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Thread: RDM Group 1 merits     submit to reddit submit to twitter

  1. #81
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    If it's theoretical +skill, it's redundant anyway with Merciful Cape around. While the mantle would be level 30, Bio III is 75 so it's kinda moot.

  2. #82
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    Quote Originally Posted by Celebrindor
    RDM 1 has 3 levels of Bio3, and uses it as DoT on Kirin to help negate regen. I see what you're saying

    RDM 2 has one level of Dia3, and casts it before weaponskills to increase damage dealt, and will overwrite the Bio3. wait then when will there be time to cast bio

    RDM 1 then recasts Bio3 after the skillchain to slap the increased DoT back on Kirin. wtf skillchain ?!?

    Just a thought, but if this IS the case, it seems like a great way to work the two newer DoTs RDMs have for maximum effect at long fights.
    Long fights are the ones that go over 10 minutes

  3. #83

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    Quote Originally Posted by Septimus
    Quote Originally Posted by Celeras
    Quote Originally Posted by yrpaine
    I'd agree with the 5/5 wind/ice thing being a compensate thing, but it is helpful until you can get some of the more gamebreaking endgame gear like af2 hat and ultima stuff which isn't a picnic to get. at the same time I don't understand why anyone would want to consider earth merrits when you can cap slow2. if 5/5 wind/ice is too much (ie: should have more on convert) then having more earth accuracy than 3/3 slow2 just seems the same.

    only reason i'd lean away from convert merrits is because of how often I find myself going rdm/whm to things and wanting to DS > convert > cure4. and i'd personally find it annoying to not have DS ready with convert. but w/e gets mp up faster i guess.
    I'm hardly a rdm main, but from a tank perspective:

    -Anything except slow is useless. Para is too random, lolblind.
    -Phalanx2 is a must. Too many people dont have it, and its nothing short of godly in situations where you have to take damage(Wyrms in the Air, Wings, Shadow Stripping AoEs/Spells, Flares, Khimaria, Chariot Moves... etc). There's nothing better.

    The best way to achieve maximum results with the above would be 3/3 Phalanx 2, Slow 2, and Earth Accuracy.
    No, just no. Paralyze my be random, but when it kicks in the effect is amazing. You may not notice it as a tank, but trust me, the Red Mage is sitting in the back smiling every time "xxx is paralyzed" appears on the screen, and the White Mages shed a little tear for each Cure V they don't have to cast because of it.
    I dont really care if the rdms are smiling or not. From my perspective, paralyze does nothing except cause me to cancel :ichi an attack early because the attack I anticipated is no longer there.

    It does nothing to make a fight smoother. It doesnt help me tank something any easier then normal, because its too random. Of course, if i just casted shadows and a para goes off.. then ok, an extra 3 seconds off the recast. But with proper support(haste, and slow on), I dont need that 3 seconds. And while recasting, its just another thing I have to try to keep track of.

    In my book, that makes it useless. Sorry if I make you rdms frown.

  4. #84
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    Quote Originally Posted by NynJa
    Quote Originally Posted by Celebrindor
    RDM 1 has 3 levels of Bio3, and uses it as DoT on Kirin to help negate regen. I see what you're saying

    RDM 2 has one level of Dia3, and casts it before weaponskills to increase damage dealt, and will overwrite the Bio3. wait then when will there be time to cast bio

    RDM 1 then recasts Bio3 after the skillchain to slap the increased DoT back on Kirin. wtf skillchain ?!?

    Just a thought, but if this IS the case, it seems like a great way to work the two newer DoTs RDMs have for maximum effect at long fights.
    Long fights are the ones that go over 10 minutes
    I'm so sorry not all of us are capable of a 10 minute Kirin. Maybe someday we will be able to, but not now. So for now we'll just live the plebian lifestyle, do Kirin our way that still kills him, still gets drops, and yes, still counts as a kill. I commend EVERY SINGLE group that is able to do such things, but please remember that all are not capable of such just yet.

  5. #85
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    Quote Originally Posted by Celeras
    I dont really care if the rdms are smiling or not. From my perspective, paralyze does nothing except cause me to cancel :ichi an attack early because the attack I anticipated is no longer there.

    It does nothing to make a fight smoother. It doesnt help me tank something any easier then normal, because its too random. Of course, if i just casted shadows and a para goes off.. then ok, an extra 3 seconds off the recast. But with proper support(haste, and slow on), I dont need that 3 seconds. And while recasting, its just another thing I have to try to keep track of.

    In my book, that makes it useless. Sorry if I make you rdms frown.
    Every MP a WHM doesn't have to spend makes the fight go smoother. Every shadow that the mob doesn't take makes the fight go smoother. Every spell that gets interrupted makes the fight go smoother. Just because you do not see a tangible benefit at any given moment does not mean that no benefit exists over the course of the fight.

    And you aren't making the RDMs frown, that's really snickering.

  6. #86
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    I'm going to go with Celeras on this one. The single most important spell for HNM is Slow II. Para II is just so unnecessary when your utsu timers are circa 24seconds. Elegy + Slow II + (earth shot) + low recasts = paladins falling asleep while tanking.

    I think para II is useful, but over the grand scheme of making things reliable, slow II and elegy for the win. If you can land those spells you've got it made. Thus if you build your RDM around HNM it makes since to cap out earth accuracy. However a lot of our RDMs aren't strictly HNM and use it for a lot of other purposes such as solo, etc.

  7. #87
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    What about the brilliant concept of having one RDM cast Phalanx II and either Slow II or Paralyze II and haveing another RDM cast the spell the first one couldn't?

    Don't say have the same RDM cast Slow II and Paralyze II because both are best when maxed.

    We're not talking about XP here but HNMs where chances are you have more than one RDM.. hence why people before have stated that it's beneficial to have your merits compliment the other RDMs in your shell.

    If a Para procs even once when your timers are down and it gives you time to get shadows up, it's worth it.

  8. #88
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    Quote Originally Posted by Sylphet
    If a Para procs even once when your timers are down and it gives you time to get shadows up, it's worth it.
    Or if paralyze procs and prevents your shadows from going down in the first place...

    I really wish someone took pictures of the chat log from last night's Proto-Ultima. It was a thing of wonder.

  9. #89
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    I am currently leveling RDM, and intend mainly on going with Ice and Wind for merits, and fully meriting Phalanx II and Para II. Any thoughts?

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    Quote Originally Posted by Septimus
    Quote Originally Posted by Sylphet
    If a Para procs even once when your timers are down and it gives you time to get shadows up, it's worth it.
    Or if paralyze procs and prevents your shadows from going down in the first place...

    I really wish someone took pictures of the chat log from last night's Proto-Ultima. It was a thing of wonder.
    Paralyze procing will never be the make or break between my shadows being down, or not. As Damen said:

    "Para II is just so unnecessary when your utsu timers are circa 24seconds. Elegy + Slow II + (earth shot) + low recasts = paladins falling asleep while tanking. "

    And, once again, its randomness makes it useless in comparison to slow.

  11. #91
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    Quote Originally Posted by Celeras
    Quote Originally Posted by Septimus
    Quote Originally Posted by Sylphet
    If a Para procs even once when your timers are down and it gives you time to get shadows up, it's worth it.
    Or if paralyze procs and prevents your shadows from going down in the first place...

    I really wish someone took pictures of the chat log from last night's Proto-Ultima. It was a thing of wonder.
    Paralyze procing will never be the make or break between my shadows being down, or not. As Damen said:

    "Para II is just so unnecessary when your utsu timers are circa 24seconds. Elegy + Slow II + (earth shot) + low recasts = paladins falling asleep while tanking. "

    And, once again, its randomness makes it useless in comparison to slow.
    You are very dense. Do you never use a shield when you are PLD/WAR because there's no telling when you will block an attack so it is worthless? Someone casting Paralyze II does not prevent the application of Slow II and/or Elegy. Over the course of a fight Paralyze II will most likely stop as many actions as the delay increase from Slow II, on mobs like Fafnir/Nidhogg chances are that Paralyze II will stop more actions than the delay increase from Slow II. In addition, Paralyze II has the chance to stop spells, Slow II cannot do that.

    You either play with amazingly gimp Red Mages who cast in all magical accuracy gear so their spells never proc, or you just don't pay attention to what your support jobs do for you. Who cares if any particular attack is stopped by paralyze, it is the effect over time that makes the spell wonderfully efficient. There is no reason to compare the spells because you get a greater effect you you combine them.

  12. #92

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    Quote Originally Posted by Septimus
    Quote Originally Posted by Celeras
    Quote Originally Posted by Septimus
    Quote Originally Posted by Sylphet
    If a Para procs even once when your timers are down and it gives you time to get shadows up, it's worth it.
    Or if paralyze procs and prevents your shadows from going down in the first place...

    I really wish someone took pictures of the chat log from last night's Proto-Ultima. It was a thing of wonder.
    Paralyze procing will never be the make or break between my shadows being down, or not. As Damen said:

    "Para II is just so unnecessary when your utsu timers are circa 24seconds. Elegy + Slow II + (earth shot) + low recasts = paladins falling asleep while tanking. "

    And, once again, its randomness makes it useless in comparison to slow.
    You are very dense. Do you never use a shield when you are PLD/WAR because there's no telling when you will block an attack so it is worthless? Someone casting Paralyze II does not prevent the application of Slow II and/or Elegy. Over the course of a fight Paralyze II will most likely stop as many actions as the delay increase from Slow II, on mobs like Fafnir/Nidhogg chances are that Paralyze II will stop more actions than the delay increase from Slow II. In addition, Paralyze II has the chance to stop spells, Slow II cannot do that.

    You either play with amazingly gimp Red Mages who cast in all magical accuracy gear so their spells never proc, or you just don't pay attention to what your support jobs do for you. Who cares if any particular attack is stopped by paralyze, it is the effect over time that makes the spell wonderfully efficient. There is no reason to compare the spells because you get a greater effect you you combine them.
    Actually, I play with Red Mages who proc paralyze all the time. And im talking from experience that not only is SlowII more vital to ANY fight, but that paralyzeII is borderline useless because of its randomness and unreliablilty.

    Theres no reason to compare the spells? What? Isnt this thread to talk about WHICH spells to enhance? Looks like someones gotten a bit off track.

  13. #93
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    Quote Originally Posted by Septimus
    Do you never use a shield when you are PLD/WAR because there's no telling when you will block an attack so it is worthless? Someone casting Paralyze II does not prevent the application of Slow II and/or Elegy. Over the course of a fight Paralyze II will most likely stop as many actions as the delay increase from Slow II, on mobs like Fafnir/Nidhogg chances are that Paralyze II will stop more actions than the delay increase from Slow II. In addition, Paralyze II has the chance to stop spells, Slow II cannot do that.
    I agree. Paralyze II is certainly not worthless.
    As an RDM, nothing will make you smile more than:

    RDM casts Paralyze II on the Chvelnik.
    The Chvelnik begins casting Meteor.
    PLD1 uses Flat Blade.
    WAR1 uses Rampage.
    WAR2 uses Rampage.
    BLU1 casts Head Butt.
    WAR3 uses Calamity.
    MNK1 uses Asuran Fists.
    The Chvelnik is paralyzed.

    Overall, if you're an endgame RDM, its better to coordinate your merit selection with the other RDMs in your linkshell if you're aiming to be optimal. Have one guy fully merit Slow2 and Phalanx2 and another fully merit Paralyze2 and Dia3 for instance, or some combination thereof.

    Bio3 and Blind2 are pretty lol, unless you're an extreme soloist RDM.

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    I dont mean to imply that its completely useless, despite saying it several times. But its usefulness in comparison to SlowII isnt even worth mentioning. Stick slow, then worry about paralyze.. if you want.

    And since this thread is about picking and chosing which spells you want to enhance, that leaves earth accuracy as the winner in my book. Of course if you have multiple rdms.. it would be best for them to all have their area of expertise and contribute to the fight. But that has nothing to do with which, in the long run, is the best and most reliable.

    And thats Slow.

  15. #95
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    Quote Originally Posted by Celeras
    I dont mean to imply that its completely useless, despite saying it several times. But its usefulness in comparison to SlowII isnt even worth mentioning. Stick slow, then worry about paralyze.. if you want.
    Better to build around both, because the odds of a linkshell not utilizing multiple RDMs is pretty low.

    And if everyone centralizes on Slow, once one RDM lands it, the earth accuracy merits and Slow2 merits that the others would have become entirely useless.

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    Quote Originally Posted by Jeryhn
    Quote Originally Posted by Celeras
    I dont mean to imply that its completely useless, despite saying it several times. But its usefulness in comparison to SlowII isnt even worth mentioning. Stick slow, then worry about paralyze.. if you want.
    Better to build around both, because the odds of a linkshell not utilizing multiple RDMs is pretty low.

    And if everyone centralizes on Slow, once one RDM lands it, the earth accuracy merits and Slow2 merits that the others would have become entirely useless.
    Agreed, but this thread isnt about multiple rdms in a linkshell. The OP specifically asked where his merits would be best utilized. And if you had to pick one, and only one to merit.. you would do everything you can to make your slow the best it can be.

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    Quote Originally Posted by Celeras
    Quote Originally Posted by Jeryhn
    Quote Originally Posted by Celeras
    I dont mean to imply that its completely useless, despite saying it several times. But its usefulness in comparison to SlowII isnt even worth mentioning. Stick slow, then worry about paralyze.. if you want.
    Better to build around both, because the odds of a linkshell not utilizing multiple RDMs is pretty low.

    And if everyone centralizes on Slow, once one RDM lands it, the earth accuracy merits and Slow2 merits that the others would have become entirely useless.
    Agreed, but this thread isnt about multiple rdms in a linkshell. The OP specifically asked where his merits would be best utilized. And if you had to pick one, and only one to merit.. you would do everything you can to make your slow the best it can be.
    Then I agree, Slow is technically the more "important" spell in that regard. Overall, not enough info from the OP to aid him in his decision-making, because most of the choices are good ones, and it sucks that choices have to be made.

    Typically I'm a filler RDM for my alliances to pick up slack where its missing and such, or to fill roles that are needed. My merits are geared around my main: SMN (lol smn skill merits!). Personally I've chosen to increase Wind accuracy, and unlocked Slow2, Paralyze2 and Phalanx 2 (soon to become 2x Slow, 2x Phalanx2, 1x Paralyze2, 1x Dia 3.) I leave the specialization to the pro RDMs in my LS.

    I still haven't decided on Convert recast. Being an RDM without enfeebling merits (and I'm not planning on getting any at all), Ice accuracy certainly looks appealing for Paralyze, Bind and Blizzard (lolrdmnukes), so this kind of thread interests me quite a bit.

  18. #98
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    Man this topic is everywhere.

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    Quote Originally Posted by Jeryhn
    I agree. Paralyze II is certainly not worthless.
    As an RDM, nothing will make you smile more than:

    RDM casts Paralyze II on the Chvelnik.
    The Chvelnik begins casting Meteor.
    PLD1 uses Flat Blade.
    WAR1 uses Rampage.
    WAR2 uses Rampage.
    BLU1 casts Head Butt.
    WAR3 uses Calamity.
    MNK1 uses Asuran Fists.
    The Chvelnik is paralyzed.
    or

    RDM casts Gravity on the Chvelnik.
    The Chvelnik begins casting Meteor.
    BLM1 starts casting Blizzard IV on the Chvelnik.
    BLM2 starts casting Blizzard IV on the Chvelnik.
    BLM3 starts casting Blizzard IV on the Chvelnik.
    BLM4 starts casting Blizzard IV on the Chvelnik.
    BLM5 starts casting Blizzard IV on the Chvelnik.
    BLM6 starts casting Blizzard IV on the Chvelnik.
    BLM7 starts casting Blizzard IV on the Chvelnik.
    BLM8 starts casting Stone IV on the Chvelnik.
    BLM9 starts casting Blizzard IV on the Chvelnik.
    BLM10 is too far away.

    Wind Accuracy ftw? Well, they're all good spells to land. And in the case I referenced above, its not even essential but it helps. I just chose Wind and Ice because in many situations that you need to cast Silence, Gravity, or Bind, you can't risk taking two attempts to stick it. It's gotta land the first time. For Slow II, your tank isn't going to die if it takes a couple casts to stick. Not that the magic accuracy merits really make such a clear cut difference between landing and not landing your spells, anyway.

    Naturally, it increases the % chance that you will land a given enfeeble for a given mob, but how much is that % increase for the HNMs you fight? You'll be hard pressed to find an HNM that is right on the border, where no earth accuracy merits will make Slow almost impossible to land, and full earth accuracy merits will allow Slow to land reliably. cf. Cerberus/Khimaira, et al. who will still be a bitch to enfeeble.

  20. #100
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    Quote Originally Posted by Credos
    I am currently leveling RDM, and intend mainly on going with Ice and Wind for merits, and fully meriting Phalanx II and Para II. Any thoughts?
    If those are definately going to be your group II merits I would reccomend going 5/5 Convert and 5/5 Ice Accuracy.

    People have gone over the benefits of Convert merits ad nauseam. I don't personally know a single RDM who would trade their convert merits for anything, myself included. Ice Accuracy will also help with Bind which is awesome for soloing.

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