Re: Which to drop - Slow II or Phalanx II
The fact remains, Paralyze 2 is not our strongest paralysis ability.
Also, if we're going to cover the capabilities of other jobs, why not just say that SMN or SCH/BLM can do a better paralyze than us by simply doing AoE Ice Spikes, and therefore ask why should we bother with Paralyze 2? It's the same sort of logic that was used for Phalanx 2.
- Each of them have to use up BP or Stratagem timers to use them. They do not come with solely an MP cost. If you're using those abilities, you're sacrificing the chance to use others.
- Both of them require the user to close in to AoE range. Chances are, if you're fighting something where AoE Phalanx is actually warranted, you're probably fighting something with nasty AoE. Phalanx 2, on the other hand, can be thrown from a greater distance than other spells usually can, and once it begins casting, it cannot ever be "out-of-ranged", which is extremely useful for kiting situations.
- Phalanx isn't usually an ability that needs to be AoE'd to begin with, you're usually better off using Stoneskin instead in such a case
When did I ever make that claim?
I'm saying for RDM, it is unique.
None of the RDM tier 2 merits are important enough for me to bother about who gets what in HNM play. Even Phalanx 2 stops being useful most of the time because most everything is blink tanked, although it still has its niche situations where it shines above all else (PLD tanking a mob doing Hundred Fists as a simple example). Enfeebles have high resist rates on most of the things that actually matter and unless they can Elemental Seal them, I'd rather not have RDMs spending enormous amounts of MP trying to land crapshoot enfeebles with higher MP costs. They are better off saving the MP for Cures or other important things.
If someone wants to throw Dia 3 that's fine with me, but honestly, it's not that much better than Dia 2 and it costs much more MP over time to maintain even when fully merited. If it's not fully merited, it's a definite waste. I don't know why Dia/Bio 3 couldn't be 3 minute duration at max merits like they are supposed to be...
Ice Spikes was already discussed--It cannot be used on others, so it is virtually useless except to a RDM tank that is not using Utsusemi.
Also, if we're going to cover the capabilities of other jobs, why not just say that SMN or SCH/BLM can do a better paralyze than us by simply doing AoE Ice Spikes, and therefore ask why should we bother with Paralyze 2? It's the same sort of logic that was used for Phalanx 2.
SMN gets a weaker version that has better overall coverage, and SCH/RDM gets a stronger version that has better overall coverage.
- Both of them require the user to close in to AoE range. Chances are, if you're fighting something where AoE Phalanx is actually warranted, you're probably fighting something with nasty AoE. Phalanx 2, on the other hand, can be thrown from a greater distance than other spells usually can, and once it begins casting, it cannot ever be "out-of-ranged", which is extremely useful for kiting situations.
- Phalanx isn't usually an ability that needs to be AoE'd to begin with, you're usually better off using Stoneskin instead in such a case
it is not a unique ability among all classes.
I'm saying for RDM, it is unique.
All three versions are useful in various situations, but if you had an HNMLS, I doubt you'd want all of your RDMs to have Phalanx II.
If someone wants to throw Dia 3 that's fine with me, but honestly, it's not that much better than Dia 2 and it costs much more MP over time to maintain even when fully merited. If it's not fully merited, it's a definite waste. I don't know why Dia/Bio 3 couldn't be 3 minute duration at max merits like they are supposed to be...
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