Results 1 to 3 of 3

Thread: [dev1052]

  1. #1
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99

    [dev1052]

    Strike Through = remove
    Bold = alteration
    > Improvement
    √ = ok the way it is
    refinements are in the spoiler.

    Warrior

    Group 1

    * Berserk Recast (-10 seconds per upgrade)
    * Defender Recast (-6 seconds per upgrade)
    * Warcry Recast (-10 seconds per upgrade)
    * Aggressor Recast (-10 seconds per upgrade)

    * Double Attack Rate (+1% per upgrade)

    * Berserk Penalty (-2% def penalty per merit -10 seconds per upgrade)
    * Defender penalty (-2% attack penalty Per merit +2% PDT per merit)
    * Warcry Duration (+10 seconds per upgrade)
    * Aggressor Penalty (-2% per upgrade)


    Group 2

    * Warrior's Charge (-2 minutes 30 seconds recast per upgrade) √
    * Tomahawk (+15 seconds duration per upgrade) √
    * Savagery (+10 Weapon Skill TP Bonus per upgrade) √
    * Aggressive Aim (+4 Ranged Accuracy bonus per upgrade)

    *Weapons Master (+2% Damage Dealt with "B skill" weapons or lower per merit. )


    Monk

    Group 1

    * Focus Recast (-10 seconds per upgrade)√
    * Dodge Recast (-10 seconds per upgrade)√
    * Chakra Recast (-10 seconds per upgrade)
    * Counter Rate (+1% per upgrade)√
    * Kick Attack Rate (+1% per upgrade) √

    Chakra Potency (+5% Healed per upgrade)


    Group 2

    * Mantra (+4% per upgrade)√
    * Formless Strikes (+5% effect per upgrade)√
    * Invigorate (+24 seconds duration per upgrade)√
    * Penance (+20 seconds duration per upgrade) √

    White Mage

    Group 1

    * Divine Seal Recast (-20 seconds per upgrade)√
    * Cure Cast Time (-4% cast time of all Cure spells per upgrade)√
    * Bar Spell Effect (+2 potency of Bar spells,+2 Magic Defense Bonus per upgrade)√
    * Banish Effect (+2 damage,+2 seconds duration of Defense Down effect per upgrade)
    * Regen Spell Effect (+1 HP/tick recovered per upgrade) √

    * Light Elemental Damage (+5% damage on all light elemental damage per upgrade)


    Group 2

    * Martyr (-2 minutes 30 seconds recast per upgrade)√
    * Devotion (-2 minutes 30 seconds recast per upgrade)√
    * Protectra V (+2 defense per upgrade)
    * Shellra V (~-0.8% Magic Damage Taken per upgrade)

    Replace P5 and S5 with Protect Potency +4 per upgrade, and shell potency +1 MDT per upgrade, and add in Protectra5 and Shellra5 as scroll spells


    Black MageEdit

    Group 1

    * Elemental Seal Recast (-20 seconds per upgrade)
    * Fire Magic Potency (+2 potency per upgrade)√
    * Ice Magic Potency (+2 potency per upgrade)√
    * Wind Magic Potency (+2 potency per upgrade)√
    * Earth Magic Potency (+2 potency per upgrade)√
    * Lightning Magic Potency (+2 potency per upgrade)√
    * Water Magic Potency (+2 potency per upgrade) √

    Elemental Seal Potency (-20 seconds per upgrade, +3 MAB per upgrade)


    Group 2

    * Flare II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade)√
    * Freeze II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade)√
    * Tornado II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade)√
    * Quake II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade)√
    * Burst II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade)√
    * Flood II (+3 Magic Burst damage and +5 Magic Accuracy per upgrade) √

    Red Mage

    Group 1

    * Convert Recast (-20 seconds per upgrade)√
    * Fire Magic Accuracy (+3 magic accuracy per upgrade)√
    * Ice Magic Accuracy (+3 magic accuracy per upgrade)√
    * Wind Magic Accuracy (+3 magic accuracy per upgrade)√
    * Earth Magic Accuracy (+3 magic accuracy per upgrade)√
    * Lightning Magic Accuracy (+3 magic accuracy per upgrade)√
    * Water Magic Accuracy (+3 magic accuracy per upgrade) √


    Group 2

    * Dia III (+30 seconds duration per upgrade : 30/60/90/120/150 seconds)1
    * Slow II (+1 effect and +2 Magic Accuracy per upgrade)√
    * Paralyze II (+1 effect and +2 Magic Accuracy per upgrade)√
    * Phalanx II (+30 seconds duration and +3 damage reduction per upgrade)1
    * Bio III (+30 seconds duration per upgrade : 30/60/90/120/150 seconds)1
    * Blind II (+1 effect and +2 Magic Accuracy per upgrade) √

    Replace Dia III with Dia Potency: Defense down +1% per merit, make dia III a scroll spell. same for bio, except for attack down.
    Completely Remove Phalanx II. paladin can self cast it for more damage reduction, and scholar can AOE it for more damage reduction. the spell is worthless these days.
    replace it with Phalanx Potency: -10 damage taken per merit.


    1These spells are only an upgrade to their lower tier counterpart if you spend 5 upgrades on them. Choose wisely.

    Thief

    Group 1

    * Flee Recast (-10 seconds per upgrade) > ( removes all bind effects)
    * Hide Recast (-10 seconds per upgrade) > ( Removes 1 Enfeeble per merit)
    * Sneak Attack Recast (-2 seconds per upgrade) > +2 dex on SA per merit
    * Trick Attack Recast (-2 seconds per upgrade) > +2 AGI on TA per merit
    * Triple Attack Rate (+1% per upgrade) √

    Group 2

    * Assassin's Charge (-2 minutes 30 seconds recast per upgrade)√
    * Feint (-2 minutes recast per upgrade)√
    * Aura Steal (+20% absorb rate per upgrade)√
    * Ambush (+3 Accuracy Bonus per upgrade) √

    Paladin

    Group 1

    * Shield Bash Recast (-10 seconds per upgrade) > Increases stun duration by 1 per
    * Holy Circle Recast (-20 seconds per upgrade) > Increases killer effect by 1 per
    * Sentinel Recast (-10 seconds per upgrade) √
    * Cover Effect Length (+4 seconds per upgrade) > Covers 1 additional ally nearby per merit
    * Rampart Recast (-10 seconds per upgrade) √

    Group 2

    * Fealty (-2 minutes 30 seconds recast per upgrade)√
    * Chivalry (-2 minutes 30 seconds recast per upgrade)√
    * Iron Will (+19% effect per upgrade)√
    * Guardian (+19% effect per upgrade) √


    Dark Knight

    Group 1

    * Souleater Recast (-12 seconds per upgrade) > +1% SE damage per merit
    * Arcane Circle Recast (-20 seconds per upgrade)√
    * Last Resort Recast (-10 seconds per upgrade)√
    * Last Resort Effect (+2% Attack Bonus, 2% Defense Down per upgrade)√
    * Weapon Bash Recast (-10 seconds per upgrade) > +1 stun duration per merit

    Group 2

    * Dark Seal (-2 minutes 30 seconds recast per upgrade) not needed, no alt's
    * Diabolic Eye (-2 minutes 30 seconds recast per upgrade) not needed.
    * Muted Soul (-10 Enmity per upgrade) √
    * Desperate Blows (-5% Delay per upgrade) √

    Beastmaster

    Group 1

    * Killer Effects (+1% intimidation rate on all killer effects per upgrade)√
    * Reward Recast (-3 seconds per upgrade)√
    * Call Beast Recast (-10 seconds per upgrade)√
    * Sic/Ready Recast (Sic -4 sec / Ready -2 sec per upgrade)√
    * Tame Recast (-20 seconds per upgrade) √

    Group 2

    * Feral Howl (-2 minutes 30 seconds recast per upgrade)√
    * Killer Instinct (-2 minutes 30 seconds recast per upgrade)√
    * Beast Affinity (+2 pet level per upgrade)√
    * Beast Healer (+1 Regen amount per upgrade) √


    Bard

    Group 1

    * Lullaby Recast (-1 second per upgrade)√
    * Finale Recast (-1 second per upgrade)√
    * Minne Effect (+1 per upgrade)√
    * Minuet Effect (+1 per upgrade)√
    * Madrigal Effect (+1 per upgrade) √

    Group 2

    * Nightingale (-2 minutes 30 seconds recast per upgrade)√
    * Troubadour (-2 minutes 30 seconds recast per upgrade)√
    * Foe Sirvente (+5% effect per upgrade)√
    * Adventurer's Dirge (-3 Enmity per upgrade) √

    Ranger

    Group 1

    * Scavenge Recast (-10 seconds per upgrade) worthless ability.
    * Camouflage Recast (-10 seconds per upgrade) > +2% Movement speed while under the effects of camoflauge per merit
    * Sharpshot Recast (-10 seconds per upgrade) > Increases critical hit rate by +1% per merit
    * Unlimited Shot Recast (-6 seconds per upgrade) > +1 Shot Duration Per merit ( lasts for 6 shots when merited 5/5)
    * Rapid Shot Rate (+1% per upgrade) > -1% Ranged Delay Per merit

    Group 2

    * Stealth Shot (-10 Enmity per upgrade)√
    * Flashy Shot (-2 minutes 30 seconds recast per upgrade)√
    * Snapshot (-2% Delay per upgrade)√
    * Recycle (+5% activation rate per upgrade) √


    Samurai

    Group 1

    * Third Eye Recast (-2 seconds per upgrade) > +1% to Seigan Counter rate per
    * Warding Circle Recast (-20 seconds per upgrade) > +1% killer effect per
    * Store TP Effect (+2 per upgrade) √
    * Meditate Recast (-6 seconds per upgrade)√
    * Zanshin Attack Rate (+1% per upgrade) √

    Group 2

    * Shikikoyo (-2 minutes 30 seconds recast per upgrade)√
    * Blade Bash (-2 minutes 30 seconds recast per upgrade)√
    * Ikishoten (+3 TP gained per upgrade)√
    * Overwhelm (+5% damage bonus per upgrade for the first 3 upgrades. 2% increase each for the last 2 upgrades) √

    Ninja

    Group 1

    * Subtle Blow Effect (+1 per upgrade)√
    * Katon Effect (+2 damage and +2 seconds resist down per upgrade)√
    * Hyoton Effect (+2 damage and +2 seconds resist down per upgrade)√
    * Huton Effect (+2 damage and +2 seconds resist down per upgrade)√
    * Doton Effect (+2 damage and +2 seconds resist down per upgrade)√
    * Raiton Effect (+2 damage and +2 seconds resist down per upgrade)√
    * Suiton Effect (+2 damage and +2 seconds resist down per upgrade)√

    Group 2

    * Sange (-2 minutes 30 seconds recast per upgrade)√
    * Ninja Tool Expertise (+5% activation rate per upgrade)√
    * Katon: San (+5 Magic Attack and +5 Magic Accuracy per upgrade)√
    * Hyoton: San (+5 Magic Attack and +5 Magic Accuracy per upgrade)√
    * Huton: San (+5 Magic Attack and +5 Magic Accuracy per upgrade)√
    * Doton: San (+5 Magic Attack and +5 Magic Accuracy per upgrade)√
    * Raiton: San (+5 Magic Attack and +5 Magic Accuracy per upgrade)√
    * Suiton: San (+5 Magic Attack and +5 Magic Accuracy per upgrade) √


    Dragoon

    Group 1

    * Ancient Circle Recast (-20 seconds per upgrade)
    * Jump Recast (-3 seconds per upgrade)
    * High Jump Recast (-6 seconds per upgrade)
    * Super Jump Recast (-6 seconds per upgrade)
    * Spirit Link Recast (-6 seconds per upgrade)

    Group 2

    * Deep Breathing (-2 minutes 30 seconds recast per upgrade)
    * Angon (+15 seconds Defense Down duration per upgrade)
    * Empathy (+1 copied effect per upgrade)
    * Strafe (+5 Wyvern Breath Accuracy per upgrade)

    SummonerEdit

    Group 1

    * Avatar Physical Accuracy (+3 per upgrade)
    * Avatar Physical Attack (+2 per upgrade)
    * Avatar Magical Accuracy (+3 per upgrade)
    * Avatar Magical Attack (+2 per upgrade)
    * Elemental MP Cost (-1 elemental perpetuation cost per upgrade)

    Group 2

    * Meteor Strike (+40 TP Bonus per upgrade)
    * Heavenly Strike (+40 TP Bonus per upgrade)
    * Wind Blade (+40 TP Bonus per upgrade)
    * Geocrush (+40 TP Bonus per upgrade)
    * Thunderstorm (+40 TP Bonus per upgrade)
    * Grand Fall (+40 TP Bonus per upgrade)


    Blue MageEdit

    Group 1

    * Chain Affinity Recast (-4 seconds per upgrade)
    * Burst Affinity Recast (-4 seconds per upgrade)
    * Monster Correlation (Increase monster family related effects by 1 per upgrade)
    * Physical Potency (+2 Magic Potency of physical Blue Magic spells per upgrade)
    * Magical Accuracy (+2 Magic Accuracy of magical Blue Magic spells per upgrade)

    Group 2

    * Convergence (+5 Magic Attack and +5 Magic Accuracy per upgrade)
    * Diffusion (-2 minutes 30 seconds per upgrade)
    * Enchainment (Grants a 10 TP Bonus to Chain Affinity per upgrade)
    * Assimilation (Increases maximum Blue Magic points by 1 per upgrade)

    CorsairEdit

    Group 1

    * Phantom Roll Recast (-2 seconds per upgrade)
    * Quick Draw Recast (-2 seconds per upgrade)
    * Quick Draw Accuracy (+2 per upgrade)
    * Random Deal Recast (-40 seconds per upgrade)
    * Bust Duration (-10 seconds per upgrade)

    Group 2

    * Snake Eye (-2 minutes 30 seconds per upgrade)
    * Fold (-2 minutes 30 seconds per upgrade)
    * Winning Streak (+20 seconds per upgrade)
    * Loaded Deck (-10% failure rate per upgrade)


    PuppetmasterEdit

    Group 1

    * Automaton Melee Skill (+2 per upgrade)
    * Automaton Ranged Skill (+2 per upgrade)
    * Automaton Magic Skill (+2 per upgrade)
    * Activate Recast (-40 seconds per upgrade)
    * Repair Recast (-6 seconds per upgrade)

    Group 2

    * Role Reversal (-30 seconds per upgrade)
    * Ventriloquy (-15 seconds per upgrade)
    * Fine-Tuning (Increase accuracy by 5, ranged accuracy by 5, evasion by 5, and magic defense by 5 per upgrade)
    * Optimization (Increase attack by 5%, defense by 5%, and magic attack by 5 per upgrade)

    Note: Automaton skill upgrades are slightly bugged. The automaton equipment window will report both current and max skill as being increased, but the automaton will continue to gain skill until it recapped the skill. I.e., after upgrading melee skill by 1 rank, your automaton will start receiving skillups again until it hits 242 skill on Valoredge. All the while, the equipment window will read 242/242)
    DancerEdit

    Group 1

    * Steps Accuracy (+3 per upgrade)
    * Haste Samba Effect (+1 per upgrade)
    * Reverse Flourish Effect (+3 TP per upgrade)
    * Building Flourish Effect (+2 accuracy, +1% attack, and +1% critical hit rate (with 1 / 2 / 3 finishing moves) per upgrade)


    Group 2

    * Saber Dance (-30 seconds per upgrade)
    * Fan Dance (-30 seconds per upgrade)
    * No Foot Rise (+1 Finishing Move per upgrade)
    * Closed Position (+3 Accuracy and +3 Evasion per upgrade)


    ScholarEdit

    Group 1

    * Grimoire Recast (-2 seconds Light Arts/Dark Arts recast per upgrade)
    * Modus Veritas Duration (+10% per upgrade)
    * Helix Magic Acc./Atk. (+3 magic accuracy and +2 magic attack bonus per upgrade)
    * Max Sublimation (+10 MP available per upgrade)


    Group 2

    * Altruism (Light Arts Stratagem (requires two charges). Increases the accuracy of your next white magic spell.)

    * Focalization (Dark Arts Stratagem (requires two charges). Increases the accuracy of your next black magic spell.)

    * Tranquility (Light Arts Stratagem (requires two charges). Your next white magic spell will generate less enmity.)

    * Equanimity (Dark Arts Stratagem (requires two charges). Your next black magic spell will generate less enmity.)

    * Enlightenment (Optimizes both white and black magic capabilities and allows access to both addenda for your next spell. Recast: 10min.)

    * Stormsurge (Storm-type spells grant a bonus to attributes associated with their element. Initial bonus value: +3.)


    taking a break >_> will post some feelings on other jobs later*
    (0)

  2. #2
    Player Seiowan's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    113
    If they want to enhance the merit strategems they can start by making them consume only a single strategem. I'd mind less about spending 2 Strategems on them if they were actually worth using.

    Focalization / Altruism: Why? Just use Klimaform, storm spells and the right gear. If your accuracy sucks bad enough to waste 2 charges on it, it's probably not worth casting.

    Tranquillity / Equanimity: Or... you could just cast Pax on yourself and not bother wasting charges you could use to enhance it via Rapture or Ebullience.

    Truthfully, I might have a reason to merit all of the above if it wasn't so costly to actually use them. Considering the niche use for these strategems, its hard to justify using up 2 charges on them, even with the 5 charges we get at 95+

    I definitely approve of the adjustments to WHM's Protectra/Shellra though. Protect/shell spells need a major buff across the board in my humble opinion.
    (0)

  3. #3
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    I can't say I agree with most of your RDM merit changes or non-changes...

    Group 1: get rid of the <element> accuracy merits, and replace them with something more usefull.
    * Enfeebling Magic Accuracy
    * Elemental Magic Accuracy
    * Enhancing Magic Duration
    * "Phalanx" potency

    As for group 2:
    Make Dia III, Bio III and Phalanx II 100% at rank one, and add bonusses to Slip Damage or Damage Reduction for each additional upgrade.


    Completely Remove Phalanx II. paladin can self cast it for more damage reduction, and scholar can AOE it for more damage reduction. the spell is worthless these days.
    I prefer to keep it, especially since I don't have Dia III or Bio III. And RDM Phalanx II beats PLD Phalanx by a big margin, especially at 99.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"