Merits For A Endgame RDM |
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merits for a endgame RDM
It's a debate between 5/5 slow and 1/5 para, vs 1/5 slow 5/5 para. Not either or. The additional proc rate on para outweighs the minimal increase from slow for tanking, solo or whatever else you do. MP/duration ratio is moot, you only use either spell when needed anyway.
I find it very difficult to discern between the two. Slow is by far the better spell on anything it lands on and is much more MP efficient but Para2 merits may well improve its efficiency more than Slow2 merits improves Slow2.
When solo though, I never toss Para2 on something unless I anticipate straight tanking it the whole time. Fixed for clarity. Bahamut.Raenryong said: I find it very difficult to discern between the two. Slow is by far the better spell on anything it lands on and is much more MP efficient but Para2 merits may well improve its efficiency more than Slow2 merits improves Slow2. When solo though, I never toss Para2 on something unless I anticipate straight tanking it the whole time. Fixed for clarity. Yeah, I put slow on full time for everything I fight solo or not. Para goes on if I get worried about taking some hits (like Zip I guess) or in a tank party etc. I just think an additional % chance to completely null an attack would beat 4% slow that really isn't doing much. Ifrit.Darkanaseur said: It's a debate between 5/5 slow and 1/5 para, vs 1/5 slow 5/5 para. Not either or. The additional proc rate on para outweighs the minimal increase from slow for tanking, solo or whatever else you do. MP/duration ratio is moot, you only use either spell when needed anyway. Bismarck.Magnumatic
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It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/
Leviathan.Dissonant said: Ifrit.Darkanaseur said: It's a debate between 5/5 slow and 1/5 para, vs 1/5 slow 5/5 para. Not either or. The additional proc rate on para outweighs the minimal increase from slow for tanking, solo or whatever else you do. MP/duration ratio is moot, you only use either spell when needed anyway. That throws a completely different swing on it, Bio 3 is great capped for solo, Para/Slow are great always. Besides, the ***'s situational argument has been done already (except Blind, that blows).
Ifrit.Darkanaseur said: Bahamut.Raenryong said: I find it very difficult to discern between the two. Slow is by far the better spell on anything it lands on and is much more MP efficient but Para2 merits may well improve its efficiency more than Slow2 merits improves Slow2. When solo though, I never toss Para2 on something unless I anticipate straight tanking it the whole time. Fixed for clarity. Yeah, I put slow on full time for everything I fight solo or not. Para goes on if I get worried about taking some hits (like Zip I guess) or in a tank party etc. I just think an additional % chance to completely null an attack would beat 4% slow that really isn't doing much. Absolutely if you look at it on paper, but you also have to look at consistency vs "random" too. Shadow Mantle is better damage reduction than Umbra during the day, but I'd still use Umbra just because consistency is incredibly important to RDM. As for how good an extra 4% Slow is, admittedly probably not much. Could make the counterargument that Slow is more important than Paralyze so the extra magic accuracy in landing it is more essential (since some stuff does resist) but I'm not entirely convinced of that either. Hmm. I agree with Mahayaya that Para2 is one hell of an MP sponge. 1/5 is nice when you've got another RDM present who likes to cast Para in lousy gear, but in an ideal or solo/lowman situation I'd agree that it's 4-5 merits or bust.
Fenrir.Nightfyre said: Leviathan.Dissonant said: Ifrit.Darkanaseur said: It's a debate between 5/5 slow and 1/5 para, vs 1/5 slow 5/5 para. Not either or. The additional proc rate on para outweighs the minimal increase from slow for tanking, solo or whatever else you do. MP/duration ratio is moot, you only use either spell when needed anyway. Leviathan.Dissonant said: Fenrir.Nightfyre said: Leviathan.Dissonant said: Ifrit.Darkanaseur said: It's a debate between 5/5 slow and 1/5 para, vs 1/5 slow 5/5 para. Not either or. The additional proc rate on para outweighs the minimal increase from slow for tanking, solo or whatever else you do. MP/duration ratio is moot, you only use either spell when needed anyway. Fenrir.Nightfyre said: I hear RDM gets this spell called Bio II. Bio3 is a cool story but I wouldn't call it essential. I mainly like it for its duration more than anything.
Bismarck.Magnumatic said: It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/ It's more of a safety net for oh-***moments than anything else. I certainly wouldn't use it in a fight that I know it would do me no good on. But obviously Zipacna, and the video example of Byakko are essential moments to use it. Why? Because when you're in the middle of getting fist-***, you don't want to be trying to land slow on it, you want to worry about keeping your *** alive. The reason you can't rely on Paralyze II for those oh-***moments is because the duration of the spell is all over the place. Bahamut.Raenryong said: Bio3 is a cool story but I wouldn't call it essential. I mainly like it for its duration more than anything. Leviathan.Dissonant said: Fenrir.Nightfyre said: I hear RDM gets this spell called Bio II. Fenrir.Nightfyre said: An additional 2/tic does not make or break a solo RDM, especially given that most solos are not solely dependant on DoT damage these days. Bahamut.Raenryong said: Absolutely if you look at it on paper, but you also have to look at consistency vs "random" too. Shadow Mantle is better damage reduction than Umbra during the day, but I'd still use Umbra just because consistency is incredibly important to RDM. As for how good an extra 4% Slow is, admittedly probably not much. Could make the counterargument that Slow is more important than Paralyze so the extra magic accuracy in landing it is more essential (since some stuff does resist) but I'm not entirely convinced of that either. Hmm. I agree with Mahayaya that Para2 is one hell of an MP sponge. Well in this comparison you have both effects at the same time :x I agree slow is more important definitely, but RDM solo aside I'd lean more to a higher proc rate over a (likely) unnoticable slow effect. Hell you probably can't eyeball the increased para rate either. Bismarck.Magnumatic
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Caitsith.Mahayaya said: Bismarck.Magnumatic said: It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/ If you're kiting... Delay is not a factor. Newp, which is why I don't normally touch this debate :( it's honestly very difficult for me to decide which I prefer.
I bet the new potency JA will help you decide!
Pandemonium.Spicyryan said: Really? If they both work differently than the other then how can you compare the 4% of a constant to the 4% of a "random"? I have never heard anyone say they both mitigate the same amount of damage before. Though after going back and looking at it and rethinking about how slow works, paralyze is SLIGHTLY better at reducing attacks per % than slow. Enough to be worth it, that depends on who you ask but I'll give you paralyze actually being slightly better than slow per %. Leviathan.Dissonant said: Not when you are thinking with relativity in mind. Just pretend we knew the proc rate on paralyze 2 was 5%, not saying it is, this is just for argument's sake. If you gained 4 more, that's an 80% increase in effectiveness, in comparison to like a 9% increase for slow. Fenrir.Nightfyre said: Leviathan.Dissonant said: Fenrir.Nightfyre said: I hear RDM gets this spell called Bio II. Fenrir.Nightfyre said: An additional 2/tic does not make or break a solo RDM, especially given that most solos are not solely dependant on DoT damage these days. I had like... 80+ para procs on a 25 minute Omega the other night with 5/5 Para... ***was niceeeeeeeeeeeeee
Bismarck.Magnumatic said: Caitsith.Mahayaya said: Bismarck.Magnumatic said: It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/ Zipacna(or anything with something like bindga) - could Thunder/Ice Break, forcing you to take some hits. Byakko(or anything with high resist rates) - could resist bind, forcing you to straight tank until your bind recast is back. Casting slow on the monster when you know you're safe as opposed to when ***starts to get heavy can easily be the difference between a win and a loss. Bio 3 is really only noticeably useful for solos, the other spells are useful always. Besides, survivability > quicker solos, and even then you're only shaving off a little time.
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