Bio is an excellent spell for Wyrms and other HNMs. The only one I can see a RDM possibly skipping over is blind. Only because PLDs are spamming flash and NIN kuriyama. The other 5 I see as pretty essential spells.
Bio is an excellent spell for Wyrms and other HNMs. The only one I can see a RDM possibly skipping over is blind. Only because PLDs are spamming flash and NIN kuriyama. The other 5 I see as pretty essential spells.
Originally Posted by RakEx
I'm pretty set on getting blind 2 only because no other rdm is doing it.
tbh not exactly sure behind the dynamics of flash, but I know if I cast blind 1 then a pld casts flash I'll still get the "X is no longer blinded" after awhile. I've never tested it, but that says to me flash doesn't really override our blind. More likely it gives blind a boost (a.k.a stack) for a short duration.
RDMs I think tend to hide from blind because it would be really hard and a lot of second guessing to test blinds potency. I would say though if all the other lvl 2 spells are stronger than nin: ni I wouldn't be surprised if that applies to blind too.
Oh I love blind. I'm not skipping over it. Very useful in many situations if you can land it consistently.
I'll be getting all 6 and letting AF2 hat and 340Enfeeb skill do the rest.
I did give thought to maybe specializing merits with another RDM or two in LS. Put maybe 3 on Bio and 3 on Slow for me and two other spells cap at 3 for them and so on. But I feel gimp without all the spells.
Flash used to overwrite blind 1, but it was changed in a patch (not gonna go find the link, this is commonly known)tbh not exactly sure behind the dynamics of flash, but I know if I cast blind 1 then a pld casts flash I'll still get the "X is no longer blinded" after awhile. I've never tested it, but that says to me flash doesn't really override our blind. More likely it gives blind a boost (a.k.a stack) for a short duration.
I used to blind tiamat and fafnirs and never really saw much of a difference since we used PLD (/WAR or /NIN don't matter, they still have the evasion of a barn).
If your linkshell uses NIN mains, I could see Blind2 being worthwhile as it should be more potent than Kurayami:Ni.
Only issue with Blind II specifically is that these tier2's have been adjusted for low duration compared to I's (unless you merit them up), Blind is a great deal more hate than Para/Slow and you'd be spamming it alot unless you upgraded. Depends on your LS setup but that's something to consider, in most established LS's I would figure RDM would be the last one to pull hate..but if you're main-healing too then I wouldn't spam it too much.
Are you certain on the duration about spells like BlindII/SlowII/ParalyzeII? From what folks are saying, they're durations are random, just like the normal ones...Originally Posted by Raineer
I haven't gotten a lvl in para2/slow2/blind2 and so I apologize if I'm wrong. But aren't phala/bio/dia that get a longer duration the more points you put in it, and the other three are just potency/accouracy? If that's the case it would be pointless to get teir 3 just for duration, since it shouldn't matter. oOOriginally Posted by Raineer
Flash used to have no effect if the mob was already blinded. A patch a year or so ago added an additional icon/status effect for flash so that a mob or PC could be blinded and flashed at the same time. They do stack now.Originally Posted by Ksandra
IMO blind's usefulness pales in comparison to paralyze or slow. A high level HNM isn't going to miss regardless if it's blinded or not. Paralyze can make it do nothing for several attack turns in a row, and slow is essential for slowing down the attack speeds of Wyrm mobs. Even if Blind 2 is stronger than a ninjas', the effect will hardly be noticeable unless you're fighting low level stuff.
Yes, it doesn't state that meriting it further will make para/slow/blind last any longer. However playing with Para2 last night the effect does seem to last signifigantly less amount of time than a normal paralyze, although it does seem more potent. I'll see what happens when I merit it up furtherOriginally Posted by Ksandra
One possibility is that the accuracy trait of further merits increases the duration... just a thought.
That depends on how blind works though. See we know para is working because we actively see "X is paralyzed". We have a harder time knowing if when a mob misses it's because of it's reduced accuracy or becuase of it's targets level of evasion.Originally Posted by Cephius
Of course it's not like I will get the point and forget about it. I will get it though and ask the tanks who have fought hnms for a long time whether they can tell if the hnm is actually missing them more often or not. You say that the mob can't move for several attacks with para, that says to me the mob can't hit the tank for sevaral attacks with blind. Also says to me para + blind is a nice combo. Blind 1 is also not a good way to say "you won't see a difference" since it's safe to say blind 2 is stronger than blind 1. So where you wouldn't notice a difference with blind 1 on an hnm you might see it with blind 2. That's why you test it. XD obviously if I spend that point and don't notice a difference at all, or more importantly the tanks don't, then I will get rid of the point and put it somewhere else.
I already got it, I'm gonna test it soon :OOriginally Posted by Ksandra
w00t give me feedback please ^^Originally Posted by Vail
The thing with blind is that it takes into accoun the stats of the mob's target. Paralyze and Slow work the same regardless if the mob's target is a NIN,PLD,BLM, or whatever. Blind reduces the accuracy of the mob, which means nothing if the target doesn't have enough evasion to make it worthwhile. I've seen Tiamats tanked by ninjas where it was both blinded and flashed multiple times, and it maybe missed a ninja 2-3 times the entire fight. When compared to slow, that reduces his attack speed signifigantly, there's no doubt in my mind which is more useful. Of course this argument is academic anyway, because there's nothing to stop someone from casting all 3 major debuffs. My main point is that when faced with a decision to upgrade paralyze, slow, or blind's potency, the clear choice is Para or Slow.
gonna test it in diorama with a thf with platoon daggers and parse his accuracy non-blind/blind/kurayami:ni/blind IIOriginally Posted by Ksandra
I definitely don't think the durations of the tier II enfeebles was affected.
I dumped one level into Slow II last night and ended up helping an LS mate with Charybdis a bit after.
Chary isn't exactly a tough NM, but the duration on Slow II was pretty nice. At least the same as the tier I version, but since it's all a bit random anyway, I couldn't say with any certainty that it was longer. It was definitely lasting multiple minutes per cast though, probably 2-3 as a guesstimate, but that's on the conservative side.
I guess the bigger question is the level of resistance.
The difference between a spell landing over being resisted and when the spell lands how often it procs is usually based on the difference between the casters and target. i.e. a Paralyze can land and never proc, or it can land and almost always proc. This greatly depends on skill and stat modifiers.
So the question is, does the meriting help it land, or does it also help it land AND proc more often.
p.s. I'm tired from BLU AF farming so if I don't make sence...
I've been considering Para/Slow/Phalanx II myself.
Para and Slow II for obvious reasons, and Phalanx II because it is a unique buff as far as being able to cast it on the tank without wasting a BP from Diabolos or them using a Spartan Hoplon. And Phalanx II, even with 1 level, lasts a decent amount of time.
So I'd probably go 2 levels in Para/Slow II, 1 level in Phalanx II, and 1 in either Blind II, Bio III, or Dia III.
My thoughts are similar to yours, but kinda inverted...Originally Posted by Khamsin
Phalanx II x2 so it lasts 2 min 30 sec, thus allowing me to synch it with my Refresh cycle.
Dia II x2 because I don't think it lasting for 30 seconds for 45MP is worth it.
Slow II & Paralyze II x 1 since their duration seems random, like their tier I counterparts.
Though meritting Slow and Paralyze doesn't increase duration, it increases potency and accuracy.Originally Posted by Kaziel
I'm not sure Dia III or Bio III will be worth it. But meritting Phalanx II to 2 so it matches Refresh isn't a bad idea. I might just do Slow/Para/Phalanx II up to level 2 each.
I usually forget about casting Blind on everything, so Blind II doesn't really help me much. High level enemies aren't missing much anyways, so slowing/stopping their attacks completely seems more useful.
Phalanx II stopping ~15 damage on an attack doing 200+ to a PLD....I'll pass. Waste of MP and time.
I don't really DoT much, mostly just Dia II in burn parties and Bio II on kited stuff. If BLM actually cast Bio II I would let them do it, but most are lazy. >.> So, Bio III to do about the same DoT as a BLM, isn't that useful to me, especially since you have to merit it for a decent time that it will last.
I am most likely dumping all of mine into Paralyze II and Slow II (only 1 in each so far).