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  • #16
    Re: Gravity

    http://www.playonline.com/comnews/200304152139.html

    ヘヴィの追加効果としてターゲットの回避率をやや下げる(5%前後)ようになりました。
    It came to lower the evasion rate of the target a little as an additional effect of Hevi (about 5%).


    Character Name - Jehryn
    Job - 75RDM / 44BLM / 39DRK / 37WHM
    Server - Midgardsormr
    Rank - San D'Oria 10
    http://ffxi.allakhazam.com/profile.xml?12620
    MND | INT | Nuke

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    • #17
      Re: Gravity

      Originally posted by Icemage
      Skill has nothing to do with how the elemental debuffs interact. Debuffs that are linked to an element "strong" against an existing debuff effect will wipe the previous effect and prevent the old effect from being applied:

      Cast Drown (water) on enemy.

      Cast Shock (lightning) on enemy.

      -> The target's Drown effect disappears.

      Cast Drown on enemy:

      -> Drown has no effect.



      Icemage
      I thought he was talking about stacking a shock over another shock cast. Not different spells.
      Altaeciana:75RDM/40BLM/71WHM/40SMN/37NIN/37DRK/40RNG/37WAR
      Elemental days of our lives . . .:Fire-Earth-Water-Wind-Ice-Thunder-Light-Dark

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      • #18
        Re: Gravity

        i think he means that you stick frost choke and drown together and the other way with light elementns

        CoP=Complete RoZ=Complete ToAU=Mission 8
        Blade:Jin, a wicked badass 3-fold skill that totally outparses ridill WARs and Blackbelt monks and averages 700-1300.

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        • #19
          Re: Gravity

          Oh yeah, totally slap Gravity on there. The -Eva's one thing, but it has the added bonus of giving the tanks more time to voke if the mob decides to bum rush the BLM for overcasting his/her big nukes. It's a bit pricey when you first get it, but well worth it throughout the game.

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          • #20
            Re: Gravity

            It doesn't last very long though, about 1/2 of a normal unresisted enfeeb like paralyze. Makes you stand up and recast, which means you loose a whole tick of MP (~30) plus the mp spent on the cast, (24). Pretty 'blech' to me except when kiting. Nice if you fail to sleep a mob and need to get some distance.

            If a blm overnukes, they can stun, somone else can stun or flash, or voke... blah blah blah. Not worth casting just for that. Better for a rng so they don't mess up a SC by pulling hate from far away.

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            • #21
              Re: Gravity

              For me I hate the long {/recast} for Gravity.

              Lately I've been the low guy in the parties. So even with capped Enfeebling, and MND+21 and INT+24 (includes food) I'm getting a lot of Paralyze and Gravity resists. Now I can recast Paralyze with no problem, and I usually land it the second time, but Gravity is a much longer {/recast}.

              I was under the impression that a Black Magic Enfeeble was based on INT , and White Magic Enfeebles are based on MND. So I make sure to switch to my INT set up before I cast the spell, but I'm still getting some crazy resists.

              But when I do get it to stick, it saves the BLM when they MB with a 435dmg {Waterga}II. That is if the mob survives the 435dmg from the BLM and the 150~200dmg from my {Water}II MB. lol
              Odude
              PS2 Beta tester - Cactaur - Rank 4
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              • #22
                Re: Gravity

                Originally posted by tdh
                I was under the impression that a Black Magic Enfeeble was based on INT , and White Magic Enfeebles are based on MND. So I make sure to switch to my INT set up before I cast the spell, but I'm still getting some crazy resists.
                but it still is INT based. I noticed that wind spells either get resisted like mad or wear of a few secs after they have been casted...

                CoP=Complete RoZ=Complete ToAU=Mission 8
                Blade:Jin, a wicked badass 3-fold skill that totally outparses ridill WARs and Blackbelt monks and averages 700-1300.

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                • #23
                  Re: Gravity

                  It depends on your situation, but you'll find casting it better the not.

                  Mostly you'll need it badly on low def/high eva type monsters, where sushi eaters fear.

                  Basically work with the pt. Best times to do a gravity, Is right before SC.

                  Then there are curcumstances, like avatar's where you can't feed avatars acc, so only able to lower enemies.

                  If a pt is going for chi -> double slap for instance. Gravity sure helps a lot.

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                  • #24
                    Re: Gravity

                    Originally posted by tdh
                    For me I hate the long {/recast} for Gravity.

                    Lately I've been the low guy in the parties. So even with capped Enfeebling, and MND+21 and INT+24 (includes food) I'm getting a lot of Paralyze and Gravity resists. Now I can recast Paralyze with no problem, and I usually land it the second time, but Gravity is a much longer {/recast}.

                    I was under the impression that a Black Magic Enfeeble was based on INT , and White Magic Enfeebles are based on MND. So I make sure to switch to my INT set up before I cast the spell, but I'm still getting some crazy resists.

                    But when I do get it to stick, it saves the BLM when they MB with a 435dmg {Waterga}II. That is if the mob survives the 435dmg from the BLM and the 150~200dmg from my {Water}II MB. lol
                    OO

                    elvaan rdm w/ +21 mnd and int+24? at 43?

                    i dont know... I don't seem to have that problem, or have had that problem.

                    resist is casting and it not sticking, which is not to be included w/ it wearing off fast. even though I know you know this, I know not everyone does, that's why i'm stating this because, iirc according to SE, after it sticks, it's duration (all enfebelments) is entirely random (maybe wind resistance helps shorten duration (for gravity))

                    my set-up is (was in early 40s) AF1 & Solid Wand, Electrum hairpin, electrum & mana ring, Elvaan RSE, upgraded wolf+1 to red cape, Merc Capt Belt, promise badge, frost shield (didnt even have morion thalum at the time) and that was my MP gear. after casting a few spells I'd change my rings to Eremite rings (macroed) and when i converted my mp rings were macroed in before (|Convert|)

                    now at 60 in XP, Tactical Mag wand + dark/light/ice staves, hard shield (looks heh), Red Cape, Powerful rope, Holy Phial, Morian Thalum (sometimes, i seem to loose it easily when i level other jobs >.>) RSE Gloves and Boots, AF Tabard and Hose

                    MP/Convert Mode Gold Hairpin, Electrum & Mana Rings
                    INT+ Mode AF Hat and Eremite Rings

                    now that i think about it i could keep carrying merc capt belt but I probably should invest in RK belt instead or BCNM for forest stone or something

                    oh and i've carried some "dark earrings" since lvl 10 MP+3, was going to get better, but 30k for MP+4... screw that, i need gil for spells.

                    that covers my complete equipment cycle in xp pt from 41-60. which does mean that until 50 the only thing i had in head slot was electrum hairpin, which was replaced by gold hairpin till 60, and i just leveled over the weekend to 60, so only other thing i have is my Warlocks Chappeau ^^

                    sheesh i think the highest i've ever seen my INT/MND higher than +16 was with a BRD in the party.

                    the point is, I dont have problems sticking a spell to stick, and only Gravity and Silence ever wears quickly and that's on Goblin Alchemists (whm), so I can't possibly understand why you're having problems... especially w/ your ENF capped.

                    I'm 2k into 60 and it's capped already, so if you keep doing it right, ENF always caps first, caps fast.
                    Paragon of Red Mage Excellence
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                    Which FF Character Are You?

                    a male version anyways >.> ... ~.^

                    #2 Vivi #3 Kuja

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