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1. You need to have over 77%** spell interruption down rate gear in from before the start of the cast
you actually only need 102% total when getting hit, it doesn't matter if you start casting in fast cast and then swap to spell interruption.
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What you'll need:
2x 25% reduction wands
5% Willpower Torque
10% reduction muse tariqah
8% Magnetic earring
8% solitaire cape
8% waist (many options here)
15% karasutengu Kogake
For the sake of saving inventory slots, I use only one club. This has also the benefit of working with any subjob.
merit(8)
club(25) magnetic earring (8)
AF+1 body (12)
belt (10)
karsutengu kogake(15%)
The benefit of this setup is that you only need 3 items specifically for spell interruption (club,belt,feet). You can still equip haste or fast cast on head/hands/legs (~ -11%, -26% with haste) and/or pdt on shield/head/hands/legs/back/rings(~-31%).
A setup where you maximize pdt and spell int cap is
merit(8)
magic strap(5)
nashira head(10) willpower torque(5) magnetic(8) aptus earring (4)
AF body+1 (12)
belt (10)
karasutengu kogake (15)
This allows earth staff/hands/rings/back/legs as pdt for ~-39%. Note that aptus earring comes from a reward of the asa mission so it's annoying to get. You can use solitaire's cape instead, but only get -33% pdt. The advantage of this setup is that you can cast spells like sleep/bind while keeping HQ staff and high enfeebling skill.
A setup where you maximize recast and spell interruption is
merit(8)
club(25)/shield(10)
willpower(5)/magnetic(8)/aptus(5)
karasutengu(15)
That's only -76%, but if you only face one enemy it will be enough to avoid interrupt the vast majority of the time. This allows to equip head/body/hands/belt/legs as recast so you only use -3% on feet. This setup is lacking pdt though.