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  1. #541
    An exploitable mess of a card game
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    I agree with Tsuko's RDM merits. I personally have a set up for PT situations, but I discussed this with a friend who decided to change his merits and we came to the conclusion that Bio 5, Slow II 1, and Para II 4 is the best way to go for soloers. Most solos are kites or pins with the older areas tailored towards the latter and new areas tailored to the former. Para II will help in these situations since they can interrupt the mob's spell or even an a swing against you if you need to cross paths with them. Slow II's appeal is hardly noticeable in these fights and its role in PT situations has diminished thanks to the addition of Saboteur, which effectively caps slow % in conjunction with Elegy without merits. Bio III only serves to speed up the fight, but thanks to the conditions of Abyssea, faster fights are welcomed. Thus, I would argue for the aforementioned merit set up.

  2. #542
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    In Pinned or Kited fights though, I don't feel I need to even debuff the mob generally. Do you guys keep debuffs up during pinned or kited fights?

  3. #543
    An exploitable mess of a card game
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    Even if you don't debuff them, the argument for Bio III merits still remains since that portion of the argument was to present why Para II merits are more desirable than Slow II merits. That said, I will keep debuffs on depending on the mob I'm fighting. For example, it's very convenient to have Heqet paralyzed while fighting because of his casting distance and frequency.

  4. #544
    Nidhogg
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    Just gonna throw out there that 4/5 bio3 is nice and convenient because it makes the duration (assuming no resist on poison2) consistent with poison2, so you can always apply them together, etc.

    Also, I agree that debuffs are meh if you're pinning or grav kiting (though para is still good if it's a caster...). Also, I think 2 dia3 is something every single rdm should have, even if you only sometimes do shit outside of solo (maybe duo with a DD? idk)...I'd go with like 2dia, 4bio, 4slow+para IF you want the bio route. Really think all 3 options (bio slow para extra merits) are less than spectacular, so meh...

  5. #545
    D. Ring
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    Quote Originally Posted by hykiri View Post
    What would I need to get a 5-hit Build on NIN?
    Ihintanto.

  6. #546
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    Just throwing this out there:

    Bio III is +2/tick, or +40 damage per minute if you ignore the difference in mp cost. When soloing in abyssea, I do roughly 3500 damage/minute.. when pinning it increases to around 7000. Duo is in the range of 13000-15000.. 3540/3500 = 1.1% damage(best case scenario). If duoing, you're looking at as low as 0.2%. Unless you really, really need that -5.6% attack, I don't see the point.

  7. #547
    Hydra
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    Looking for a magain weapon to replace Hagun. Have it narrowed down to the str+8/att+22 or the WS damage+10%.

    Leaning towards the WS damage, since a 5-hit would be near-achievable. If I can/can't reach a 5-hit on the WS damage+10%, how would that affect the decision?

  8. #548
    rog
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    Bio III only serves to speed up the fight, but thanks to the conditions of Abyssea, faster fights are welcomed.
    Except when 95% of your damage comes from nukes, the extra 2/tic dot means basically nothing. Best case you finish 30-120 seconds sooner, and realistically the difference is unlikely to be that much.

  9. #549
    Pens win! Pens Win!!! PENS WIN!!!!!
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    I did 2/5 Dia III, 3/5 Slow II and 5/5 Para II and its worked perfectly fine.

    I agree, Bio III is generally a waste and will hardly speed up your kills.

  10. #550
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    It's true that it's a minimal increase in damage at best, but if we're considering strictly soloing purposes as requested, I cannot imagine Slow II, Para II, Phalanx II, or Blind II adding more than zero damage. Like I said, I personally skipped Bio III all together, but my case hardly applies to Bry's.

    Edit: The qualifying remark towards your argument is that when you do join those PT situations (Even if they're rare), having other merits will contribute significantly more. However, I didn't make that assumption because he may truly only solo on RDM.

  11. #551
    Puppetmaster
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    Quote Originally Posted by rog View Post
    +440 stp, or so, depending on weapons, and dw gear.
    Could u please post the gear needed? Thanks.

  12. #552
    rog
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    Quote Originally Posted by Yugl View Post
    It's true that it's a minimal increase in damage at best, but if we're considering strictly soloing purposes as requested, I cannot imagine Slow II, Para II, Phalanx II, or Blind II adding more than zero damage. Like I said, I personally skipped Bio III all together, but my case hardly applies to Bry's.
    You don't? Really? How about making it easier to nuke more often? Depending on the situation, those extra para (or lolslow) merits can definitely increase damage more than bio3 will.
    Quote Originally Posted by hykiri View Post
    Could u please post the gear needed? Thanks.
    Maybe if they add an extra +400 stp gear, you could do it, but until then, not possible.

  13. #553
    Nidhogg
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    Quote Originally Posted by Thorny View Post
    Just throwing this out there:

    Bio III is +2/tick, or +40 damage per minute if you ignore the difference in mp cost. When soloing in abyssea, I do roughly 3500 damage/minute.. when pinning it increases to around 7000. Duo is in the range of 13000-15000.. 3540/3500 = 1.1% damage(best case scenario). If duoing, you're looking at as low as 0.2%. Unless you really, really need that -5.6% attack, I don't see the point.
    In said situations, no group2 merits past 1 point in slow2 and 1point in para2 will have an impact, at all, on the fight. So I don't think you're making a great argument against Bio3 really...and really, the -5.6% attack is probably as useful as extra slow2 merits?

    I don't have any delusions Bio3 is good, amazing, or anything...but really don't see any other amazing options (Also, 1 more spell to proc grellows ?!?!?)

  14. #554
    TSwiftie
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    Quote Originally Posted by FailureMidgard View Post
    I don't have any delusions Bio3 is good, amazing, or anything...but really don't see any other amazing options (Also, 1 more spell to proc grellows ?!?!?)
    I don't think any meritable spell can proc !!

    Why does no one like Phal II anymore?

  15. #555
    rog
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    Quote Originally Posted by Kirschy View Post
    I don't think any meritable spell can proc !!

    Why does no one like Phal II anymore?
    My guess would be because pld has phalanx, and you can phalanxga now. Of course who uses pld anymore, and phalanxga is a waste of a stratagem 9 times out of 10. I still have 2 merits in phalanx2 myself (1 slow2, 5 para, 2 dia, 2 phalanx), though i'll admit i rarely use it, especially with dds having 2-3k hp in abyssea, the -20 (or whatever it is) damage per hit isn't really a significant, since we also have infinite mp to cure.

  16. #556
    TSwiftie
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    Quote Originally Posted by rog View Post
    My guess would be because pld has phalanx, and you can phalanxga now. Of course who uses pld anymore, and phalanxga is a waste of a stratagem 9 times out of 10. I still have 2 merits in phalanx2 myself (1 slow2, 5 para, 2 dia, 2 phalanx), though i'll admit i rarely use it, especially with dds having 2-3k hp in abyssea, the -20 (or whatever it is) damage per hit isn't really a significant, since we also have infinite mp to cure.
    Yea I forgot about Phalanxga, my RDM is new and missing /sch =x

  17. #557
    rog
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    It's ok though, because 2 minute stratagems makes phalanxga retarded 90% of the time, so it doesn't really affect your merit choices, unless you're and idiot.

  18. #558
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    Where can I find the DATs for the <calls>. I need to remove them -_-. I remember there being a program called quiet calls too?

  19. #559
    rog
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  20. #560
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    Quote Originally Posted by rog View Post
    You don't? Really? How about making it easier to nuke more often? Depending on the situation, those extra para (or lolslow) merits can definitely increase damage more than bio3 will.
    If you're straight-tank soloing, I doubt 4-8% slow will allow you to nuke more. If you're kiting or pinning, the mob will hit you the moment it gets a chance to hit you (i.e. not even worth throwing slow on them). The para argument only applies under a combination of arguments. You have to have a situation where the mob hits you while pinning or kiting, Para II procs, and the proc has to depend on that 1 extra merit you put into Para II (Remember that my suggested solo set up had Bio III 5, Para II 4, and Slow II 1). We don't know the percent increase in proc rate per merit, but if it is 1%, the total utility you're getting is (%Chanceofgettinghit)*(1%). Remember that if the first half of the equation is zero, you essentially received nothing from those merits.

    Edit: What would people use Phalanx II for now? Salvage is a dying sport and most mobs are blink tanked/kited/pinned now.

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