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  1. #11
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    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.
    (0)

  2. #12
    Player renasci's Avatar
    Join Date
    Mar 2011
    Posts
    22
    Character
    Renasci
    World
    Bismarck
    Main Class
    BLU Lv 99
    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
    (0)

  3. #13
    Player larrymc's Avatar
    Join Date
    Mar 2011
    Posts
    157
    Character
    Larrymc
    World
    Shiva
    Main Class
    BLU Lv 99
    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!).
    (0)

  4. #14
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    5/5 Physical Potency
    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.
    (0)

  5. #15
    Player larrymc's Avatar
    Join Date
    Mar 2011
    Posts
    157
    Character
    Larrymc
    World
    Shiva
    Main Class
    BLU Lv 99
    Not trying to be mean, but that's just +10 accuracy on spells.
    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.
    (0)

  6. #16
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Heavy Strike is inherent -60 accuracy (roughly), full merits bring it up to... -50 accuracy. For one spell.
    (1)

  7. #17
    Player larrymc's Avatar
    Join Date
    Mar 2011
    Posts
    157
    Character
    Larrymc
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    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.
    (0)
    Last edited by larrymc; 03-08-2012 at 11:51 PM.

  8. #18
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    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.
    (1)
    Last edited by Neisan_Quetz; 03-08-2012 at 12:14 AM.

  9. #19
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by larrymc View Post
    That is actually the point. For must 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.
    A.spikes / Q.Cont / Q.Strike are usually better the H.Strike unless your inside Abyssea with RR set. And you shouldn't be having acc issues inside Abysesa anyway.
    (1)

  10. #20
    Player Tashan's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    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.
    (0)


    Reduce or get rid of the penalty incurred after setting blue magic spells.
    The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

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