Do the Gorgets add to the TP effect of a WS? For example, will using Shadow Gorget add to the ACC of Penta? If so, how much. If not, would it be possible to test using Atonement and a well executed enmity test?
Do the Gorgets add to the TP effect of a WS? For example, will using Shadow Gorget add to the ACC of Penta? If so, how much. If not, would it be possible to test using Atonement and a well executed enmity test?
Hmmm ok so think something like PLD/NIN PLD/NIN THF/DRK (or /SAM) RDM/DRK BRD/WHM (or /BLM for ES elergy?) and WHM/SCH will do good hopefully.
Thing is the TH4 THF is one of the PLDs as well (><)
http://www.bluegartr.com/forum/80569...revisited.html
For other non-damage varies with TP weaponskills:
Base Damage = floor( (D + (aD) + fSTR(2) + WSC) x fTP)
Which means the gorget should boost damage rather than the TP effect.
Actually, I think Love torque does beat sea gorgets for Drakesbane if you're using a high DEX setup.
(although re-reading the original question, it was focusing on sword WS xD )
Love Torque wins for SA or fully stacked WS as well I believe (THF main job).
What do RDMs tend to merit for Group 1 and 2?
5 ice 5 convert, you cna make arguments for wind or earth merits but meh
group 2 is mostly based on what you do, phalanx2 slow2 and dia3 are all excellent.. bio 3 isn't bad if you solo a lot(though it needs 5/5) and paralyze 2 is okay for overwriting idiots' para 1.
Solo RDM would most likely go for 5/5 slow 5/5 bio, while group RDMs tend toward something along the lines of 5 slow 3 phal 2 dia.
Convert 5/5, Ice Magic Accuracy 5/5 are pretty standard. Taking two minutes off Convert is a lot of extra MP, and you can always find something to do with it. Bind is, in my opinion, our most potent and universal stalling spell, while Blizzard and Paralyze also share the same element. If all you care about is landing slow immediately during end-game events, I suppose you could personally justify Earth Magic Accuracy, but Its nothing I would ever do.
Group two merits are really based on your priorities. Most soloists go with Slow II 5/5 Bio II 5/5, where as a lot of group-orriented people going with some combination of Slow II 5/5 and either Paralyze II, Dia III, or Phalanx II(generally some mix of the three). More recent data suggests that Para2 is a nice thing to max out, but as a soloist, where Para1 is just much, much more MP efficient, I never touched it.
What do bonecrafters use in thier mog house to keep Drogaroga's Fang's moghancement on? I'm currently looking at bread crocks.. is there anything better?
Eh, I have group II split similarly to that, but 5 Phalanx II instead of Bio III. It still works nicely for Slow II at least, though if I go back and redo I'll swap Para II out for 2 in Dia III.
So in the end I'd be better off doing Bio III 5/5 and Slow II 5/5?
Also: to contribute some more: When does the 200 fish fatigue reset? JP Midnight?
Bio III isn't even remotely worth it if you're trying to split your resources, its a very minor upgrade to damage over Bio II. If you're even remotely concerned with group work, just max out Slow/Para. Any dipshit Ethereal Ring red mage can toss a Dia III, and Phalanx really just isn't that important for most things(especially when a shitty RDM or SCH can apply a barely weaker version), while the potency of your slows and paralyzes are going to be noticeable.
I may be a little out of date on Slow II knowledge, but I thought I remember reading tests Kirschy did that showed that additional merits in slow II only lowered the MND necessary to reach the hard cap and didn't increase it?
Ah nevermind, looked up the thread and there was more testing after the group 2 limits were increased and there is indeed a difference in the cap.