Re: Wind accuracy?
I actually disagree with some of Avesta's analysis:
SOLO
Dia III : C
More defense down is good, don't get me wrong, but RDM's style is to outlast enemies when soloing, not by overwhelming them with our amazing sword power.
Slow II: A
Reliable, solid Slow effect that isn't as dependent on MND (which means you don't have to emphasize MND any more and can tack on better defensive gears). Also has the nice perk of zapping any Haste effect on the target, which saves you a Dispel in those cases.
Bio III: B+
Damage over time, and lowered ATK rating makes Stoneskin and Phalanx even better. Also does appreciable damage all on its own. I totally agree with Avesta's choice here over Dia III, though I rate it higher. It would earn an A rating if it didn't cost so much MP.
Paralyze II: C
Way too costly for what it does in solo, even if it procs more often at level 3 than Paralyze I.
Blind II: D
RDM have weak evasion. Blinding enemies helps slightly, but not enough to spend limited merit levels on. especially at this MP cost.
Phalanx II: E
Totally useless solo, since it provides even less protection than Phalanx I.
PARTY/ALLIANCE
Dia III : B
Hefty MP cost, but because the Def Down effect can benefit many people in the party/alliance, and you're more likely to have more MP from a Bard or Corsair (or a WHM with Devotion), this is a more viable spell to use.
Slow II: A-
Just as good in party play, though with the current state of TP-burn parties, you won't be using this spell in those. For BCNMs, HNMs and other end-game activities that require extended fights, this spell still owns.
Bio III: C
Expensive, and not nearly as useful in party play as it is in solo since you're rarely going to be tanking (so the lowered ATK isn't of much use unless an NM that you can't sleep or otherwise stop pulls out Hundred Fists or something equally painful).
Paralyze II: B
MP cost of this is more justified in a party, where the increased proc rate can mean hundreds of damage avoided on your tank.
Blind II: C
Only really useful if you're doing support for a THF who is tanking. Ninjas have their own version of this.
Phalanx II: B
Great if you have a PLD/WAR tank. Also good against flying Wyrms who are bombarding your tanks with attacks that bypass shadows.
Icemage
I actually disagree with some of Avesta's analysis:
SOLO
Dia III : C
More defense down is good, don't get me wrong, but RDM's style is to outlast enemies when soloing, not by overwhelming them with our amazing sword power.
Slow II: A
Reliable, solid Slow effect that isn't as dependent on MND (which means you don't have to emphasize MND any more and can tack on better defensive gears). Also has the nice perk of zapping any Haste effect on the target, which saves you a Dispel in those cases.
Bio III: B+
Damage over time, and lowered ATK rating makes Stoneskin and Phalanx even better. Also does appreciable damage all on its own. I totally agree with Avesta's choice here over Dia III, though I rate it higher. It would earn an A rating if it didn't cost so much MP.
Paralyze II: C
Way too costly for what it does in solo, even if it procs more often at level 3 than Paralyze I.
Blind II: D
RDM have weak evasion. Blinding enemies helps slightly, but not enough to spend limited merit levels on. especially at this MP cost.
Phalanx II: E
Totally useless solo, since it provides even less protection than Phalanx I.
PARTY/ALLIANCE
Dia III : B
Hefty MP cost, but because the Def Down effect can benefit many people in the party/alliance, and you're more likely to have more MP from a Bard or Corsair (or a WHM with Devotion), this is a more viable spell to use.
Slow II: A-
Just as good in party play, though with the current state of TP-burn parties, you won't be using this spell in those. For BCNMs, HNMs and other end-game activities that require extended fights, this spell still owns.
Bio III: C
Expensive, and not nearly as useful in party play as it is in solo since you're rarely going to be tanking (so the lowered ATK isn't of much use unless an NM that you can't sleep or otherwise stop pulls out Hundred Fists or something equally painful).
Paralyze II: B
MP cost of this is more justified in a party, where the increased proc rate can mean hundreds of damage avoided on your tank.
Blind II: C
Only really useful if you're doing support for a THF who is tanking. Ninjas have their own version of this.
Phalanx II: B
Great if you have a PLD/WAR tank. Also good against flying Wyrms who are bombarding your tanks with attacks that bypass shadows.
Icemage
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