Physical Blood Pact Set
Accuracy: ⨤294~304
Attack: ⨤115~120
BPdmg: ⨤104~109%
- "Double Attack": ⨤18%
- Critical Hit Rate: ⨤11%
- With the November 2016 update[1], became hands down the best in slot pants to wear for any physical and hybrid BPs. This is because before November 10th, 2016, physical BPs didn't use any TP in their damage... while losing the ability to charge up BPs with BPs was a bit sad... the extreme boost to physical damage was well worth that trade off. Furthermore, multiple BPs now have their ƒTP replicating across all hits... making Enticer's even better, as not only is it one of the only two TP Bonus items available to SMN for our Avatars, but the Critical Hit Rate boost and "Double Attack" pushes them to likely always be the best BP pants available for the foreseeable future.
And with the December 2016 update[2], became hands down the best BP body in the game. And it's not too shabby for Hybrid BPs either. Same thing with , equaling perfect BPdmg augments on Merlinic and Apogee +1 options. And having more accuracy than Apogee +1 and equaling potential accuracy for Merlinic. And until you , I recommend using over . The why is simple: for 1% less BPdmg you gain accuracy. And accuracy is always a premium for anything that actually matters.
- A thing to note is that you might be hard pressed to get two . Especially since in recent times they seem to have grown a rather substantial amount in price. So, for some alternatives, there's the wonderful (or if you're especially pressed for cash) giving you a touch more accuracy... not as much as a Varar... but more than nothing.
You also may have noticed that the cape used here is the same as that in your idle set, while you are welcome to make another with 10 more attack in lieu of 10 accuracy for your ... I don't see much reason to do that. Especially when you can only make 1 cape a month. And accuracy is always more of a premium.
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Hybrid Blood Pact Set
Accuracy: ⨤232~242
Attack: ⨤85~90
MAB: +186
BPdmg: ⨤99~104%
- "Double Attack": ⨤18%
- Critical Hit Rate: ⨤11%
- While Burning Strike and Flaming Crush don't have replicating ƒTP, ' Critical Hit Rate allows them to spike to absolutely ridiculous levels. And to a lesser extent so does its "Double Attack".
Unlike your magical BPs a is just slightly more potent than a second Varar, equaling roughly the same as if you had ~480 MAB.
- And should you be a person with extremely deep pockets, or in some other fashion have the ability for , so long as you have at least one other +1 Apogee piece, it can be better than . You're looking at a loss of 6%BPdmg, but you'll gain 35 MAB. There's also the rather substantial loss of +45 accuracy; which can potentially make Convoker's the better piece overall... But Apogee +1's MAB shouldn't be overlooked as 35 MAB from one slot is equally substantial as that lost accuracy.
For the same reasons in the purely physical set, over will net you better, more consistent results until you .
- And some people like to go the Merlinic route.... which... can potentially replace certain pieces in every BP set... but... I don't think it's worth the time. The only Merlinic piece contrary to that is the singular piece that comes with SMN relevant stats: . And seeing as how they have the potential to exceed every other available piece of gear by ~5%BPdmg... They are worth the hell of Reisenjima augments.
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Magical Blood Pact Set
Magic Accuracy: ⨤190~195
Mdmg: +30
MAB: ⨤285~295
BPdmg: ⨤98~108%
- Should you be hard pressed to get two a can serve as a slightly less potent alternative to the second Varar. As mentioned above, a is the best you'll be able to do for BPs should you not be able to get a hold of a . (Or if you just don't want to deal with Reisenjima augments... though Grioavolr can easily far exceed Espiritus' magical damage capabilities.)
- Some people like to use over /. Should you be using , like a sensible person... I've found that the TP Bonus on Enticer's depreciates for BPs the more MAB and BPdmg you have with the more TP your Avatar has. Which Caller's Pendant charges every tic. Not to mention that MAB becomes more potent when there's a Malaising GEO.
- As for why I recommend Mdmg over Macc for your ... with pushing +150 Macc, you're not looking at resisting much... and since that's the only slot where you can get Mdmg for your Avatars... best to make the most of what little you can get.
You may have also noticed up in the Fast Cast Sets that I've doubled down on FC and BP capes. This is because there's not really anything that benefits BPs in the slot. And since you only get 1 cape per month... I see no reason to waste 4 months worth of effort and points when you get the same thing in only two with a whole two inventory slots to boot.
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Enfeebling Blood Pact Set
Skill: +82 ⇒ ⨤74 Macc
Magic Accuracy: +275
- Total: ⨤349
- in lieu of other skill or hard magic accuracy options... because that regain is even more important now than it has ever been[3]. So don't waste a tic of regain by using a 1 skill more or larger hard Macc necklaces.
If you don't want to get , as you've been substituting them in the other sets... Instead of , make a good substitution. You'll want a pair for your damaging BPs before you get good augments on , and when you get those good augments you can swap to the near-idential Macc as Lamassu Mitts of Apogee's PathD augment.
- Some people like to get Merlinic or other hard Macc gear in each slot... but... I don't get resists from the above, and you shouldn't either. So I wouldn't recommend bothering with Merlinic augments for Macc. More Tali'ah pieces is also a little unnecessary. Remember, none of those have any perpetuation down or refresh, meaning each second you're in them will be shaving off more of your MP in addition to the already steep costs of BPs. So while Nirvana owners can cap perp with just the feet above, if you don't have that, you may want to use for the body. Sure it will reduce your overall Macc by ~32, but you can take that hit. Especially since it will cap your perp.
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Enhancing/Healing Blood Pact Set
Skill: +139 (595Total)
- I'm not a fan of deleveling my Avatars. So while you can get more skill out of the cape slot... that's -1 level. Same with , the skill change from a staff and grip aren't worth the two levels lost from Nirvana.
and that blank earring slot is because Moonshade's refresh will benefit you more than 3 skill from a . Hence why I leave it open, so nothing replaces the Moonshade from your idle set. But feel free to use that if your Moonshade is tied up in TPbonus or if you just want that paltry more skill. As you can see, this set is near identical to your Alexander Set, so any valid substitutions above for pieces from that set are the same here. Also, I should make note that some people like to use 5/5 Beckoner's Attire Set +1 for that rare set bonus proc, increasing ward duration. And that's fine and dandy... I even favor 3 Beckoner's pieces for that reason too. But I prefer the more stable duration boon from the larger skill pieces over a chance at maybe having the possibility of a longer ward. (And that I don't feel like wasting the money on +1ing the hands... as they are beyond garbage. And I'm not wasting the inventory on garbage just for a chance at something good. And neither should you.)
- Healing BPs are based on two factors: TP and HP of your Avatar. And while you can make a set of 4/5 Apogee pieces with or , the above can serve your needs well enough. But if your really want to max your cures, there really are no other options but the aforementioned 4/5 Apogee and pants.
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