
Joined: Wed Jan 05, 2011 8:09 pm

Re: Relic+2 augments

Post by Seraphym »

Looking at the relic+2 sets, it's interesting how some pieces seem to get minor boosts while others completely change. The DNC set gets mostly increases, while the DRK set gets a noticeable shift from being a mostly magic enhancing set to being more of a melee set.

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