In the first part of my merit review, I went over the general merit ability categories that are available to a lv75 White Mage. In this thread I'll be going down the list of merits that are available exclusively to WHMs.
** Note : As with my previous thread, I'll be tossing in critical analysis, i.e. my opinion on where to put merits.
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Group A Merits - Maximum total upgrades 10, maximum per item 5
Divine Seal Recast Time - Each upgrade reduces the timer on Divine Seal by 20 seconds.
(Maximum merit = 8m20s timer)
While I think that DS and its alternate Divine Veil are extremely useful, it seems like there isn't enough benefit per merit to make this attractive. If it were more like 30-40 seconds less per merit that could make it worth another look.
Cure Cast Time - Each upgrade reduces casting time on Cures by 4%.
(Maximum merit = Cure cast time -20%)
Combined with equipment that speeds your casting (Cure Clogs, Rostrum Pumps) or just gives you Haste (Walahra Turban), this can be a powerhouse. In tight situations a fast Cure can save a tank (and therefore a possible wipe), and a quick Curaga 2 can keep an Limit Chain going. IMO the best Group A merit ability - this is one I'd recommend putting at least 3 merits into, if not to the cap.
Bar Spell Effect - Each upgrade gives +2 potency to Bar-spells and +2 Magic Defense Bonus
(Maximum merit = +10 bar-potency & +10 MDB)
Bar-spells are situational, but very useful in reducing the chance and the amount of damage taken from enemy spells, abilities, and TP-based skills. You'll probably use a Barspell at least once each time you have a party, and it does make a difference even if you might not see it (Mijin Gakure mobs in Dynamis or Besieged come to mind), so putting some extra effect into this can be useful.
Banish Effect - Each upgrade gives +2 damage and +2sec Defense Down vs. Undead
(Maximum merit = +10 damage & +10sec Def-Down)
This is a winner if you do a lot of fighting against undead mobs, or do a lot of Dynamis. Otherwise this might not mean too much. Then again, you're a White Mage and your two nukes (Banish and Holy) burst on a Light skillchain. It's a call each WHM can make on their own.
Regen Effect - Each upgrade gives +1HP/tick to Regen spells
(Maximum merit = +5HP/tick)
This one is my favorite. Regens have three purposes - hate control, MP conservation, and "preventative medicine". So the more effective your Regens are, the more effective YOU are as a White Mage. Of course nothing can beat a Cure in a pinch, but saving some MP by only needing to cast Cure 3 (instead of an inefficient Cure 4 or over-casting with a Cure 5) is always a good thing.
Group B Merits - Maximum total upgrades 6, maximum per item 3
Martyr - Sacrifice 25% of your HP to give target party member twice that much HP, 20 min. timer
(Add'l merits reduce timer by 2m30s, maximum merit 15 min.)
Effectively a Cure 5 that uses no MP.. It's a nice ability to have, but the other Group 2 merits are more attractive. I'd probably put a single merit into this one just to open it up for emergencies.
Devotion - Sacrifice 25% of your HP to give target party member equal MP, timer 20 min
(Add'l merits reduce timer by 2m30s, maximum merit 15 min.)
One of the most useful abilities I've ever used. It's even better when you load up on HP gear, cure yourself to full HP, and put on Stoneskin before you use it (SS will 'absorb' the HP hit you take).
Protectra V - Increases party defense to +60
(addl. merits add +2, maximum merit Defense +64)
I don't want to say this is a useless ability. It's not. An extra 5-9 defense (over Prot4) is something. I just think Shellra V is more useful, since there are less ways available to increase magic defense than regular defense.
Shellra V - Increases party magic defense to +62
(addl. merits add +2, maximum merit Magic Defense +66)
As I just mentioned, increasing magic defense is more important than regular defense because it is harder to find equipment or food that will grant a Magic Def. Bonus.
And there it is.. Now, just to give you all an idea what I've done with my merits so far here's what I've got (as related to White Mage):
MP +2
Cure Cast Time +3
Regen Effect +3
Bar Spells +2
Devotion Active +2
Martyr Active only
Shellra V Active +1
I think I'm gonna go merit my Bard stuff & Enfeebling Magic to 8/8 now.. Have fun guys!
** Note : As with my previous thread, I'll be tossing in critical analysis, i.e. my opinion on where to put merits.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Group A Merits - Maximum total upgrades 10, maximum per item 5
Divine Seal Recast Time - Each upgrade reduces the timer on Divine Seal by 20 seconds.
(Maximum merit = 8m20s timer)
While I think that DS and its alternate Divine Veil are extremely useful, it seems like there isn't enough benefit per merit to make this attractive. If it were more like 30-40 seconds less per merit that could make it worth another look.
Cure Cast Time - Each upgrade reduces casting time on Cures by 4%.
(Maximum merit = Cure cast time -20%)
Combined with equipment that speeds your casting (Cure Clogs, Rostrum Pumps) or just gives you Haste (Walahra Turban), this can be a powerhouse. In tight situations a fast Cure can save a tank (and therefore a possible wipe), and a quick Curaga 2 can keep an Limit Chain going. IMO the best Group A merit ability - this is one I'd recommend putting at least 3 merits into, if not to the cap.
Bar Spell Effect - Each upgrade gives +2 potency to Bar-spells and +2 Magic Defense Bonus
(Maximum merit = +10 bar-potency & +10 MDB)
Bar-spells are situational, but very useful in reducing the chance and the amount of damage taken from enemy spells, abilities, and TP-based skills. You'll probably use a Barspell at least once each time you have a party, and it does make a difference even if you might not see it (Mijin Gakure mobs in Dynamis or Besieged come to mind), so putting some extra effect into this can be useful.
Banish Effect - Each upgrade gives +2 damage and +2sec Defense Down vs. Undead
(Maximum merit = +10 damage & +10sec Def-Down)
This is a winner if you do a lot of fighting against undead mobs, or do a lot of Dynamis. Otherwise this might not mean too much. Then again, you're a White Mage and your two nukes (Banish and Holy) burst on a Light skillchain. It's a call each WHM can make on their own.
Regen Effect - Each upgrade gives +1HP/tick to Regen spells
(Maximum merit = +5HP/tick)
This one is my favorite. Regens have three purposes - hate control, MP conservation, and "preventative medicine". So the more effective your Regens are, the more effective YOU are as a White Mage. Of course nothing can beat a Cure in a pinch, but saving some MP by only needing to cast Cure 3 (instead of an inefficient Cure 4 or over-casting with a Cure 5) is always a good thing.
Group B Merits - Maximum total upgrades 6, maximum per item 3
Martyr - Sacrifice 25% of your HP to give target party member twice that much HP, 20 min. timer
(Add'l merits reduce timer by 2m30s, maximum merit 15 min.)
Effectively a Cure 5 that uses no MP.. It's a nice ability to have, but the other Group 2 merits are more attractive. I'd probably put a single merit into this one just to open it up for emergencies.
Devotion - Sacrifice 25% of your HP to give target party member equal MP, timer 20 min
(Add'l merits reduce timer by 2m30s, maximum merit 15 min.)
One of the most useful abilities I've ever used. It's even better when you load up on HP gear, cure yourself to full HP, and put on Stoneskin before you use it (SS will 'absorb' the HP hit you take).
Protectra V - Increases party defense to +60
(addl. merits add +2, maximum merit Defense +64)
I don't want to say this is a useless ability. It's not. An extra 5-9 defense (over Prot4) is something. I just think Shellra V is more useful, since there are less ways available to increase magic defense than regular defense.
Shellra V - Increases party magic defense to +62
(addl. merits add +2, maximum merit Magic Defense +66)
As I just mentioned, increasing magic defense is more important than regular defense because it is harder to find equipment or food that will grant a Magic Def. Bonus.
And there it is.. Now, just to give you all an idea what I've done with my merits so far here's what I've got (as related to White Mage):
MP +2
Cure Cast Time +3
Regen Effect +3
Bar Spells +2
Devotion Active +2
Martyr Active only
Shellra V Active +1
I think I'm gonna go merit my Bard stuff & Enfeebling Magic to 8/8 now.. Have fun guys!
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