Originally Posted by Taskmage |
Dark Arts reduces cast times by 10% whereas Fast Cast II decreases them by 15%, so blm/sch or sch/drk wouldn't be faster than blm/rdm. Rdm has 20-32% cast time reduction depending on items used.
Really though, it shouldn't make that much difference. Stun has a base cast time of half a second already so between the rdm/drk and the blm/sch we'd talking about a difference of a tenth of a second cast time. If your blm's ping is slightly lower than your rdm's, they might still be the better stunner. <_< More relevant, I'd think, would be the reflexes and experience of the player, and the filters they have set to help them more reliably see the move in time. |
I had full filters on--everything filtered but actions started on/by foes and still missed some b/c Alexander seems to sense when I'm in the middle of a buff cycle.
As for /BLM the only useful features it has now are Warp and Escape. There's no XP loss on Alexander and you get to him right from the staging point. Escape is not useful and Warp would only save you a couple seconds. I feel that /BLM, as a sub, is now sort of a "lesser" sub compared to the three I mentioned--similar to a WAR75 subbing /MNK. It's good and can be useful, but there are better things out there.
As for /PUP, the automaton is capable of casting Cure III and provides a virtually limitless supply of mp through the deploy/cast/deactivate method and casts "under the radar" since it will never generate enough enmity to attract attention and the enmity it does generate can be wiped away be dismissing and recalling it.
/PUP = Enmity-free Cure III's for 0mp.