Yea. I'd easily got 1/5 or 5/5 on Convergence well before I consider Diffusion to be honest. It's a pretty good JA except for the recast time.
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Yea. I'd easily got 1/5 or 5/5 on Convergence well before I consider Diffusion to be honest. It's a pretty good JA except for the recast time.
5/5 phys potency
5/5 macc
5/5 assimilation
1/5 diffusion
1/5 convergence
3/5 enchainment
is the route i personally went
5/5 CA
5/5 Physical Potency
5/5 Assimilation
4/5 Enchainment
1/5 Diffusion
Blu gets far too much M.Acc gear to need to spend merits on additional M.Acc.
If you are in a lowman group, having 1/5 Diffusion works well for fights that dont last that long, being able to give all party members 9 "Blink" shadows to start with, or increased defense bonus, or magic barrier, depending on the situation, can be quite useful.
What I would *love* to be able to do is take those 5 Phys merits from group 1 and add them to group 2 with limits lifted to 10 - 10/10 Assimilation (Yes please!).
Not trying to be mean, but that's just +10 accuracy on spells. BLU gets far too much acc in gear / trait / skill to need to spend merits on additional acc. +10 M.acc is more useful for things like stun / bind / sleepga (dream flower / ect..) and Sang Blade then a free PCC during spells only. Most BLU spells already get something like ~30 bonus acc along with your Sword skill + Sword merits.Quote:
5/5 Physical Potency
Thats fine, I love constructive criticism. With my personal experience, I find that I dont have any problem landing stun / bind, etc with consistency without the m.acc merits. At one point I had full m.acc (for a year or so), and after removing them I didnt notice much of a difference. Phys potency on the other hand seems to make a significant difference for Heavy Strike which is my favorite spell for damage output vs MP used and TP given to mob.Quote:
Not trying to be mean, but that's just +10 accuracy on spells.
Heavy Strike is inherent -60 accuracy (roughly), full merits bring it up to... -50 accuracy. For one spell.
That is actually the point. For most blu spells or additional effects, a +10 acc is a very minor improvement since the accuracy for both is already quite good. For this particular blu spell, since it was so heavily nerfed by SE, the difference is quite noticeable. Heavy strike is strong/good enough that it deserves some extra attention to make it land more.
You shouldn't be having accuracy problems against weaker mobs, and it shouldn't be used against stronger mobs with the large accuracy penalty as there are better options. I don't find Heavy Strike good enough post nerf to warrant G1 merits on, with a large accuracy penalty and weakened mod iirc.
I'm old school, so I'm still sitting on 5/5 Physical Potency.
I won't be removing them anytime soon however. Missing hits makes more an impact to me than MACC resistances.