damn too drunk today >.>; yeah 4acc but still 4acc > 1 STR imo, atleast for /nin, for /thf Galliard for Cannonball, Morrigan's for VC/DS ;p
oh and Morrigan's are easier to obtain than Galliard?
damn too drunk today >.>; yeah 4acc but still 4acc > 1 STR imo, atleast for /nin, for /thf Galliard for Cannonball, Morrigan's for VC/DS ;p
oh and Morrigan's are easier to obtain than Galliard?
galliard are easier to get than morrigan's >_>
those pants are ok if you have the extra space to carry them, but i dont think i'd want them (limited space on blu)
isnt Bludgeon a little too much on the TP-giving side? I thought blu physical spells were like 10 tp given, with Bludgeon counting as 10x3=30tp? or still 10?Bludgeon remains our best Damage / MP spell for the entire game.
Hate to be a jerk but, frightful roar is less def down than acid bolts, tested this in ballista few times. Frightful roar (and enervation) are about -10%, acid bolts are a little more than -12%. The damage on sandspin can't be resisted(to the point of saying resist), but the accuracy down effect can. If you're not seeing it wear off at all after a minute or two, the effect didn't stick.Originally Posted by Tonko
Wild oats is very underrated, especially in big group settings; limbus, einherjar, etc. The vit down is like -17, which I think is similar to giving all melee hitting the mob +17 STR, plus it has a fast casting time, low MP cost, does a bit of damage in the process AND it has some range, so you can cast it as the mob is being pulled to you.
Do I need Spinal Cleave at 63 or can it wait?
From what I hear, Spinal Cleave is pretty easy to obtain, just need a party of some 75 friends, so I'd say yea why not get it.
Spinal cleave is as crappy as body slam, except body slam is decent for aoe for certain assaults. fact is the only reason you'd get this spell is if you have OCD without a complete spell compilation (Like I do).Originally Posted by Deftscythe
edit:No its probably one of the most annoying spells to get because you need to break the initial weapon, and it needs to have the second one sheathed. And you can't break second one or it can't use WS. Then you need to pray once conditions are met that it uses ws and finally that you learn it. So no this is probably one of the harder ones to learn. Personally most annoying for me"From what I hear, Spinal Cleave is pretty easy to obtain, just need a party of some 75 friends, so I'd say yea why not get it."
It's pretty cool to stack with SA opposite CASA death scissors for a while, and you can drop battle dance for it to keep attack bonus with uppercut, losing one set point in the process. Not really a big deal, but it's an improvement over SA + death scissors or dimensional death.Originally Posted by Deftscythe
And it has a cool animation/sound effect. >.>
And don't listen to the guy above, it is pretty easy to get. Just bring someone with crit merits, and a crit weapon. You can duo or trio the low level ones in reef np.
EDIT: When trying to learn the spell, pull the ones with swords, they are drk mobs, and pretty easy. The ones with daggers are thf/blm (yes both at the same time), with high evasion, triple attack, blm -aga spells.
It's still inferior to Frypan >.> And correct me if I'm wrong but BLU's version of Body Slam doesn't paralyze like it does for Dragons :/ actually wait that's heavy stomp ><Originally Posted by LinktheDeme
I forgot that FR had been nerfed shortly after being released, it initially was stronger than acid bolts, and would prevent them from applying their additional effect. Sandspin's accuracy down effect was never resisted when I tested it in Brenner, even by a WHM with as much resist Earth as she could get, but I'll take your word for it.Originally Posted by fantasticdan
I'm not sure resist earth would do anything, since it's listed as an additional effect, and I don't think "accuracy down" itself has any affiliated element. Most of my experience with the effect not procing is on drg/blu, so it probably has something to do with blue skill, same with other additional effects. Gravity on mysterious light, bind on blast bomb, etc are obviously not 100%, and I've never had the damage of those spells completely resisted either.
So far I think Proto-Ultima is the only mob who has resisted Sandspin's additional effect from what I've tried. Nonetheless I still stick it on weither or not it lasts the 30-40 min fight entirely.
This does not seem true to me since Enchaintment was released (on Nyzul Isle birdies anyway). I use my tp for Vorpal Blade when CA+Disseverment isn't up. The self SC is so random sometimes it usually does 50 instead of the rare 300+. Some tests I did with this is here: http://www.killingifrit.com/forums.php? ... 157011&d=0Originally Posted by Tonko
Before, I couldn't really pass by these guys in merit until I started to do this. I had a lot of mp that I didn't abuse as I should have ;;
The advice was given in relation to someone leveling BLU, not already 75 and fully merited, and CA Disseverment does not benefit in damage from Enchainment. Frip & Vertical Cleave would though.
Originally Posted by Tonko
According to the graph, you can reach a higher slow percentage with both Lv1 slow2 and Lv2 slow2. Somehow, I call bullshit.
You'll notice that Slow2 3merit was not tested to as high a mind difference as 2 or 1 merit, and is still rising to the point where it ends on the graph. Chances are it would continue to rise to the same point as 1 and 2 merit stopped rising. For the duration of the graph where comparison can be made, slow2 3merit is about 2-3% higher than slow2 1 merit at the same amount of mind, and for the small part where comparison can be made with 2merit slow2, it is about 1% higher than that too.Originally Posted by alphacat
The advice part, my bad on that. I must have misread.Originally Posted by Tonko
As for CA Disseverment, I have often reached 1k+ since Enchainment was fully merited. I indeed see a difference.
Not due to Enchainment, only benefit Disseverment gets from CA is Accuracy bonus.
I'm not sure but, isn't Balista for the most part not a good place to really accurately test spells? Some rules change in ballista, and sometiems SE doens't say anything about it.Originally Posted by Tonko
For example I'll use a Smn. Avatar BP dmg is heavily nerfed. You can't one shot anyone anymore with Predator claws. I think it does like 500-600 dmg or something, there seems to be a cap on possible dmg from it. BUt then you enter Besieged, and you Predator Claw the same person you did in Ballista, but when they are charmed, and there is no cap, and you do 2-3k dmg on them.
On blu with Self destruct, all mobs in the area receive the same amount of dmg. ie: If I do 1.2dmg to elementals on the top floor on Limbus they all take 1.2k dmg. But In Ballista the rules for the spell change. In Ballista The total dmg is divided and split among everyone in range of dmg. ie: if the total dmg is 1k, and tehre are 5 people around me, they will each take 200 dmg.
Is it possible the rules for FR just might be different in besieged? Or do acid bolts overwrite it again?
Fixed because With just CA Disseverment gets a larger STR and DEX boost because of CA's affect on spell mods.Originally Posted by Tonko
Which effect overwrites which, isn't a good method of determining which is stronger, because enfeeble (and buff) priority are all kinds of fucked up, especially with blu spells. Hojo: Ni for example will overide a buffed up Slow 1, or Filamented hold, even thou it's less slow %.Originally Posted by FinalJustice