While I suspect I may be getting trolled, I'll go ahead and reply seriously.
The way this is phrased make it a bit hard to interpret but I think what your saying is:CA, cast, use spirit link to get TP then WS, for a SC? Seems.. impractical to me. Not to mention Impossible, in the case of light SC. The only blu spells that can open, or close, Light, are not subable.
Not to mention the use of a CA spell will wipe your TP, which makes the only appropriate time to use it, right after a ws. In which case, you might as well skip the CA altogether and just use that spirit linked TP to straight up Camlann's > Drakes > Light.
And what are you fighting that's so weak that your wyvern has that much TP? Every healing breath will use all his TP. And if the mobs are that weak just go DD sub and use restoring breath.
The base stat differences are minimal at best. Probly wouldn't even show up on a parse.
Of the 3 solo subs brought up in this thread, /BLU is the weakest in terms of DMG output. /WHM or /RDM would win just by keeping Dia II on the mob. And /WHM will blow them both outta the water with self haste.
/BLU's strength is in it's defenses. It's specialty is soloing mobs that deal massive physical dmg, and mitigating that(via Cocoon) to the point that we can keep up with healing breath. There's also some limited utility in its minor enfeeble effect. Head butt, and sprout smack being the most prominent. The add effect acc is low, but when you can spam them as an HB trigger its gonna land sometimes. That bit of slow from sprout smack helps further mitigate melee dmg.
/WHM is a fairly balanced solo sub, but the addition of haste pushes it to the most damaging solo sub. There's also Dia II adding to the offense. Defensively, Its buffs and magic defense bonus make /WHM fairly good for dealing with casting mobs. But its physical def is nothing special. -Na spells and erase provide some defense against enfeebles, and auto-regen for the wyvern is always helpful. Aquaveil can also serve as a safety net against interrupts. Also has the largest mp pool of the 3. Primary cons are slower, more expensive trigger spells, higher MP consumption, and weaker physical def.
/RDM is much like /WHM, - the Na spells and haste. While it has a smaller MP pool than /whm(same as /blu though) it has refresh to maintain mp. Allowing more frequent use of spells. Convert is also an option to replenish mp between fights(god, don't do that during one). Pretty much its only offensive bonus is Dia II, but at lvl 99 it will get haste as well. Dispel is a major advantage of /rdm. Things like shock spikes or def boost can be a major problem. Primary defenses would be phalanx and ice spikes. Subbed phalanx, while small, is a decent boost, it just doesn't compare to cocoon. Ice spikes is very powerful indeed. Any mob that can be para'd can be near crippled by its paralyze. And it can prevent nasty spells from going off. Has fast, cheap triggers(barspells) and similar magic def to WHM.


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