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icon Chaos Sollerets  

Auction House: Armor - Feet
Type: Artifact

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Chaos Sollerets
[Feet] All RacesLv.52 DRK

Enhances Arcane Circle Effect

  • Increases the duration from 1 minute to 1 minute 30 seconds.

Final Fantasy XI
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Category: Final Fantasy XI
This page last modified 2010-04-20 20:31:37.
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Used in Quests:Gained from Quests:
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Question
# Feb 13 2008 at 3:31 PM Rating: Decent
i'm a 75 PLD but my DRK is 46 am i able to get coffers and stuff as my pld? or do i have to be DRK when i open the coffers and do quests?
drk af
# Jul 06 2007 at 4:09 AM Rating: Decent
im a lvl 60 drk and iv been working on my af since i hit 50 i only have my weapon and my boots :'( if anyone could please help me out getting any of the other pieces i would be very greatful /tell anarchyx on ifrit server
The AF boot quest
# Feb 26 2007 at 7:20 AM Rating: Default
I had a 75RDM and a 75SAM help me with this. Because of all the descriptions I've been getting as to what ppl have needed to do this quest I was a little unsure of my pt's ability to take these things on with just the three of us. So I called my NPC (healer) just incase(lvl 33, he lvled up to 34 after one of the fights). But to tell you the truth I don't think I needed him now that I have the quest finished. And other than a few enfeebles, he really didn't even do that much for me. We had like 2 close calls where someones hp dropped to almost red but nothing serious happened. Heres how the fights went:

-First dancing weapon thingy was a cream puff. I dont even recal him even having the chance to use mighty strikes before we took him down.(although i recorded the fights on tape so I'll have to playback to be sure) This guy is really nothing to worry about long as you got a decent healer and massive damage dealer(s). Me and the sam quickly raped this thing i was suprised that the fight lasted such a short time. His hp dropped to 0 like 30 seconds into the fight. We buffed up with protect shell and phalanx(sp?) and let all hell loose against this thing. i forgot to use arcana circle but no big deal.

-second fight was a LITTLE tougher. We had a close call where my hp dropped to almost red and the RDM quickly healed me and scilenced the mob. The SAM then quickly pulled out some weapon skills and before long we had finished the sword mob out. (btw dont even bother thinking about "HEY :D these are free weapons why not keep them ^^" because they do like 30DMG and 444 delay and 666 delay)

-third fight was proabably the hardest. we buffed up and prepared by getting 300% tp for all three of us. (although now that i recal im not sure if the rdm did) and meanwhile we were waiting for the sams recast time to max out on his 2hr so we could rape this thing before he could do it to us. so anyway when we were finally ready we rebuffed and triggered the spawn. I used nightmare scythe and shadow of death and stuff against the thing and was doing OK damage. the rdm scilenced the mob and the ghost immidiately had hate thrown at me and i paniced because my hp dropped to nearly red very quickly. the sam voked and the rdm cIII'd me and then the SAM unleashed a self skill chain and 2hr'd and used light as the magic burst. The rdm assisted by using CIII to finish it. unfortunately one of the weapon skills missed and it messed up the whole skill chain. but he still did good damage. then the sam's hp started to drop. i voked off him and the rdm healed. once ready the sam voked back and kept hate the rest of the fight. it took us awhile to kill it (maybe bout 3 minutes) but eventually it was over.

i forgot to use arcana circle on all of them (except the third one which didnt help cuz it was not arcana lol) but all in all it worked out great.



Btw the only pain in the *** here is the very end where if a pt member of yours has escape DONT LET THEM USE IT! There is a very specific exit you have to zone through to get the boots and SUPRISE! its right next to you after you finish your third and last fight. I had escape casted on me and went out the wrong exit. I ended up having to hike all the way back to the other end of the dungeon to get the boots. Was a pain in the rear end.
MND use in drk combat
# Feb 23 2007 at 9:57 AM Rating: Default
i just made a discovery. i think that mnd increases the damage and possibly the duration / chance of stun on weapon bash. ive tested this only twice but so far the AF boots has boosted my weapon bash damage by 4. I havent tried to measure any probability of it affecting the stun effect but thats all i wanted to say.
MND use in drk combat
# Feb 26 2007 at 7:02 AM Rating: Default
I'm positive now that the amount of damage that weapon bash inflicts is affected by MND. Now if only I could test to see if it also affects the chance and duration of the stun effect.
Alternative
# Sep 24 2006 at 9:56 AM Rating: Decent
If you're a taru wear Wonder Clomps.
+2 STR > +5 MND.
Spike Necklace
# Jul 26 2005 at 7:36 AM Rating: Decent
*
231 posts
Ok, discounting peacock charm for a moment, one of the best neck gears for drk up until at least 52 (lvl of boots) is the spike necklace, which has -6mnd, the mnd from these boots brings that back up to only -1 and if you happen to have any other gear that has mnd you might be back into the + again, i know when i get hit with an AoE spell or status effect it seems to last an age (except paralyze ofc) so i think that could be one of the other reasons to have put the +mnd on.
Spike Necklace
# Feb 22 2007 at 9:24 AM Rating: Default
theres also a weapon skill or two of drks which its damage is 50% based on MND and STR
Mind
# Jul 12 2005 at 7:16 AM Rating: Default
Mind also decreases the chances of spells being resisted.
RE: Mind
# Sep 08 2005 at 2:30 PM Rating: Decent
>.> not quite.
The magic skill reduces the chance of the spells being resisted. and also raises the cap of the spells effectiveness ( be it divine, enfeebling, nukes etc.)
MND gives YOU more of a chance to resist spells that were cast on YOU by the enemy. and if im not mistaken, it may reduce how long an enfeeble lasts on you. Mnd also improves MND based spells. ( cures and mnd enfeebles )
Int improves INT based spells. ( so all nukes, and INT enfeebles)

Edited, Thu Sep 8 15:43:29 2005
RE: Mind
# Feb 22 2007 at 9:28 AM Rating: Default
Quote:
Quote:
MND gives YOU more of a chance to resist spells that were cast on YOU by the enemy


No. Level and barspells+elemental resist gear do that, not mnd.

Mnd:

- Affects some WSes (Guillotine being one).
- Strenghtens your Stoneskin (till you reach the cap).
- Makes white magic nukes deal more damage(Banish line, Holy, Dia line).
- Makes you take less (not resist) damage from those spells, but not from black magic spells. To take less damage from those, you need int.
- Strenghtens Chi Blast.
- Makes cures more efficient (mostly noticeable on the uncapped CureV).

That's about it.



thats very interesting i knew there had to be some sort of stat on a charicter that makes it possible for them to resist a spell. i KNEW that there was no way SE made you able to resist spells simply because your level was much higher than the mob.

thanx for that enlightenment. is there anything else that INT does that i might not know about?

oh and btw i know of a neck piece (In my opinion. however i have both spike necklace and this one in my inventory as 2 sets of armor that i switch back and forth in battle so i can maximise my damage on weapon skills and normal attacks at all times) thats much better than spike, the royal knights collar or something or other. only 10kish and has Attack+4 Accuracy+4. almost as if it were MEANT for drk. but both are useful for drk for different reasons.
RE: Mind
# Dec 28 2006 at 4:16 PM Rating: Default
Quote:
MND gives YOU more of a chance to resist spells that were cast on YOU by the enemy


No. Level and barspells+elemental resist gear do that, not mnd.

Mnd:

- Affects some WSes (Guillotine being one).
- Strenghtens your Stoneskin (till you reach the cap).
- Makes white magic nukes deal more damage(Banish line, Holy, Dia line).
- Makes you take less (not resist) damage from those spells, but not from black magic spells. To take less damage from those, you need int.
- Strenghtens Chi Blast.
- Makes cures more efficient (mostly noticeable on the uncapped CureV).

That's about it.
Heck ya these boots rock
# Jun 29 2005 at 2:10 PM Rating: Decent
I know what ya thinking that drk af boots suck but if look at the mind in laters lvls once you otain scythe ws cross reaper it is min d type base so the 5+ mind on the boots will help alot .
RE: Heck ya these boots rock
# Sep 10 2005 at 11:27 AM Rating: Decent
O_o lol

Edited, Sat Sep 10 12:33:44 2005
Nothing Better
# Jun 20 2005 at 5:27 PM Rating: Decent
*
139 posts
So many people have digs at these boots because they dont give us STR, DEX or ACC. But tbh i dont think there are many other boots we can wear in the level range.. Id rather have +15 hp, +5 mnd, and the ability enhance than the +2 AGI that Ryl Kgt offer. Which really are the only alternative, unless you wanna wear Lizzy boots.
Overkilll
# May 14 2005 at 12:27 PM Rating: Decent
**
751 posts
We went in not sure what to expect and our setup was overkill, it was a total breeze.

62RDM/NIN
59DRK/THF
57PLD/WAR
57WHM/BLM
52DRK/WAR

My experience
# Feb 26 2005 at 12:46 AM Rating: Decent
I just finished killing the 3 NMs with a 69MNK/34NIN, RDM69/34BLM and me DRK51/WAR25. The first two NMs were not hard at all, especially with Arcane Circle. The Ghost of Gerwitz was tougher, but not overly hard. You have to watch out for its Ancient magic though. Hoope this helps anyone in the future. ^^
Mnd Reply
# Feb 24 2005 at 10:02 PM Rating: Decent
***
2,189 posts
In reply to your MND post, 65+ WS, Cross Reaper for example is 30%MND 30%STR as a modifier, so MND is not JUST defenSe, it can also add a nice edge to a WS if balanced properly.
*Mnd is defence*
# Jan 16 2005 at 8:18 AM Rating: Default
true drks do not use mind, but it is kinda good if luts say a thf is sata'ing off yer sexy strong butt. And the monster is magicial yummy, now luts say you got zero mnd, that things lil angery magic dia is gonna hurt you, painfuly, if a lil mnd added to your belt your pretty sqaure, even thoguh drk doesnt need def, teh mnd does keep you alive a bit longer to land a amazing hit.
*Mnd is defence*
# Feb 22 2007 at 9:31 AM Rating: Default
Quote:
true drks do not use mind,


yes they do but not a lot of ppl take the initative to look it up and really do deep research. of course, mnd isnt THAT useful for a drk, but they do use it and saying they dont isnt politically correct. i know i sound like a freaken lawyer lol. sry im bored :P
Drk,gil,greed,shame.
# Dec 31 2004 at 11:00 PM Rating: Default
Mnd, the reason of this (by Se's creative minds) is basticlly very helpful, bad mouthing the boots is like bad mouthing a rather angery Rng in Ballista. teh afs armor has for all jobs a main reason for the job, teh helm for teh drk is kinda the key item, it gives Attack(Str+4), the Af2 how ever is godly, it gives a good ammount of magical def, adds +10 acc,etc, so in conclusion every single piece of af armor offers some good and some bad, you gotta really think then just buy gil (from fiends), or run casinos. then buy these ooo i gotta have it! items. seeing Ifrit is over Pop'ed with Drk's and gil sellers. the game isnt very fun say the least.what you see on teh package isnt what you exper ingame play, luts take farming, over 1,5 mil people all battling for one...single......thing... GIL everyone wants it, needs it, blah blah, really who plays for fun nor fairly? Team work my butt hole. all i have ever seen in these games was greed. Se's dream of making a creative game turned to be a overly *everyones quiting* game. I am finished. Farewell
WS
# Nov 12 2004 at 6:12 AM Rating: Decent
MND boost the dmg from Cross Reaper they are nice to have for this WS
huh.....
# Nov 10 2004 at 10:09 AM Rating: Default
you know.... these boots.....i really only give my hat off to absorbing the -hp from my golden hairpin and their kinda helpful for having sneak and such on thats about it for me
Mind?
# Oct 25 2004 at 9:48 AM Rating: Decent
Idiots
# Oct 23 2004 at 5:21 PM Rating: Default
Why not have MND. Of course it's not a main attribute for DRK but anything helps. The more MND you have, the less damage you take from spells. At high level, unless you have a really good PLD in the PT, you will get hate some of the time. When you have hate, you might get spells casted on you, which will do less damage to you if you have more MND. So, that's the main reason. I'm not saying to go out and get equipment that adds to MND, but every little bit helps.
#REDACTED, Posted: Nov 07 2004 at 9:56 AM, Rating: Sub-Default, (Expand Post) ok, I really need to set something straight
RE: Idiots
# Oct 25 2004 at 11:27 AM Rating: Excellent
MND is helpful while soloing, say farming Elementals for Clusters to reduce the dmg done by spells. Yet during normal XP PT situations, using these boots would only be used if you can not afford other equipment. Some sort of dmg boosting equip should be worn.

One situation where an exception would take place is if you were fighting Arcana, macro-swap the boots on, use Arcane Circle, then put your other boots back on. Plz note, Arcane Circle only shares you ability to intimidate Arcana type mobs, with your PT members.

Edited, Mon Oct 25 12:30:54 2004
#REDACTED, Posted: Oct 25 2004 at 9:07 AM, Rating: Sub-Default, (Expand Post) great title for an ironically posted idiotic statement... drk's dont need anymind... i have no idea where your getting your info from? but if your tank cant hold hate, either get a new party, or tweak your proformance and accomidate the tank... wtf.. why in the world would you want +5mnd over any amount of DEX STR acc or att??!?!? please refrain from insulting peoples intellegence, esspecially if your going to title your post "idiots"
Easy but cool!
# Oct 11 2004 at 5:17 AM Rating: Default
This is pretty easy but funny, I had a lv 54 WHM, 42 WHM (friend who wanted to come with me, Skynet, probably you can see it in the photo of that Orc NM @lv 63 in Ronfaure :P), 60 WAR and 74 DRK (and of course, me, lv 50 DRK). Was an overkill muahahaha, the hardest thing here is gaining the 10k to pay the darksteel ingot haha, good luck!

Edited, Mon Oct 11 06:18:38 2004
WTF!!!
# Sep 14 2004 at 3:42 AM Rating: Default
k, first off WTF! MND+5 ??? Whats with that? Grabted this quest isnt hard (with a 75 DRK), but its still a pain running thru ordelles. Also is there any point to wearing these. I have Leaping boots, and with the exception of looking mad pimp cool, I dont know that im gonna wear these. 8[

Your friend,
Laronys
oops;;
# Aug 26 2004 at 8:58 PM Rating: Default
sorry 4 the double post i do that a lot
hmmm
# Aug 26 2004 at 8:57 PM Rating: Default
ok i have Raven Scythe and and boots im done with AF2 but where do i find out how to do 3 and 5 if u know let me know


DRK/RDM 50/25 Sub:30Current
DRK/THF 50/25 Sub:37
DRK/SAM 50/25 Sub:52Prime
DRK/WAR 50/25 Sub:25
DRK/NIN 50/25 Sub:29 @6.2ktnl

If u know, let me know

Edited, Thu Aug 26 21:59:12 2004
hmmm
# Aug 26 2004 at 8:57 PM Rating: Default
ok i have Raven Scythe and and boots im done with AF2 but where do i find out how to do 3 and 5 if u know let me know


DRK/RDM 50/25 Sub:30Current
DRK/THF 50/25 Sub:37
DRK/SAM 50/25 Sub:52Prime
DRK/WAR 50/25 Sub:25
DRK/NIN 50/25 Sub:29 @6.2ktnl

If u know, let me know
heh
# Aug 13 2004 at 7:51 AM Rating: Default
Being a DRK... you just gotta love that MND >_>
+Mnd
# Aug 08 2004 at 6:36 PM Rating: Default
what does a drk need mnd for?
has it something to do about magic defence?
RE: +Mnd
# Oct 10 2004 at 7:30 PM Rating: Default
There is no need for MND as a drk ,aslong as you have attack and DEX+ and STR+ you do just fine and if you have gil life belt extra (ACC) you be doing good.
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