From my experience it's more worth it to just equip pendant.
And if you want to set it for a specific MP, change MPPaftercast="51" to MPaftercast="#"
From my experience it's more worth it to just equip pendant.
And if you want to set it for a specific MP, change MPPaftercast="51" to MPaftercast="#"
Well again I don't really know the mechanics of spellcast so maybe this isn't possible (although from my understanding you can pretty much make it as complicated as you want)? But rather than using the MPPaftercast thing, you'd probably want to create some new function that deducts from your max MP the MP+ value in the appropriate gear slots and use 51% of that value at the completion of the cast to determine whether or not to equip pendant.
What's good nuke/helix DMG on Omega using TIV? I normally land 700ish, but that seems kind of lame since I'm hearing other people nuke for about 900-1k (BLM, but that much of a difference shouldn't exist if they're missing EG-EG gear like Morrigans and Novio).
So.. RDM questions again~
I was planning on doing some thinking for merits, and this is what I got so far as an ideal merit build for RDM:
Group 1
5/5 Convert
5/5 Ice Magic Accuracy
As an Elvaan with a lower MP pool, I thought this would benefit me a bit more than the other races, but that's just me. Plus I mean, in a time where it's essential to have as much MP as possible, this seems like an obvious choice. Though that's why I'm asking!
Ice Magic ACC seems pretty obvious:
- Helps Blizzard III, which is RDM's most reliable nuke in most cases.
- Helps Paralyze land and enables more MND gear for better potency because of higher accuracy.
- Helps Bind land/stick.
Most people do Wind Accuracy but I remember reading how it wasn't really all that worth it. If Silence / Gravity can't land in the first place you probably can't even do those spells on that mob anyway, right?
Group 2
1/5 Dia III (Maybe 2?)
4/5 Slow II
5/5 Phalanx II
One merit in Dia III to have the -15% DEF! Any more seems like a waste. Maybe, MAYBE 2/5, though doubtful.
Slow II, unlike Paralyze II, actually has a more noticeable effect compared to it's Tier I counterpart (Slow I = 25% Max Slow, Slow II = 39% Max Slow). I was tempted to try 1 merit in Paralyze II, but I haven't heard very good things about it (AKA, way too random to notice a real difference). This seems pretty essential.
Phalanx II is pretty useful for giving to other people. 5/5 is pretty potent as well and it seems like a handy defense tool to give people like PLDs etc. It's actually a tad bit stronger than Phalanx II isn't it? Not by much, but still... seems like a good choice to me.
I dunno! I hope I'm not completely off the mark here. This is what I've deducted after I asked a friend of mine for advice on the matter.
Any suggestions? @_@;
Not a RDM, but my troll experience leads me to believe your T1 merits are fine. I don't see Phalanx being especially helpful since most stuff is blink tanked (meaning Phalanx will be useless). I think the trend is to have maxed Slow II + Dia III (1) + Bio III or Para II for the rest.
If you could do that (I'm not sure), it'd be much simpler to calculate that yourself and just use MPaftercastLT="#" than make it calculate everything
That rule defines it already, it'll use either pendant or torque for any elemental magic spell that isn't the debuffs
T1 looks pretty good, I think I did vert 3 levels to knock an even minute off, and threw a couple into wind as well to help with gravity. I was attempting to solo quite a bit in sky when I first dinged rdm to 75 and I came to the conclusion that it doesn't matter how fast vert is up if I'm dead because I failed bind/grav. That was before I have all the goodies I have today though af2 hat, nashira legs, morrigans, etc.
Phal II is awesome if you salvage, otherwise it's nice but nothing game shattering. Slow II is definitely awesome but where is this para II hate coming from? I heard someone else say a week or so ago he didn't unlock para II because it's no better than para I. Has there been new testing I missed, I thought I read a small test a long time ago on crabs showing para II procs more than para I. Dia III is nice to unlock for the primary purpose of zergs or to overwrite idiotic blm bio II's. I've said this plenty of time on our ls forums, RDM t2 merits are really dependent on how you utilize the job.
Is there any benefit whatsoever to using Fortitude Torque and Headsman's Ring over Ancient Torque and Blitz Ring?
I've heard some H2H skill+ = base damage+ for MNK so I didn't know if I was missing something.
Headsman's ring is less than 3 accuracy, so it's like a gimp ulthalam's. Fortitude torque is handy if you don't need the extra acc from PCC/AC or whatever, but no, you're not getting extra base D from any non- H2H combat skill.
Ok, that's what I was wondering. Thanks.
I like phal2 for other small-man events like limbus, nyzul, etc. I hated my decision of para2 5/5 because it's SO much more mp and I ended up wanting para1 in every single situation where mp mattered. And where it didn't.. I could have went without casting para at all. I'd say all it's for is the extra duration(always seemed like lasting a lot more than para which is random, not sure about para2 being random) on HNM where getting it to land is lucky enough.
I honestly think you'd get more out of 5/5 slow and 5/5 dia now a days, though.![]()
Is it ever worth holding TP on low level blu to improve your spells? (Talking for leveling it as a sub, not when you get CA)
Here is a nice discussion and some testing with Paralyze II:
http://www.bluegartr.com/forum/59134...e-testing.html
Personally, I'm 5/5 Paralyze II 2/5 Phalanx II (To sync with Refresh) and 3/5 Bio III
I'm probably going to ditch the 3 merits in Bio III and put 3 into Slow II.
Is an unlocked Gondo-Shizunori any good for DRG with Drakesbane or nah?
More randomness.
My sister's doing the Fay Weapons quest and she's in a dilemma.
She got a pretty sweet 1st try Fay Crozier for her SMN:
Perpetuation -2
Magic Atk Bonus +4
Magic Accuracy +1
Awesome for her Merit BPs.
She decided to keep it and is getting a 2nd Fay Crozier to try and augment (She's trying to aim for -3 Perp so she doesn't have to lug around most of her HQ Staves... plus she can give them to me. <3)
The question is if she does get a 2nd Fay Crozier with -3 Perpetuation... is there any way for gear swaps to differentiate the two different augmented Croziers? I read there was some concern involving this, so I wanted to know if there was some solution.