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View Full Version : RDM/PLD over RDM/DRK?


WishMaster3K
04-22-2006, 11:11 AM
Just thinking, that in terms of faming longevity (notlike we didn't have any in the first place), I'm thinking that PLD might be a better sub for farming/etc over DRK now.

Well, I mean, it might be situational, because as it stands, with DRK we get many NICE tricks:

-Stun
-Soul Eater
-Last Resort
-Drain
-Aspir
- 2 Attack Bonuses

In terms of farming while keeping our main RDM skills intact and buffing us on the strength end, it seems DRK is an ideal sub, even still, but with PLD receiving Auto-Refresh at 35, have the scales been tipped favorably in their favor?

With PLD subbed, we still get Vorpal Blade, and Flash can be more useful than Stun in some instances, in addition to raising our unused Divine Magic. We already have Refresh, and I can comfortably farm DCs in Castle Zvahl Baileys with enough MP to last me my Convert Cycle. So herein lies my conflict:

What would be the benefit of subbing PLD vs DrK in multiple scenarios. I'm willing to sacrifice the 6 bullets i posted above for additional longevity in the field. . . But do we really need it?

Jei
04-22-2006, 11:18 AM
refresh alone makes me want to use pld as sub already. ^^ I'm never a big fan of faster kill to begin with. I enjoy the survivability and longevity of Rdm. So, not only refresh, we also get vorpal blade, shield boost and defense bonus. All these utilities just match my defensive play style.

Armando
04-22-2006, 11:54 AM
In my opinion, /PLD offers more in a duo/trio scenario because of Flash, Shield Bash, Sentinel, and Cover. You can use Shield Bash and Sentinel at any time to spike hate in your favor, you can use Flash to keep your partner(s) from being hit, or Cover (works well with Stoneskin) if things get ugly. Regardless, /PLD offers...

- Defense Bonus II (+22 Defense): Self-explanatory, lowers the damage you take, shines more against enemies with high Attack.
- Auto Refresh: 1 MP/3 secs, 20 MP/minute, 200 MP/Convert cycle. Self-explanatory.
- Flash: Arguably better than stun from a DoT point of view. An unresisted Flash lasts just long enough for 3 hits (12-13 seconds) especially if you cast it just before the enemy attacks. You can also avoid TP moves if you can anticipate them (for example, when you know the enemy has more than 100 TP, and you're about to take him to <20% of his HP.) If anything else, you can use it to almost ensure a long spell cast (Stoneskin, etc.) Flash is more useful the harder you're being hit for.
- Shield Mastery I: Grants an extra 1 TP when shielding hits. Every 6 shield blocks will grant you almost as much extra TP as a sword swing. Requires you to gain TP in the first place (i.e. shielding through Stoneskin won't give you 0 + 1 TP.)
- Cover: Allows you to throw yourself in front of a party member and protect him/her regardless of the current hate situation. Works well coupled with Stoneskin and/or Blink. Lasts 15 seconds and its cooldown time isn't as big as other abilities (2 minutes) so you can use it more liberally.
- Shield Bash/Sentinel: Both spike hate. Shield Bash may be lousy to interrupt Bomb Toss, but it's almost guaranteed (need to confirm that...but I haven't seen it fail yet) to stop spells. Sentinel can be used to secure hate from afar, since it doesn't target the mob.
- Resist Sleep I: Increases your chances of resisting Sleep spells. Highly situational, rarely useful, but nice to have, especially when you consider we don't get Bardark/Barlight.
- Undead Killer: Self-explanatory
- Holy Circle: Stacks with Undead Killer for a better intimidation proc rate, or can be used to grant party members Undead Killer if you're not "tanking."
- Vorpal Blade: Most reliable/powerful Sword WS available to you at 100 TP
- Banish I/II: If you're fighting bones for whatever reason, you can use this right before a skillchain/Vorpal Blade to remove physical resistances.

NIN sub may mitigate damage better in a solo situation, but PLD gives you handy tools for managing hate and saving other people some damage. PLD also seems more useful when you or other people are getting hit for significant damage, because of the nature of Flash. PLD sub also doesn't rely on the mob having an MP pool in order to reap the benefits of Auto Refresh, although Aspir is better when you can use it. It also gives you some nice little benefits for fighting undead. The other nice thing about /PLD is that it gives you a defensive edge while also giving you an offensive benefit (Vorpal Blade.) I think it's worthwhile mentioning that if you use Flash -> Cover (after Flash wears, naturally) you buy someone else almost 30 seconds of not being hit.

WishMaster3K
04-22-2006, 12:58 PM
Well my PLD is 16, and with all the noobs, it's a perfect time to come back to the game. I'll do it next month tho, when I'm sure I'll have some money to pay for it again. Or not, I'm sure I can make it to 37 within 2 weeks.

Thanks for the insight, Armando.

Taskmage
04-22-2006, 01:01 PM
Armando clobbered this one. :P Nothing left to say but I agree.

Armando
04-22-2006, 07:11 PM
No problem ^^ One last bit about Flash: you'll still get hit through it every now and then, because the game only allows you to have a maximum of 80% evasion (or a minimum of 20% accuracy, depending on how you like to look at it.) However, if you get enough people with Flash to cycle through it (4 people assuming maximum recast timers) indefinetely, that means it doesn't matter who has hate, since you'll only take one out of every 5 hits or so ;P Haven't actually seen this tactic used yet...don't know why, really. But it sounds solid on paper.

WishMaster3K
04-22-2006, 08:01 PM
Because only WHM and PLD have flash, and with the timer, I'm estimating that you'd need at least 3 people with flash at MAXIMUM potency for it to work, meaning that 4 people is more likely, right?

That's a PLD and 3 WHM, not that often to get that. In addition, it's only viable to have those sort of numbers on Gods. . Which resist shit like pros. So i guess that's why it's not that viable.

Personally, I'd like to do things like making a bunchof jobs have an alliance and just go through a place like rolanberry getting stray exp >.>

Taskmage
04-22-2006, 08:05 PM
1 pld tank setup + 2 pld DD setup + whm = exp?

Double Post Edited:
+ brd >_>

Armando
04-22-2006, 08:33 PM
Because only WHM and PLD have flash, and with the timer, I'm estimating that you'd need at least 3 people with flash at MAXIMUM potency for it to work, meaning that 4 people is more likely, right?

That's a PLD and 3 WHM, not that often to get that. In addition, it's only viable to have those sort of numbers on Gods. . Which resist shit like pros. So i guess that's why it's not that viable.
The reason you'd need four people is because the duration is only 12-13 seconds, and the recast is 45...12 * 4 = 46. If you Haste everyone, though, the recast becomes 37, and then you only need 3 (12 * 3 = 36). If you use Haste allows, you could pull it off with PLD, RDM/PLD, and WHM, which isn't all that strange with the exception of the RDM's sub. Unconventional? Yeah, but it does have some interesting properties. For example, almost all damage can be avoided in this manner without the use of shadows. Also, because it's the mob that's being impaired, it doesn't matter much which party member holds hate. Not needing shadows technically speeds up the melees since Utsusemi is such a cumbersome spell (particularly the Ichi version.) It also means they can use a more efficient sub. If you happen to have a SMN, you can toss Earthen Ward or Aerial Armor to stop stray hits. I guess it'd be like a mix of a traditional party and one of those "meleeburn" endgame merit point parties.

I think the most interesting property of a Flash rotation is that unlike Utsusemi, its efficiency isn't hindered by the enemy's attack speed. The enemy could attack every 2 seconds, or attack kraken/Charybdis style, yet you'd still be preventing the great majority of its attacks as long as the Flash rotation goes on. It can also prevent physical AoE damage.

It's unconventional, yes...but don't you think throwing 4 Melee/NINs at a mob is unconventional too? Easier, yes, but still...an indefinite Flash rotation has its own merits (you could even stop Hundred Fists without having to fall back on Chainspell, or Sleeping the mob through it.) You'd think people would've found at least one situation where it's useful. What about Ultima Weapon? I haven't read much on the later chapters of CoP to avoid spoilers, but I understand it has added effect Stun which really messes with PLD tanks. With some serious Flashing power you could really cut the PLD some slack.

Another neat trick just occurred to me: with Chainspell + Flash, a single RDM could theoretically keep a group of mobs from hitting someone else, something which isn't possible through Utsusemi (with the exception of Chainspell + Utsusemi, but that's assuming the RDM is actually the target.)

1 pld tank setup + 2 pld DD setup + whm = exp?

Double Post Edited:
+ brd >_>
Yeah, something like that is what I imagined. Though, I don't think you'd need a tank PLD, since each one has his own MP pool...you could just let hate bounce between them, and they can probably cure away whatever damage they take from stray hits. How many slots you'd have to devote to PLDs would depend on the support from the backline (Haste on each person already frees one slot from the bare minimum of required people; RDM/PLD would also free up one slot that would've otherwise gone to a PLD, etc.)

Icemage
04-22-2006, 11:20 PM
Note that RDM/DRK still has more utility in end-game situations due to Chainspell/Stun being so powerful.

For solo... hmm.. Flash is probably more useful than Stun since it tends to last longer, but isn't useful for stopping spells against enemies that are hard to Silence (Ahriman).

I'd say if you're OK with kill speed and have issues maintaining MP/HP levels, RDM/PLD probably works better for solo, and definitely works better in small-group (2-4) situations where you aren't the primary damage dealer and don't need Stun.

Another amusing option is RDM/BLU. Coccoon is 10 MP for +50% DEF, and is accessible at BLU8.


Icemage

WishMaster3K
04-22-2006, 11:49 PM
All PLDs need now is their own Hate spiking tool. Interstingly, I was looking at old FFs and other MMOs and saw their versions of PLDs as intersting and widely varied.

PLDs in WoW are DDs. They have the same properties, more or less, as PLDs in FFXI, but since the job system is so cumbersome, and there are no Subjobs, PLDs are delegated to DDing support for Undead fights. . . (FFXI has me spoiled in that I can switch my job without switching my character. That's why, I think, that extra characters cost more, since the system is so flexible. . .)

Mystic Knights with White Magic are the closests I can see in games like FFV. And Steiner from FF9 draws some parallels to these too, being able to harness the power of spells in their swings. Maybe PLDs and RDMs should BOTH get Enspells, but have them do different things?

Like RDMs can use Enspells as "Antenna" for spells (Enblizzard makes Paralyze stronger, Enstone for slow, etc etc), while a PLD's Enspells would add largely to their damage, or at least, unlike regular enspells, draw additional hate.

At the very least, add more dynamics between BLMs and PLDs to influence more BLM + PLD combos in the party. Having a BLM power up the PLD every 5 or so minutes (job ability idea!!! *Lightbulb*) to cast Thunder4 or Flare sword would be GREAT for damage AND hate mitigation.

Ok, I detracted a bit, but I started out by saying that PLD should probaly be self-tanks not so reliant on WAR sub, mainly because a PLD/RDM with Phalanx that could keep hate just as well as PLD/WAR nowadays woud be an easy solution to closing the gap between PLDs and NIN. This way, RDMs keep our coveted spell, Reduced damage at the cost of damage OUTPUT, PLDs getting more MP overall, constituting a decent trade off. . . I could go on.

The upgrade to shields and Auto-Refresh were positive changes and leveled the playing field a bit more. Now, PLDs aren't so RELIANT on pt members, even tho they still need party dynamics and team work. Auto-Refresh takes some of the edge off (like when the PLD has 8MP, and you still have to Refresh them because yours wore, but you needed to Convert, so you're a few seconds behind ._. )

While I think that if PLDs got a major damage reduction "upgrade" it would make them more coveted than NINs in more instances, it would all be more fair, I'd say. NINs avoid damage totally, deal great melee damage and can dubuff their own targets. PLDs should be able to function differently, but equally.

(In hindsight, these changes are a ibt much, because PLDs have a supreme hate-keeping and maintaining advantage over NINs 9 times out of 10. . .)

nazlfrag
04-23-2006, 10:07 AM
Another amusing option is RDM/BLU. Coccoon is 10 MP for +50% DEF, and is accessible at BLU8.


If there is a hate spike tool there too, then pld/blu would be unstoppable...

Gobo
04-23-2006, 11:58 AM
for soloing/Duo/trio, RDM/PLD definatly is pretty good option now. But has Icemage said, /DRK is much more useful in endgame situations. I think theres a pick of a RDM/PLD Chainspell-Flashing Summoned Seriyu from Kirin and Flash only lasted 1 hit, occationally 2. Lemme see if I can find it.

ahh heres the link:

http://archdominus.valkurm.com/forums/viewtopic.php?t=3896&highlight=chainspell+flash

Khidir
04-23-2006, 12:13 PM
I'm actually suprised since of auto-refresh that many plds haven't brought back up rdm for solo as a sub has very good potential with the main job having its own enhancing magic

but then again not much would separate pld from rdm since they could be a second rdm am I right?

tdh
04-23-2006, 12:26 PM
For me, I'm so reliant upon Aspir and Drain, I don't know that I could make this change. When I go out and solo melee, I have like 200 less MP than my EXP gear. Now at Lv.71, I sub DRK for Aspir, Drain, and Vorpal Blade. I've sub'd WAR a few times, but then I really wish I had Drain and Aspir. So the Stun/Flash option/arguement isn't an issue for me yet.

Now I see the pros to sub'n PLD, but for the way I play it's not so much an option. (That and my PLD is still in the teens. lol) Something I'm interested in suddenly, is the mention to sub'n BLU. I've unlocked all the new jobs, but the only one I've really touched has been PUP. (That little Robot is powerful!)

Khidir
04-23-2006, 01:02 PM
i mean as Pld/rdm you could pretty much be an rdm or was that addressed to someone else?

WishMaster3K
04-23-2006, 02:28 PM
PLDs have proficient Enhancing magic, being that they can cast protect and shell on themselves. That is why I see PLD/RDM in Ballista taking a few more hits than PLD/WAR. However, PLD/WAR get more Def, Vit and Job Abilities. PHalanx and Stoneskin, however, are very potent under the strong defense of a PLD, and with Auto-Refresh, from a Ballista stand-point, I think it all balances out now. At the very least, PLD/RDM and PLD/WAR require different approaches for the same outcome in a PvP setting.

For utility purposes, I see PLD/RDM being useful in that they get Sneak + Invis latently, the aforementioned buffs and Fast Cast 2. How fast is Flash with FC compared to Flash W/O?

Khidir
04-23-2006, 04:34 PM
i forsee another godly job combo approaching^^

Taskmage
04-23-2006, 06:09 PM
Auto-refresh+Defensive Bonus/Abilities > Drain/Aspir+Attack Bonus to me. Auto-refresh may not return as much mp over time as aspir can during combat, but it's in effect all the time, whether I'm in combat or not, whether my enemy is aspirable or not, and whether I'm too busy casting other buffs to hit aspir every time its timer is up. Drain is a super efficient damage and healing spell, no doubt, but it isn't a spell I rely on for any of those things. I bet the combination of defense bonus and Flash mitigate as much or more damage than I gain from Drain, albiet without the offensive edge of the spell.

If I got hit for damage frequently when soloing, I'd point to Shield Mastery for making up the damage lost from Attack Bonus and Drain, or mp lost from Aspir, since it would allow extra Vorpals or Energy Drains. Unfortunately I don't get tp that way often so I can't. In general though, when I'm soloing things that are tough enough that sub matters, I value defense over offense. Rdm is just never going to put through enough damage through melee to kill EMs-VTs "fast" so I'd rather do it more safely and easily.

As far as endgame activities are concerned, no I don't foresee it taking the place of one of the more common subs or even a space beside them, but for general soloing I'd take pld over drk.

Icemage
04-23-2006, 06:57 PM
Actually the PLDs in my HNM shell have been experimenting with PLD/BLU. Very powerful. With full Koenig gear and such, PLD75/BLU37 had well over 500 DEF without food with Coccoon.

As for hate tools... Healing Breeze is effectively a Curaga, and with sufficient +enmity gear, it can rack up some serious hate, especially if you've lost control of hate and can finish casting it w/o interruption. I could see PLDs using Club/Shield and spamming Moonlight for this same reason...


Icemage

Apple Pie
04-23-2006, 07:28 PM
I guess subbing PLD may be more useful when skilling up our shield skill due to Auto Refresh and Shield Mastery.

I started to finish up my shield skill with Packs at Den of Rancor recently and I usually arm clubs for WS Moonlight. I haven't had PLD25+ yet and I'm not sure how much TP we get from Shield Mastery* but shield blocks frequently occur against them.

Although I have no problem managing MP with Convert now but with PLD sub, Convert may not even be necessary at all.

------------------------------------------------------------
* I saw someone posted about TP gain of Shield Mastery. According to it,

(Main) PLD25: +3
PLD50: +4
PLD75: 5.5

Therefore, we may be able to get 3 TP unless it is weakened when we sub PLD. I'm not sure if the type of shield determines how much.
------------------------------------------------------------

WishMaster3K
04-23-2006, 07:45 PM
O rly? I have been skilling up shield and parry on the Raptors in Kuftal Tunnel. I usually walk over thre after I finish lvling my NPC on the Robber Crabs.

BTW, what's your gear looking like now, Grendal-dono?

Armando
04-23-2006, 08:10 PM
PLDs have proficient Enhancing magic, being that they can cast protect and shell on themselves. That is why I see PLD/RDM in Ballista taking a few more hits than PLD/WAR. However, PLD/WAR get more Def, Vit and Job Abilities. PHalanx and Stoneskin, however, are very potent under the strong defense of a PLD, and with Auto-Refresh, from a Ballista stand-point, I think it all balances out now. At the very least, PLD/RDM and PLD/WAR require different approaches for the same outcome in a PvP setting.

For utility purposes, I see PLD/RDM being useful in that they get Sneak + Invis latently, the aforementioned buffs and Fast Cast 2. How fast is Flash with FC compared to Flash W/O?
I just finished capping my Enhancing Magic for 52, so I hope to work on RDM soon ^^ Yes, PLD/RDM is pretty good once we get access to Stoneskin and Phalanx. Regarding PLD/RDM vs PLD/WAR...PLD/RDM seems superior on my opinion. WAR's advantages are Berserk, Defender, and Double Attack. Both Berserk and Defender have a heavy drawback which hinders them from being very useful in a PvP setting. Double Attack is always nice. Yet, PLD/RDM gets Enspells for added damage (arguably more damaging than Double Attack, since DA only procs 10% of the time, and Enspells can easily do more than one swing's worth of damage in hits), Blaze Spikes for more damage, Phalanx, Stoneskin, Regen, all of which are very MP-efficient and compliment PLD's survivability. On top of that, /RDM also offers low-MP cost quick-casting Barspells and Magic Defense Bonus for protection against nukes. To top it all off, PLD/RDM can reap all of its benefits at any given moment; Berserk is only as useful as you can leave it on, and leaving it on is a very bad thing; Phalanx is arguably as good as Defender and doesn't cut into your damage. PLD/RDM just seems better and more flexible.

As for Flash with Fast Cast, sorry...I don't know the Fast Cast percentages ^^;

Apple Pie:
From my own experiments, Shield Mastery I gives exactly 1 additional TP to whatever you normally would gain, and I seriously doubt it'd be weakened. Shield size has no impact on it, you can get the same TP with a buckler than with a kite shield. Shield Mastery II adds exactly 2 TP to what you normally gain; I have it at 52, yet not at 40, so it's most likely obtained at 45 or 50. I've heard of 75 PLDs getting 5 TP on shield blocks too, so it's safe to assume Shield Mastery III gives you 3 extra TP.

Patchinko
04-23-2006, 11:33 PM
As for Flash with Fast Cast, sorry...I don't know the Fast Cast percentages ^^;

Each rank of Fast Cast is a 5% reduction in cast and recast time. The Warlock's Chapeau also subtracts another 5%. So a level 60 RDM with the Warlock's Chapeau has a 20% reduction in cast and recast time.

Since Flash is instant with a 40 second cooldown and you'll have access to Fast Cast II, it will end up with a 36 second cooldown.

O rly?

Oh no, I thought I left the orly birds back in WoW!^^

~Patch

Apple Pie
04-23-2006, 11:38 PM
Ren, are you working your shield skill with Deinonychus over there? You may wanna try Packs at Den of Rancor or Mr. Champ at deep Monastic Cavern because they are both MNK-type (always DA) and have higher LV caps (74-76 for Packs and 69-72 for Champ compared to 65-68 for Raptor). My shield skill is the same as LV74 cap now (= 187) and I need to play with those black Mandies.

As for my gears, I have nothing to update other than Ogre Gloves +1 I recently bought for farming and Selene's Bow (for my RNG at Ballista) from White Coney I soloed.

Armando, thanks for you correction. The poster seemed to include TP when he got hit (+2?) and if it really so, that makes sense. BTW, does Shield Mastery work when you take 0 damage when Stoneskin is up for example? It might be my homework but my PLD is still at LV1 now :o

Patchinko
04-23-2006, 11:45 PM
It seems like PLD/BLU is getting popular at the moment. BLU seems to get some comparable or superior abilities even as a subjob for a late level PLD. Hmm...

Oh, and hi Grendal. Good to see a few familiar faces still around!^^

Armando
04-24-2006, 02:38 AM
Sorry Grendal, I already tried. Put up Invincible, let a mob hit me...I shielded three to four times (I forgot the exact number, but it doesn't matter) and still ended up with 0 TP. So, I really doubt you'll get the free TP if you have Stoneskin up ^^;

By the way, Flash recast is 45, not 40. With Fast Cast II that'd be 40 secs, with Fast Cast III + Warlock's Chapeau that'd be 36. Thanks for the Fast Cast info ^^

Khidir
04-24-2006, 04:26 AM
Well for those that sub pld you now know what it is like to have auto-refresh subbed and some coming from a Rdm/smn

yes my sub is somewhat gimped but higher rate of mp recovery rox!

am i right?

Patchinko
04-24-2006, 07:56 AM
Sorry Grendal, I already tried. Put up Invincible, let a mob hit me...I shielded three to four times (I forgot the exact number, but it doesn't matter) and still ended up with 0 TP. So, I really doubt you'll get the free TP if you have Stoneskin up ^^;

By the way, Flash recast is 45, not 40. With Fast Cast II that'd be 40 secs, with Fast Cast III + Warlock's Chapeau that'd be 36. Thanks for the Fast Cast info ^^

Allakhazam is such a bad website.^^;

http://ffxi.allakhazam.com/db/spell.html?ffspell=464

Aeni
04-24-2006, 10:34 AM
Allakhazam is such a bad website.^^;

http://ffxi.allakhazam.com/db/spell.html?ffspell=464

:rofl:

I personally use this:

http://www5.plala.or.jp/SQR/ff11/index.html

Karinya
04-24-2006, 12:57 PM
Actually the PLDs in my HNM shell have been experimenting with PLD/BLU. Very powerful. With full Koenig gear and such, PLD75/BLU37 had well over 500 DEF without food with Coccoon.

As for hate tools... Healing Breeze is effectively a Curaga, and with sufficient +enmity gear, it can rack up some serious hate, especially if you've lost control of hate and can finish casting it w/o interruption. I could see PLDs using Club/Shield and spamming Moonlight for this same reason...
Unfortunately, even with the TP Bonus of Martial Wand (which IS PLD usable), Moonlight still only returns about 30-35 MP at 100% TP. Spirit Taker might be a better option, if Cocoon allows you to go shieldless (and if you need more MP than you can get from Refresh and/or Ballad plus Auto-Refresh). On EP you can refill your entire manapool in one hit.

What happnes if you do physical blue magic with a 2-handed weapon (through PLD/BLU, DRK/BLU etc.?) I'm imagining Bludgeoning some poor skeleton with a primate staff... not only is it a 2h weapon with 68 (I think) DMG, it's also a blunt weapon against skeletons AND an arcana technique against undead.

Taskmage
04-24-2006, 01:03 PM
That 35 mp from Moonlight may be more significant than you think. I thought it was crap when I got it too, but recently I got Energy Steal/Drain for my dagger, and in using that I've noticed a major difference in my available mp. That 35-40 mp it gives really adds up.

Icemage
04-24-2006, 01:05 PM
Unfortunately, even with the TP Bonus of Martial Wand (which IS PLD usable), Moonlight still only returns about 30-35 MP at 100% TP. Spirit Taker might be a better option, if Cocoon allows you to go shieldless (and if you need more MP than you can get from Refresh and/or Ballad plus Auto-Refresh). On EP you can refill your entire manapool in one hit.

In HNM situations, Spirit Taker does very little damage, and thus returns 0 or close to 0 MP. Moonlight is also AoE which "should"(need to test this) add to your enmity total. And in a PLD-tank HNM party, all 6 members will typically have MP, which means that 30-35MP turns into 180-210MP total; this is very significant.


What happnes if you do physical blue magic with a 2-handed weapon (through PLD/BLU, DRK/BLU etc.?) I'm imagining Bludgeoning some poor skeleton with a primate staff... not only is it a 2h weapon with 68 (I think) DMG, it's also a blunt weapon against skeletons AND an arcana technique against undead.

I would imagine that physical blue magic will trigger off your blue magic skill for accuracy in some way to prevent abuses such as you describe. If S-E hasn't already done so, expect it to happen.


Icemage

Karinya
04-24-2006, 01:23 PM
In HNM situations, Spirit Taker does very little damage, and thus returns 0 or close to 0 MP. Moonlight is also AoE which "should"(need to test this) add to your enmity total. And in a PLD-tank HNM party, all 6 members will typically have MP, which means that 30-35MP turns into 180-210MP total; this is very significant.
Hmm, they're using /BLU *against HNMs*? And maintaining hate? Interesting. I'd certainly like to see video of that. (But in an HNM situation, how does a tank get any TP in the first place? Get 2 TP for every 300 damage hit you take?)

I don't know how much, if any, hate you get from restoring MP (suddenly, that is - I know you get very little from Refresh/Ballad). But it would be interesting to study.
I would imagine that physical blue magic will trigger off your blue magic skill for accuracy in some way to prevent abuses such as you describe. If S-E hasn't already done so, expect it to happen.
I don't know about that. Not all advanced jobs are designed to be useless as sub. You might as well say "I would imagine that Utsusemi wouldn't stop all hits if your ninjutsu skill is low to prevent abuses"...

Quite possibly the answer to this is that level 40+ physical blue magics are stronger, and/or blue magics performed with Chain Affinity are stronger, so that blue mages stay better at blue magic even when they're using an inferior weapon to do it. Bludgeon with a primate staff may not stack up that well to Spinal Cleave or Hysteric Barrage with a DMG 40 sword.

I think it's quite possible that physical blue magics will be fairly effective for /BLU, since attack/enfeebling magical ones will be largely useless (assuming those *do* depend on blue magic skill for effectiveness/resist).

I don't think that stacking the blunt bonus with the arcana vs. undead bonus would be considered an "abuse" any more than using Dragon Kick to close Light is (remember, a /BLU can't skillchain with it). It's a way of using the weaknesses of monsters to fight them more effectively: i.e. what everyone "should" be doing (except that it isn't always actually more effective than fighting dumb and using your strongest ws/spell regardless of resists).

Icemage
04-24-2006, 01:39 PM
Hmm, they're using /BLU *against HNMs*? And maintaining hate? Interesting. I'd certainly like to see video of that. (But in an HNM situation, how does a tank get any TP in the first place? Get 2 TP for every 300 damage hit you take?)

I don't know how much, if any, hate you get from restoring MP (suddenly, that is - I know you get very little from Refresh/Ballad). But it would be interesting to study.


Tanks get TP from getting hit (2TP per) plus hitting the enemy (normal TP). Paladins also get Shield Mastery - at level 75 this gives 5TP on a successful shield block instead of the normal 2 (since remember, clubs are 1-handed weapons).

I don't know for a fact that restoring MP via Moonlight adds much enmity - but considering most PLDs use a lot of enmity gear, it shouldn't be hard to test.


I don't know about that. Not all advanced jobs are designed to be useless as sub. You might as well say "I would imagine that Utsusemi wouldn't stop all hits if your ninjutsu skill is low to prevent abuses"...

Quite possibly the answer to this is that level 40+ physical blue magics are stronger, and/or blue magics performed with Chain Affinity are stronger, so that blue mages stay better at blue magic even when they're using an inferior weapon to do it. Bludgeon with a primate staff may not stack up that well to Spinal Cleave or Hysteric Barrage with a DMG 40 sword.

I think it's quite possible that physical blue magics will be fairly effective for /BLU, since attack/enfeebling magical ones will be largely useless (assuming those *do* depend on blue magic skill for effectiveness/resist).

I don't think that stacking the blunt bonus with the arcana vs. undead bonus would be considered an "abuse" any more than using Dragon Kick to close Light is (remember, a /BLU can't skillchain with it). It's a way of using the weaknesses of monsters to fight them more effectively: i.e. what everyone "should" be doing (except that it isn't always actually more effective than fighting dumb and using your strongest ws/spell regardless of resists).

Oh I don't doubt that it would be nice. I just can't imagine S-E being happy with DRK's subbing /BLU and spamming Bludgeon in KRT parties - it's just sliiightly out of flavor for the job. :P


Icemage