I tend to ignore you whenever possible, but just this one I'll reply.
Nearly every HNM is straight up immune to paralyze, as in I can cast it with 415+ enfeebling skill, tons of M.acc and HQ Ice staff, and it's still resisted 5/5 times. After that I just stop trying to land it. The few HNM's that it does land on have a pure potency reduction from 50~80%. Basically it won't even proc, and if it does it'll be a one shot thing. On anything not HNM / super immune then Paralyze II is awesome. While we fought the Tiamat v3 inside Ifrits Cauldrin one of my jobs as a RDM was to hold the baby off in a corner. It was ridiculous, hit it with Para II and I would get a good 40%+ proc rate, it was visibly noticeable. This tells me that the spell's mechanics are not weak, but that SE is deliberately making their NM's resistant to it to prevent us from using it. They are doing to Paralyze II what they did to Silence, Sleep, Gravity and Bind. Dia III on the other hand is unresistable, it's effect will always proc and always at full potency on every HNM ever created or that will ever be created. It's a guaranteed 17.6% increase in everyone's attack (actually more with Emp armor) and that is amazing. It's like berserk on everyone in the alliance.
As for the element enfeebles, you might want to go check up on them. Their -stat effect doesn't scale well. At 150+ INT it's only -13 stat. They also don't stack well, I can't reduce the monsters VIT and AGI at the same time. They use elemental skill not enfeeble skill and thus we'll always have issues landing them at high potency. What I'm arguing for is a pure enfeebling skill line of -STAT enfeebles that actually scale. Something on the order of a reverse Gain spell, -20 ~ -30 of a Stat is noticeable. Also don't limit it to just the STR / DEX / VIT stats but also include the enfeeble effects of Attack Down, Defense Down, Evasion Down, and so forth. These already exist, in the WAR break WS and several BLU spells. Also the monster use them constantly on us. If SE wanted it would be trivial to create these, you cast it and the monster checks resistance. If pass then land for an effect determined by your INT and call it a day.
It would give us a new line of enfeebles that would work in HNM situations and would give us a unique role to play. Sticking a bunch of those on any HNM would make it weaker. It wouldn't' break the game as the NM still has access to all it's OMFGBBQ moves and you haven't blocked any of it's actions. SE broke all our previous enfeebles because if they work, they work too well and block a NM's ability to do stuff.


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