Announcement

Collapse
No announcement yet.

Enfeebling resists

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Enfeebling resists

    I hit 58 the other day and put on my AF body piece. +15 enfeebling skill I thought! Seems like a lot, but when I went to PT the resists were about the same as before. Using staves I had paralyze be resisted 3x in a row on an IT crawler. Slow was resisted a couple times in a row sometimes. Gravity got resisted occasionally. So is this what I can expect from this point on? Even with tons of +enfeebling skill there will be more and more resists as I continue to level up? I was dissapointed to say the least.

    Oh and does anyone else think that ToAU mobs resist more often? It seemed to me like the lesser colibri and the crawlers there had higher resists than say, the robber crabs and goblins in Kuftal Tunnel.

  • #2
    Re: Enfeebling resists

    I remember resists getting badish around 60 (which is odd, because that's when you have full AF), but I didn't have staves at the time. Based on responses from the board since then, I assumed that staves had solved the problem?

    Are you using the right stave for the spell?

    Also, are you stacking up on as much mnd+ gear when casting para and slow? Just because you're using a stave doesn't mean you should neglect mnd.

    Comment


    • #3
      Re: Enfeebling resists

      For paralyze I use 2x saintly rings, devotee's mitts, holy phial, magic cuisses, red cape, ice staff. Slow is the same as paralyze except with earth staff. I should probably have an extra +3 mind from upgrading the rings and red cape +1 but considering how little difference the +15 enfeebling did I'm not conviced that it would make much difference.

      Comment


      • #4
        Re: Enfeebling resists

        You sure you weren't overhunting?
        I use a Mac because I'm just better than you are.

        HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

        loose

        Comment


        • #5
          Re: Enfeebling resists

          We were getting less than 200 xp a kill (non-chain) and I the highest PT member was 60 (I was 58). That wasn't much different than normal.

          I'll give it more time I guess, see what happens. Maybe it was just a fluke.

          Comment


          • #6
            Re: Enfeebling resists

            Well crabs are weak to ice, and if you're talking about the red crawlers in ToAU, they're fire based, right? so they should be strong to ice and weak to water. And dunno about colibri. Also, the way you describe it, you seem to have more problems with ice on the red crawlers, so maybe it's the resists from that type of enemy that is the problem

            Comment


            • #7
              Re: Enfeebling resists

              The only problem I had with landing Enfeebles was from Lv.60 to Lv.65 and it was really only with Wind based spells. (Silence & Gravity) Everything else I had zero problems landing.

              At that level, I used Saintly +1s, Red Cape +1, Promise Badge, Ryl. Kgt Belt (Lv.50 MND+2), Warlock Tights, Warlock Tabard, and Ice Staff. So that's MND+24, Enfeebling Magic +15, and the 10% boost from that Elemental Staff.

              As somebody stated, against Crabs you shouldn't have any problem landing Paralyze, and should see it proc fairly often. Their weakness to Ice stands out.

              Another thing I thought about is that I'm Elvaan. So my base MND would do the trick but I stacked on quite a bit more just to make sure. If you're a Taru, you may very well ~need~ that MND+25 or more. You'll just have to test it out to find out what works for you.
              Odude
              PS2 Beta tester - Cactaur - Rank 4
              RDM32 - BLM17 - DRK11 - RNG11 - BRD9 - BST7 - WAR6 - MNK4

              Lakshmi: Windurst Rank 10 - Zilart, CoP, ToAU COMPLETE - WotG
              SAM90 - DRK90 - MNK90 - WAR90 - RNG90 - BST90 - RDM83 - NIN50 - THF46 - DRG42 - BLM40 - PUP23 - WHM20 - PLD13 - BRD13 - BLU10 - SCH10 - DNC7 - COR5 - SMN1

              Comment


              • #8
                Re: Enfeebling resists

                Originally posted by Esoa
                We were getting less than 200 xp a kill (non-chain) and I the highest PT member was 60 (I was 58). That wasn't much different than normal.

                I'll give it more time I guess, see what happens. Maybe it was just a fluke.
                Would be interesting to hear what you were fighting. Puks are wind-based and have a nasty tendency to resist Slow, for instance, which might be what you were seeing.

                Magmatic Erucas were covered above.

                If you're really concerned about resists against strong elements, get a Spider or Enfeebling Torque, and/or upgrade to HQ Staves.


                Icemage

                Comment


                • #9
                  Re: Enfeebling resists

                  Originally posted by Esoa
                  I should probably have an extra +3 mind from upgrading the rings and red cape +1 but considering how little difference the +15 enfeebling did I'm not conviced that it would make much difference.
                  Wrong answer. There is a "minimum" amount of MND to work with before it becomes overkill. Right now, you're below that.

                  My setup right now is:

                  -Holy Phial
                  -Mithra RSE Glove
                  -P. Rope
                  -Red Cape +1
                  -Aquamarine Rings (I think these are the +3 MND)
                  -Staves (NQ)
                  -AF pieces on the rest

                  Add in mushroom stew and I usually don't have any problems "sticking it."

                  Comment


                  • #10
                    Re: Enfeebling resists

                    Hmm. Aeni's right, your setup, unless you've neglected to mention other +MND gear, is a bit lacking on MND. You've got:

                    Saintly Ring(+2)
                    Saintly Ring(+2)
                    Devotee's Mitts(+5)
                    Holy Phial(+3)
                    Magic Cuisses(+3)

                    Total +17

                    +17 MND doesn't hit the diminishing returns cap for any race on RDM, not even Elvaan. Upgrading to a Promise Badge (Lv48, +5 MND), some Saintly+1s, and Devotee's+1s would solve some of your resistance problem (net +5 MND) as will eating some +MND foods. Don't know what your available funds or race are, so that might figure into your calculations, too.


                    Icemage

                    Comment


                    • #11
                      Re: Enfeebling resists

                      Originally posted by Icemage
                      as will eating some +MND foods.
                      Goblin Mushpots are +10MND for 1100gil and last 3h.

                      Yes I know I say that everytime this comes up, but I have actually never seen anyone other then myself use them. RDM's always using pies if they eat anything at all. That much Pie is not healthy for you.
                      I use a Mac because I'm just better than you are.

                      HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

                      loose

                      Comment


                      • #12
                        Re: Enfeebling resists

                        I was addicted to mushpots for a while, they do wonders. I mix up my food a fair bit though, and have found pies to be a little more useful for my elvaan. But for landing para/slow, mushpot can't be beat.

                        On the equipment, Aquamarine rings should be a fair bit cheaper than saintly+1's and the red cape+1 is worth it, I can't find a better cape for the next 10 or more levels (i'm at rdm 60). The promise badge can be quested, but its at the end of a long series, you might want to skip straight to the AH. A royal knights belt is a good all-round piece as well (+2 most stats). It's a 1st place sandy conquest item, so the price can swing a lot. These pieces should add +7 mnd to what you have, as good as wielding an ebony wand+1.

                        Don't stress too much over resists, they are a part of a casters life. As long as you're aware of resists you're doing your job.
                        Last edited by nazlfrag; 07-20-2006, 10:22 PM. Reason: clarity

                        Comment


                        • #13
                          Re: Enfeebling resists

                          I'll upgrade my rings and cape. I'm going to buy the +5 int/mind belt at 60 so I'll just wait for that. I've been looking at neck items and I'm wondering is +5 mind from the promise badge better than +5 or +7 enfeebling skill from the spider and enfeebling torque?

                          Comment


                          • #14
                            Re: Enfeebling resists

                            It all depends on what you are fighting...... VTs or IT++. If you are killing VTs, you might not need +5/+7 enfeebling magic as you might not have problem sticking it, however, if you are killing ITs, +5/+7 enfeebling magic is a better choice as it helps you sticking the debuffs.

                            You prolly know already that:
                            enfeebling magic = debuffs accuracy
                            int/mnd = debuffs potency

                            If you want to upgrade your rings, I highly suggest to buy 2x eremite +1 and 2x saintly +1 because they are a good investment; good for lvl cap areas/missions and good enough till you are lvl 70+ (unless you have extra gil to spend at lvl 54 int/mnd rings HQ version). By the time you are 70+, you can afford snow and aqua rings.

                            What race are you btw ? some RSEs have nice int/mnd boost.

                            Comment


                            • #15
                              Re: Enfeebling resists

                              Originally posted by Saku
                              You prolly know already that:
                              enfeebling magic = debuffs accuracy
                              int/mnd = debuffs potency
                              That's what I thought but if that's true then why are people recommending more +mind gear for my high resist rate? Now I'm confused.

                              Comment

                              Working...
                              X