Wrong, slow is varible (15-30%), based on MND.Originally Posted by Kandykanez
Wrong, slow is varible (15-30%), based on MND.Originally Posted by Kandykanez
Static as in, you can see exactly how slow the mob is once it's landed. Unless I'm mistaken, Slow does *not* fluctuate once it's landed.Originally Posted by Mandalorian
Then yes you are right, I read your post wrong.Originally Posted by Kandykanez
From what I've understood, this means you're not using your MP right, a RDM should be CONSTANTLY converting. Having not touched it in a year seems a bit wrongOriginally Posted by Grad
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all depends. A lot of the time I'll try and manage my MP so I dont have to convert, other parties I convert whenever the timer is up because nobody beleives in timing their utsu cast (hint, do it as you see the animation of the mob hitting you, not after so you can get interrupted when he strikes again).
or those who don't believe in recasting utsusemi til after the mob is dead...
/ guilty
Nah when i xp i just never run out. 1100+ mp + refresh + brd + dalmatica = i never convert. Doesnt take alot of mp to cast dia 2 and haste a few times.Originally Posted by Xanthu
If you manage your mp's well and you don't cast useless stuff + got 5mp/tic, you don't need convert merits...
The only time i think about dumpin merits in this is when you're in tank pt on a nasty aoe mob tanked straight. It dont happen that much...
Correct me if I'm wrong, but don't Acc merits effect the effectiveness of the spell as well? Or is it just the chance of it landing?
Just the chance of it landing.Originally Posted by Ryushii
I feel that ice and wind magic acc. > all for rdm tier 1, but to be honest I pretty much NEVER exp rdm, I solo my buffs for rdm and merit on war. I haven't healed in exp in a long time, especially not since ToAU came out, so I really don't know how rough mp management can get in the new areas. For soloing I never have a problem with waiting for convert to be up, most of the time I get so bored kiting with DoT I have 500-600 mp when vert is up >.>.
I prefer knowing I can land spells (almost) as long as I damn well please than to have access to full mp faster.
Ganon
That's because you're too busy jacking off to Feeler Antlion to provoke it off me. And how I got hate, who the hell knows.Originally Posted by Grad
And it's merits, not merrits. You learned a bad habit.
INT is really really dumb to merit on RDM, i promise. Merit Convert and accuracy to match your playstyle, some people convert every 10 minutes of their lives and some convert like once a week...so that's a personal choice.
pffft.. REAL rdm merit like me. <.<;
HP (4/8 )
STR (2/5)
-Spell interruption (2/3)
Convert (4/5 )
Thunder accuracy (1/5)
Archery (8/8 )
Bio3 (3/3)
Enhancing Magic (2/3)
Gogo ballista rdm/rng!8)
Go kill yourself.Originally Posted by Shuvo
i think he's being sarcastic
Nope. All my gear and merits goes towards ballista. Screw being a refresh bitch. 8)Originally Posted by Charitwo
Yes because the only things RDMs do is refreshOriginally Posted by Shuvo
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once it lands, which is acc based, the attribute will determine how effective it is. (how many times your para will be able to proc etc)Originally Posted by Ryushii
Ooo, a RDM thread.
As someone said earlier, it depends on your role in your linkshell and what you spend most of your time doing on game. I break it down like this
For more merit parties, exp settings, light endgame activity and solo
Tier I Merits;
-- Convert Recast 5/5
This is just a good thing to have because depending on the kind of party you have you might be burning through MP on weird melees (HI MNK/WAR WHO REFUSE TO SUB NIN) and how smart your melee are. But even so the high end cost of tier II merit spells may put you in a position where it'd just be nice to be able to Convert quicker.
--Ice Magic Acc. 3/5
Paralyze, Bind and Blizzard III are all key in solo activity, if you ask me. (;'a')
--Wind Magic Acc. 2/5
Even if you just do sky it's nice to have the extra acc to try and Silence and gravity.
Tier II Merits:
--Slow II 3/3
This spell is godly for RDM, it's up to about 8% more potent than the most potent Slow I and lasts a good amount of time. Tanks will love you.
--Dia III 1/3
In burn parties the mob shouldnt be lasting more than the 30 seconds this goes on, and if it does it'll be almost dead or, if not, it won't hurt too much to toss another Dia III on if you did the Convert merits like I said. -15% DEF is a nice thing to have; with a COR to Light Shot that's -20% right there, ignoring lolangon and lolgugnir possibilities!
Or, or, if you melee on your RDM, guespiere
--Para II 2/3
Also excellent on any mob because it just generally procs more, lvl 2 ensures strength of spell.
For HNM, sea, Cerb and all that annoying shit
Tier I Merits:
--Convert 3/5
A full minute down is a nice round number. And you'll like that minute, trust me. Remember when you had to sit on your ass at Kirin or JoL or whatever because you had 1 min left on timer? Gone.
--Ice Magic Acc. 2/5
Para/II acc is helpful and Bind will be a little more reliable too.
--Wind Magic Acc. 5/5
Silence and Gravity are pretty damn important in a lot of situations.
Tier II Merits:
--Slow II 3/3
This will still help your LS the most.
--Phalanx II 1/3
A nice touch to the tank and esp. if you're using PLD it will matter over time.
--Para II 2/3
It's still really good.
And yes I use Mistilteinn and Num.+1 for anything but Cerb Hydra lolsky and some lolsea.[/list]