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16 magic merits
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Re: 16 magic merits
Originally posted by IfritnoItazura View PostOh, I confused the two. XD
I'll blame it on Maat; he won't give me a break and let me get past Lv.70. =b
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Re: 16 magic merits
I was 4/4 Enfeeb/Elem, now I'm gonna be 8/8. I'm stoked XD
If I were to level something like BRD or BLU or whatever in the future, I will consider moving merits around then (I get a ton of merits, I just got my 150th point yesterday and RDM is still my only 75 and is likely to be my only 75 for a while still, and skill merits are cheap, so it's not like they will be hard to replace.) As it is now, I couldn't merit song skills or Blue Magic or whatever even if I wanted to anyway, so I might as well reap some benefits now while I can.
Now that I've learned how to kite, I've developed a new appreciation for unresisted Binds. That in addition to that thread on alla a while back showing that enfeebling magic skill actually does have an effect on debuff potency as well as accuracy make full merits in enfeebling a pretty easy choice.
Getting full ice accuracy, too?
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Re: 16 magic merits
I have blm at 75 - which is used a lot. For me, it is a no brainer - 8 into Elemental magic.
Originally posted by Aksannyi"As a RDM, it should irk you to the depths of your soul when a mob had the audacity to buff itself in front of you."
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Re: 16 magic merits
If this FFXIclopedia page is right, your maximum potential damage by capping Enhancing Magic and with every possible piece of EM+ equipment from en- spell would be 26 without Enhancing magic merit, and 27 with max merit (EM+16).
(That's with double weather and matching day of the week.)Bamboo shadows sweep the stars,
yet not a mote of dust is stirred;
Moonlight pierces the depths of the pond,
leaving no trace in the water.
- Mugaku
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Re: 16 magic merits
If this FFXIclopedia page is right, your maximum potential damage by capping Enhancing Magic and with every possible piece of EM+ equipment from en- spell would be 26 without Enhancing magic merit, and 27 with max merit (EM+16).
(That's with double weather and matching day of the week.)
And people still claim that Mystic Knight would be pointless because of RDM's enspells...
lolEnspells. Woot more magic merits!
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Re: 16 magic merits
Hey 26 additional damage per hit is nothing to scoff at, especially on quick weapons like joytoy and Hornetneedle. I'm still thoroughly unimpressed by the amount full merits would increase that, but maybe the increased skill would make the effect less likely to be resisted? That could be worthwhile I guess.Originally posted by Fynlar View PostDid our various fights with Charybdis and the like sway you a little bit? XD
Getting full ice accuracy, too?
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Re: 16 magic merits
Originally posted by Malacite View PostAnd people still claim that Mystic Knight would be pointless because of RDM's enspells...
lolEnspells. Woot more magic merits!
For me that would be really worth spending merits on.
(With the exception of the still-not-worth-the-mp-but-still-sorta-ok Slow II...kinda)sigpic
"In this world, the one who has the most fun is the winner!" C.B.
Prishe's Knight 2004-Forever.
ãã®ç›®ã ã‚Œã®ç›®ã€‚
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Re: 16 magic merits
Slow II and para II for me aren't crappy and very useful to the way I play the game - nothing beats seeing a mob powerless.
Originally posted by Aksannyi"As a RDM, it should irk you to the depths of your soul when a mob had the audacity to buff itself in front of you."
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Re: 16 magic merits
I dunno, I guess for BC fights and gods they would be useful.
But everytime I see another RDM using the spells in most situations they end up going back to tier I because of mp issues and stufff like that.
Also, I've still haven't gotten an answer about this:
How long do they stick on the mob compared to tier I versions?
I've seen Para II kick in more often, but also wear off way faster, and with Slow II I always have a hard time trying to tell the difference in attack speed between Tier I and II (although at least in Slow's case it doesn't wear off as fast as Para).
With Elegy the difference between Battlefield and Carnage is very easy to see, same with Hojo Ichi and Ni (all of them non-merit spells). With Slow I just can't see that much of a difference to make it worth the merits really.
I hope I'm wrong though.sigpic
"In this world, the one who has the most fun is the winner!" C.B.
Prishe's Knight 2004-Forever.
ãã®ç›®ã ã‚Œã®ç›®ã€‚
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Re: 16 magic merits
Originally posted by Raydeus View PostI dunno, I guess for BC fights and gods they would be useful.
But everytime I see another RDM using the spells in most situations they end up going back to tier I because of mp issues and stufff like that.
Also, I've still haven't gotten an answer about this:
How long do they stick on the mob compared to tier I versions?
I've seen Para II kick in more often, but also wear off way faster, and with Slow II I always have a hard time trying to tell the difference in attack speed between Tier I and II (although at least in Slow's case it doesn't wear off as fast as Para).
With Elegy the difference between Battlefield and Carnage is very easy to see, same with Hojo Ichi and Ni (all of them non-merit spells). With Slow I just can't see that much of a difference to make it worth the merits really.
I hope I'm wrong though.
The real difference between Slow I and Slow II isn't the reduction in speed, its the amount of MND needed to hit the max in speed reduction. Slow I caps at 30% Slow, while Slow II at lvl 3 caps at 37%. Not much of a difference. But in order to hit Slow I's 30%, you need greater-than-or-equal-to 30 MORE MND than your target. In pretty much any endgame fight, that will never happen. Slow II on the other hand, needs you to be around less-than-or-equal-to 40 LESS MND than your target. That is very obtainable in pretty much any situation.sigpic
Y'okay!
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