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Reforged Armor Artifact: +1 • iL109 • iL119/+2/+3 Relic: +1/+2 • iL109 • iL119/+2/+3 Empyrean: +1/+2 • iL109 • iL119/+2/+3 |
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THA:CSMNG-Equipment1
From here on, I will be showing you what you should strive for. As mentioned above, this is likely not the absolute best gear available... but it is the most preiswert. Furthermore, I will be assuming 1200+ Job Points, as, much like BLU, all SMNs should strive for 1200 to be truly worthwhile to their groups. Everything before 1200 should be you working towards being 1200+.
As I have said, this guide isn't for the iLv."121" Nirvana holder with 7 Aeonics and over 800M gil... It's for the average person. So don't expect anything like multiple Ultimate Weapons or anything like that. Reasonable recommendations.
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Skill: +156~157 (612~613Total) |
Glyphic Bracers +1 are another option than what's listed above. You'll already need a pair for Magic Bursting with Garuda, as well as easily maximizing Favor for maximum BPdelay... so using them here and foregoing the Lamassu Mitts +1 is a space saving option.
And while Convoker's Horn +2/+3 may have higher skill than Beckoner's Horn +1... Given that you're already using Beckoner's in multiple places... For a paltry 6 skill, it's not really worth the inventory space, IMO.
Beckoner's Doublet +1 offers you 1 less skill than a Path D Apogee Dalmatica... but seeing as how you'll already want that Dalmatica for your idle set, and the Doublet is only good for for Physical and Hybrid Blood Pacts until you get your hands on a Convoker's Doublet +2... It would make a viable alternative. Though if you find yourself unable to get Vagary wins... that might be less feasible for you.
There is also Lucidity Sash should you be unable to have a group that is able to beat Seiryu in Escha Ru'Aun. Lucidity Sash's NM is fairly easy to solo on SMN to boot.
And, obviously, Stikini Ring +1 and Apogee Pumps +1 are strictly better versions of their NQ... if you have the hundreds of millions. (And there's also Globidonta Ring if you have the people for Incursion.)
In addition of the general Odin-Alexander-Atomos trio, you will also want to use this set for Fenrir's Impact; hence why "overcapping" the skill here is a benefit, as it will boost Impact's potency.
And if you wanted to be exceptionally lazy, or if you really need that one more equipset because you have so many other jobs that need them, you can get by on using this for your buffing Wards. There really isn't much of a difference between this set and that one.
A Note on Moonshade Earring
There are only two real options for Moonshade augment options. And while many may argue with me, both are equally valid. It really comes down to what jobs you play. If you are like me and find yourself on hard mage jobs more often than not; the MP&Refresh is a perfectly valid choice. These jobs tend to not benefit from having a TP Bonus (which I freely admit you will more likely find yourself choosing as it is more universally useful) and the added Refresh rate is the larger boon to those jobs. So don't let someone berate you for picking the only refresh earring in the game. Hard mages tend to not be in melee range, let alone using a WS or even being engaged on the NM... And the type of person who is likely to berate your choice is probably heavily invested in their physical DD jobs. Which is fine too. Just that their experience isn't one that validates an exclusive or near exclusive user of hard mage jobs to make their Moonshade into an earring that they are likely to never use outside of solo ventures that don't really matter. So make and wear your Refresh Earring with pride!
Should there ever come a point where there is another Refresh or TP Bonus Earring, it is likely that one or the other paths for Moonshade will come to disuse.
And if you ever find yourself regretting or expanding your jobs selection to include more DDs, fret not. You can always go back and repeat the last fight of Wings of the Goddess, to get a new Moonshade after you toss your current one!