Lots to consider here ... to have DD/melee or kiter/caster RDM build?
Well, think I'm going more with the DD/Melee build since I plan to straight tank, solo kill for XP and merits. And since we'll be going to LVL 99 at some point, that seems like the way to go (let alone A LOT more fun).
Green = Highly expecting to merit.
Orange = Decision needed, caught between multiple choices.
Red = Not expected to merit.
HP/MP
[1→2→3→4→5→5→5→5]
Max combo: 8
Max per item: 8
- Max HP (+10 per upgrade)
- Max MP (+10 per upgrade) (6/8) - Going 8/8
MP all the way.
Attributes
[3→6→9→9→9]
Max combo: 5
Max per item: 5
- STR (+1 per upgrade) (0/5) - Effects DD/Melee capabilities. Has a chance to go 5/5, bind is great and all, but damage is needed for all tank/DD fights I do solo, will be used constantly. Bind may only be used on occasion, or just when kiting or bind/nuke bind/nuke bind/nuke.
- DEX (+1 per upgrade) (0/5) - Have read guides saying that DEX isn't as good to choose, which sounds right actually, but I may be focusing on using daggers over swords, so, still considering it an option. Does DEX effect daggers more than STR would? INT or STR will most likely get the merits over DEX.
- INT (+1 per upgrade) (0/5) - Effects vital enfeebles such as bind and paralyze. Elemental DMG. Will most likely 5/5. Bind, paralyze, and Elemental damage are pretty nice, and can have a need to stick/be strong at times...
Whatever is picked, it should go 5/5. Not .. really .. sure ... which
Weapon Skills
[1→2→3→3→3→3→3→3]
Max Combo: 20 (includes Defensive Skills)
Max per item: 8
- Sword Skill (+2 per upgrade) (0/8) - Not likely. Daggers are more DPS at the moment.
- Dagger Skill (+2 per upgrade) (0/8) - Blau/Joy is a high DPS setup. /Epee and /Trial may also = high DPS. Going 5/5
Max Combo: 20 (includes Weapon Skills)
Max per item: 4
- Guarding Skill (+2 per upgrade)
- Evasion Skill (+2 per upgrade) (1/4)
- Shield Skill (+2 per upgrade)
- Parrying Skill (+2 per upgrade)(0/4)
Magic Skills
Only skills that the current (level 75) job possesses can be adjusted.
[1→2→3→3→3→3→3→3]
Max combo: 16
Max per item: 8
- Enfeebling Magic (+2 per upgrade) (0/8) - 8/8 without a doubt.
- Enhancing Magic (+2 per upgrade) (0/8) - Battle between Enhancing or Elemental. More DPS for EN-Spells, stronger Stoneskin! Better for soloing? 50% chance to go 8/8
- Elemental Magic (+2 per upgrade) (0/8) - Battle between Enhancing or Elemental. May be the stronger choice for soloing, or Chainspell nukes for quick kills. Heavier hitting Nukes! 50% chance to go 8/8
Enfeebling is our strong suit, making it stronger. A no brainer. Enhancing v/s Elemental Magic, tough choice. Especially if going /SCH. Dark Arts takes us up to a B+ in Elemental Magic, which would make it better to go with Enhancing. AOE EN-Spells may be a new hit used often. As well as AOE SS, so on. BUT, Elemental Nukes hitting harder with B+ rating is nice too... Thinking Enhancing might take the lead, but still 50/50.
Max combo: 8
Max per item: 4
- Enmity Increase (+1 per upgrade) (0/4)
- Enmity Decrease (-1 per upgrade) (0/4)
- Critical Hit Rate (+1% per upgrade) (0/4)
- Enemy Critical Hit Rate (-1% per upgrade) (0/4)
- Spell Interruption Rate (-2% per upgrade) (1/4) - Useful for NIN, or any job really.
Max combo: 10 (for each job)
Max per item: 5
- Convert Recast (-20 seconds per upgrade) (0/5) - Already at 5/5. Convert is just too handy to not take advantage of.
- Fire Magic Accuracy (+3 magic accuracy per upgrade) - No
- Ice Magic Accuracy (+3 magic accuracy per upgrade) (0/5) - Bind, paralyze, stronger elemental damage. So far don't see why any other element accuracy would get merits. Bind is said to be RDM's bread and butter. Ice Magic Accuracy, as stated, .. used to increase the chances of vital spells like bind sticking. Increased Elemental damage output.
- Wind Magic Accuracy (+3 magic accuracy per upgrade) - No, but could effect silence sticking better.
- Earth Magic Accuracy (+3 magic accuracy per upgrade) - No
- Lightning Magic Accuracy (+3 magic accuracy per upgrade) - No
- Water Magic Accuracy (+3 magic accuracy per upgrade) - No
Group 2 RDM Merits
[3→4→5→5→5]
Max combo: 10 (for each job)
Max per item: 5
- Dia III (+30 seconds duration per upgrade : 30/60/90/120/150 seconds) (0/5) - While I'd love to merit this for the -15% defence of the mob, even for solo, to take em out straight tank/DDing them, think it's going to have to go to Bio III instead. "Dia III is extremely good for zergs and melee-dependent events. Not to mention, it increases your damage as well if you happen to be meleeing. Dia III is a 15% -DEF to any mob, and unlike it's previous versions, the difference in damage is actually heavily noticeable. " ..... if I plan to solo ... and we're eventually going to get to lvl 99 ... I'm thinking that I may actually take this over Bio III, since I'm not really planning on kiting much.
- Slow II (+1 effect and +2 Magic Accuracy per upgrade) (0/5) - Looks to be one of the two to go 5/5.
- Phalanx II (+1 effect and +2 Magic Accuracy per upgrade) (1/5) - Seems to be, kind of weak/un-noticable? Not likely, but there is still testing on this by the community. ( I have a merit in this, but will most likely be removing it)
- Bio III (+30 seconds duration and +3 damage reduction per upgrade) (0/5) - Looks to be one of the two to go 5/5. If this gets merited, it needs to go 5/5 to be effective.
- Blind II (+1 effect and +2 Magic Accuracy per upgrade) (0/5) - No way
Getting mixed results from different sites / people's opinions. So far seems like Slow II and Bio III are the way to go. Dia III could be effective for straight tanking as well. Hmmmm... now I'm thinking Dia III
Resources:
http://ffxi.allakhazam.com/forum.html?fjob=2&mid=1275191571313971950&page=1
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