Hey,
Just curious what people are choosing for BLU merits?
Thanks in advance...
Blue Mage Merit Choices |
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Blue Mage merit choices
Hey,
Just curious what people are choosing for BLU merits? Thanks in advance... For Group 1, 5/5 physical potency and 5/5 CA recast
For Group 2 5/5 assimilation, 1/5 Diffusion, 4/5 Enchainment. Because the only other alternative would be magic acc?
I use to have 5/5 macc but I resist so very rarely that it hasn't mattered in years. CA recast doesn't do much but it helps damage more than anything else in the options. CA reduces recast so you can CDC > a spikes more often doing more damage over all amd macc only helps with magical blu spells.
Odin.Creaucent said: » CA reduces recast so you can CDC > a spikes more often doing more damage over all amd macc only helps with magical blu spells. MACC affects the added effects of spells landing as well. I went with CA and Magical Accuracy.
All in this thread, at the top of the page.
Quote: A note on merits: Blue Mage is pretty easy to merit for. Only a few of our abilities, traits, and enhancements are actually worth the points. Here's a bit of a rundown: Group 1 Chain Affinity Recast - Reduces the recast time of Chain Affinity by 4 seconds per merit. Burst Affinity Recast - Reduces the recast time of Burst Affinity by 4 seconds per merit. Physical Potency - Increases the accuracy of physical blue magic spells by 2 per merit. Magical Accuracy - Increases the accuracy of magical blue magic spells by 2 per merit. Group 2 Convergence - Unlocks Convergence and increases its effects with each additional merit. Diffusion - Unlocks Diffusion and increases the duration of buffs cast while under its influence by 5% per merit. Enchainment - Adds a TP bonus to spells cast while under the effects of Chain Affinity, +10TP per merit. This is enhanced further by Mirage Jubbah +2, which adds an additional +5TP per merit. Assimilation - Increases your available blue magic set points by 1 per merit. This is enhanced by Mirage Shalwar +2, adding +3% Magic Critial Hit rate per merit. Overall, none of them are absolutely terrible, however some are better than others. In most circumstances, you'll want 5/5 Chain Affinity Recast and 5/5 Magical Accuracy for group 1 merits, while putting 5/5 Assimilation, 4/5 Enchainment, and 1/5 in Diffusion for group two. Depending on what you use Blue Mage for, you may see fit to change your group 1 merits around a bit and put 5/5 into Burst Affinity or 5/5 into Physical Potency. While this isn't horrible for some situations, it is not entirely ideal. You may also wish to put merits into Convergence, which isn't too bad if you're using Blue Mage for magic damage very often (for some reason) or want an Elemental Seal-type ability to increase your magic accuracy in certain situations. In these cases, 5/5 Convergence is justifiable. 5/5 Diffusion, however, is not. The most you should ever have Diffusion merited to is 1/5. And you need 10 physical accuracy why? You're more unlikely to be capping your magical accuracy than you are to be capping physical accuracy.
Only evasive content at this time is VWNMs, Legion, and the occasional Neo-Nyzul Qiqirn. 2/3 you won't be using physical spells on. Heavy Strike does lend physical potency some additional weight but I don't know that I'd really consider that to tip the scales, so to speak. Macc matters in VW and perhaps Neo-Nyzul. Choose as you see fit, but Macc merits over Physical Potency can't really be considered a "wrong" choice unless you don't take BLU to the above events.
Thought that physical potency also upped the dmg on spells.
The name is highly misleading, unless I've missed some new finding.
I've tested it time and time again to only be accuracy, would have been nice if they did something else though.
thats very misleading never really bothered looking it up always thought it added to the spells base damage. Well might have to rejig some merits lol.
Yeah I'm pretty sure it's been tested for years that Physical Potency has no impact on damage. Though I thought it didn't affect accuracy either, and no one actually knew what it did. lol
What about 2 merits in one and 3 in the other? Since clearly they're both useful in different circumstances. I kept physical merits for benthic and heavy strike. Even with weak mobs they miss an absurd amount.
Never understood people's issues with Benthic Typhoon. Its only accuracy-related quality is... having no accuracy-related qualities. No boosts or penalties.
It's probably cuz once you miss once, you start looking for misses.
Correct me if I'm wrong, but everything in the game has a maximum 95% hit rate (or something like that) anyway. Even if you were Lv.99 Accuracy McAccuratton with maximum accuracy in every slot and you went up against a Lv.1 enemy you'll still miss one out of every twenty attacks.
The reason why Benthic Typhoon stands out so much is because it's a one-hit attack. Things like Amorphic Spikes or Delta Thrust miss just as much, but you don't notice it as clearly because if a single hit from either of those whiffs, you simply get a damage reduction rather than a full-on "...but the spell failed to take effect". Valefor.Prothescar said: » Never understood people's issues with Benthic Typhoon. Its only accuracy-related quality is... having no accuracy-related qualities. No boosts or penalties. Tbh, I think it might have to do with some kind of radial modifier. But I can assure you I'm capped on salvage mobs yet I see far more than 5% misses. Perhaps I'll do some testing cause there is something odd about it. Ragnarok.Jessikah said: » Correct me if I'm wrong, but everything in the game has a maximum 95% hit rate (or something like that) anyway. Even if you were Lv.99 Accuracy McAccuratton with maximum accuracy in every slot and you went up against a Lv.1 enemy you'll still miss one out of every twenty attacks. The reason why Benthic Typhoon stands out so much is because it's a one-hit attack. Things like Amorphic Spikes or Delta Thrust miss just as much, but you don't notice it as clearly because if a single hit from either of those whiffs, you simply get a damage reduction rather than a full-on "...but the spell failed to take effect". It's entirely possible that I notice it more but vanity dive, whirl of rage, empty thrash and sudden lunge are also single hits and I don't notice any exceptional amount of whiffs on them. Quote: CA reduces recast so you can CDC > a spikes more often doing more damage over all amd macc only helps with magical blu spells. Thats inside Aby with an occasional 2-4 stick offhand, right? lol Edit: I went phys and magic acc 5/5. I do spam Thunderbolt on any event i am on tho. Also a huge fan of the Gate of Hades DOT. And with my tp gain i am usually slighty ahead of when CA is up again but meh, i have a habit of overusing Sanguine Blade when soloing anyway. Asura.Azriel said: » Care to explain why CA? Will increase your dmg output in Nyzul/dyna with shorter recast, IMO more useful than everything else in G1. Two minutes to get 100 tp is incredibly slow. If you're going all out damage you can easily WS three times and have tp ready for the next CA at capped recast merits.
I see nyzul in that, dyna depends what procs you are on about. Also might save the tp for WS procs?
As for the 2 minute, i still cast stuff while tping (Sudden/Flash/Refresh/Haste/DD of any kind) so yeah that kinda delays the tp gain. 5/5 CA Recast
5/5 Physical Potency 5/5 Enchainment 5/5 Assimilation Reasons: 1. CA Recast: because CA(combined with Enchainment as well as AF3+2 hat) adds a lot of extra damage to a spell under CA. So you want it up as often as possible. 2. Physical Potency: pretty much a no brainer but we all hate it when that one stun or spell fails to take effect one too many times in events. 3. Enchainment: Why 5/5 and not 4/5 and not 1 Diffusion? Simple really this is maximizing the dmg output from a spell under the effect of CA. Diffusion has never been all that useful since our buffs only lasted a few seconds. Memento Mori comes to mind. With the update for Diffusion I still see no reason to take merits out of Enchainment for Diffusion. 4. Assimilation: Need more slots for certain spells that lead to traits, stat boosts, yada yada. 5/5 it nuff said. The only thing that Physical Potency does is add Accuracy. It's not really needed in this post 99 world of FFXI BLU.
I agree with 5/5 CA and 5/5 Magical Accuracy. Quote: Reasons: 1. CA Recast: because CA(combined with Enchainment as well as AF3+2 hat) adds a lot of extra damage to a spell under CA. So you want it up as often as possible. Dont say that loud, Nightfyre or w/e his name is will crush you for thinking that cuz his facts > your playstyle. Why would I "crush" him for being correct? AF3+2 hat adds 20 base damage under CA. Even if he was wrong, you seem to be under the highly mistaken impression that I flip out on any person I disagree with when that's very much the exception to the rule. I'm generally quite reasonable.
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