ecator wrote:
Jella wrote:
1) If you're using Jump as often as you should be, you're going to annoy the hell out of the mages (and probably some others as well) with the constant blinking.
If you're using High Jump properly the mages won't be annoyed with you because they won't be needing to cure you, which means you won't be breaking their targeting.
Unless your gear is crap, pre-50 you're going to be pulling hate off the tanks, especially NINs, and HJ's 3 minute recast will feel like an eternity. Then again, back when I was that low, we actually, ya know, SC'd, and I was more often than not the SATA partner and opening Distortion, so saving HJ for after Voke/DT was crucial.
Quote:
Jella wrote:
2) Jump is very accurate as is and really does not require nor particularly benefit from the added acc+4 from the Greaves.
Not at level 38 it ain't.
I disagree. Jump was one of the most effective ways of gaining fast TP, even in the lower levels.
My issue here isn't with whether the Greaves are a decent foot piece. They are. But I do not for a second think that it is worth it for him to macroswap them in for jumps. Why? He's a Tarutaru wearing Wonder Clumps and macroing in the Greaves for jumps only. Wonder Clumps have DEF:5 HP+20 and STR+2. If he is in full HP at the beginning of the battle, he has the added HP from the Clumps. He loses that HP as soon as he uses his Jump macro and swaps in the Volans. The HP isn't coming back when he switches back, unless he is healed, and even then he will just lose the HP again a minute and a half later. So there goes the HP advantage. Defense? 4 points less than the Greaves. STR+2? Please.
It's more beneficial to keep the boots on full-time, assuming you're eating meat like you should. If you're eating sushi, you're not going to need the Acc+4 for jumps anyway, you'll want the STR+2 to try and make up for the gimp food.
Edited, Jul 6th 2007 4:12am by Jella