Re: Luxury Goods That We Need?
Are you judging effectiveness by duration or by actual effect? Water(or Neptune's staff) does actualy decrease the spell interruption rate, as does Earth(or Terra's) does increase in the damage absorbed by Stoneskin... albeit by a small amount for both. I've learned that there is just about nothing you can do to increase the duration of enhancing spells, though i wish I could.
Poison to stays on my list of "spells to hit the mob with" in exp parties. Maybe it's because of my gear(and Neptune's staff , but it lasts a good long while, and is usually the last spell I'll have to recast. I can work it in just fine with Refreshing, hasting, enfeebling, and even buffing myself, and trust it a whole lot better than noodle-armed meleeing.
Sure, there are better spells to MB with, but sometimes the SC just doesn't call for Ice, Fire or Thunder. Sometimes, you just have MP for Water and Stone 3. I was glad to have Water 3(and Neptune's staff), in my Maat fight for alternating Aero/Water 3. I know what spells to use on a skillchain, but sometimes, you just don't have the right skillchain for certain spells.
I agree, Drown is lame, but if it sticks...
I have Apollo's and Terra's staff, so I no longer have to dabate over which is more necessary(though you are right that the Light staff is the priority). Slow is excellent, and even more excellent when you have the MND to back it up, and downright amusing when you see the NIN's Hojo get resisted.
I agree completely with the use of Burn, and love it's worth in parties(remember that I said Fire staff had the most limited uses, but I still wouldn't give it up). Though I'll never nuke on par with a BLM, it seems my elemental enfeebs tend to stick a whole lot better than theirs, though I can't imagine why.
Are you judging effectiveness by duration or by actual effect? Water(or Neptune's staff) does actualy decrease the spell interruption rate, as does Earth(or Terra's) does increase in the damage absorbed by Stoneskin... albeit by a small amount for both. I've learned that there is just about nothing you can do to increase the duration of enhancing spells, though i wish I could.
Poison to stays on my list of "spells to hit the mob with" in exp parties. Maybe it's because of my gear(and Neptune's staff , but it lasts a good long while, and is usually the last spell I'll have to recast. I can work it in just fine with Refreshing, hasting, enfeebling, and even buffing myself, and trust it a whole lot better than noodle-armed meleeing.
Sure, there are better spells to MB with, but sometimes the SC just doesn't call for Ice, Fire or Thunder. Sometimes, you just have MP for Water and Stone 3. I was glad to have Water 3(and Neptune's staff), in my Maat fight for alternating Aero/Water 3. I know what spells to use on a skillchain, but sometimes, you just don't have the right skillchain for certain spells.
I agree, Drown is lame, but if it sticks...
I have Apollo's and Terra's staff, so I no longer have to dabate over which is more necessary(though you are right that the Light staff is the priority). Slow is excellent, and even more excellent when you have the MND to back it up, and downright amusing when you see the NIN's Hojo get resisted.
I agree completely with the use of Burn, and love it's worth in parties(remember that I said Fire staff had the most limited uses, but I still wouldn't give it up). Though I'll never nuke on par with a BLM, it seems my elemental enfeebs tend to stick a whole lot better than theirs, though I can't imagine why.
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