As the title states. I've heard many feedbacks from people who materia in those resistance materia and have come to completed not notice a significant difference. And regular materia works much better increasing efficiency.
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As the title states. I've heard many feedbacks from people who materia in those resistance materia and have come to completed not notice a significant difference. And regular materia works much better increasing efficiency.
Please be aware that they are Tier I materia.
Tell me when there is Tier 4 Materia. BTW there is Materia Cap for each gear too so even with Tier 1 with people capping them it still doesn't proof worthwhile.
Resistance materia as it stands is too costly and requires too many resistance points to feel a noticeable difference.
If the resistance transferred is a flat percentage (2 resistance = 2% reduction) then it would take at least 10 materia to get below a Paladin's second Shield Bash GCD (20% of 3s Stun = 2.4s) to react before they can use the weaponskill a third time for a Benediction, Lustrate or escape maneuver. There are also potions (15/20 resistance for 15s) and food (3/5), but melding provides innate resistance which is great.
I feel mark materia was designed to go into the last forbidden meld slot, since rank I's give the highest meld success rate over, say, a materia III/IV. Problem is they're stupidly expensive and have to go into guaranteed slots unless you're willing to grind out 20-40 games per ~5% gamble.
The current system now functions as the best defense is the strongest offense. Spell Speed/Skill Speed will ensure your enemy's demise or your teammates survival more than reducing that stun/sleep timer.
A friend had told me filling all the built-in slots on a full pvp set took 10 seconds off a 30 second sleep. Is that not accurate? because if it is, it sure seems worth it to me, particularly after they lower the cost. I seem to recall hq sleep candy with no matera taking like 2 seconds off, and you can use that together with the materia.
You need 33 Resist to get that effect which you could have spend on more stats to blow stuff up. In the first place people just trinket out the first sleep then subsequent sleep isn't affected much by the resistance materia. 33 Resist materia would mean around 8 Materia slots assuming you take resistance food. You're losing some 72 points worth of Secondary stats.
healers stacking sleep resist makes the most sense imo. If the healer is out of sleep sooner then he can unsleep/heal his team mates sooner. Most sleepers these days dive in and sleep the healer in the first few second of the fight, but the actual burst on a target doesn't start for almost 15seconds, so healers don't really need to break that first sleep when no one is actually taking damage.
Until sleepers get better at timing that first sleep with the DPS burst then sleep breaking first sleep isn't that great, if you get unlucky and let a BLM 3sleep or even double sleep your team due to bad positioning, then sleep resist will come into play. cause those few seconds off can be used to ensuna/leeches your team mate and both of you are back in the fight sooner.
With a good blm there will be sleeps, its not a question of how, just how long. those second and 3rd sleeps while not effected by materia (which I think is a bug) are great to purify. Besides with SMN as strong as it is atm, I end up purifying smn dots more and more these days, cause I know no healer is gona heal through that burst.
@ youmu I'm not sure how it works but I believe even with stun resist you will still get the micro-stun a 0-1sec stun that will interrupt your casts, but if they actually negate that it would be very strong indeed
I know I'll be stacking stun resist, as much as possible without dropping SS/Crit. PLDs learning to lock BLMs down as we go for 2nd sleep on healer. Much annoyance, so interrupt.
I'd actually consider countering the worst threat of a status effect to you (either stun or sleep for most) to be just as useful as adding more secondary stats.the materia's worth of additional secondary stats won't help if you're locked down in a CC chain.Quote:
You need 33 Resist to get that effect which you could have spend on more stats to blow stuff up.
If you are playing a high priority target class (SMN, BLM) stun resist will be your friend. If you are a tank or healer you will want sleep resist.
Miasma Disease + Heavy is equivalent to a 20 seconds stun. Problem is there is no resistance effect on Disease, in itself Disease don't do much after the 2nd application and most of the first application you can just stun them to stick on your target or just target swap to a closer one.
i feel the pvp materia is just fine, altho most of it is inately useless. I have had sleep resist materia save my team many of times. As a healer the less time i spend CC'd the less time my team spends CC'd, also heavy resist affects the miasma debuff so you get a 2 for 1 on heavy and healing reduction with heavy resist........
OP OP OP OP OP dont complain about smns if you dont have heavy resist
I think the heavy resistance will apply to all forms of heavy, unless people have tested this and found that heavy resistance has zero effect on Miasma's status debuff.
But that said, heavy is not anything close to equivalent to a stun. You can still act, be healed, and have the effect removed. Stun can not be removed by anything other than purify and completely prevents you from acting at all.
Miasma's Disease is confirmed to not be a Heavy or Bind effect. In fact if you notice Bind and Heavy share the same DR, if you bind someone and cast a Heavy application skill the Heavy will not apply. There is currently nothing to lesser the duration of Miasma's Disease, if given the choice I'm sure all melees would get that. Cause Heavy is only applicable by BLMs and WHMs.
1 Resist = 1% duration reduction hence normal case Disease would take 8 Resist to reduce 1s Miasma 2 Disease timer. Never seen it happen on my friend's toon.
Miasma's Disease isn't even a Heavy to begin with. It follows DR rules but there is no resistance to counter it. It stacks with other Heavy effect, aka Disease + Heavy = 10% Move Speed, the penalty is additive. And frankly if you ask me... IF a BLM worth a damn can easily safe his healer from any melee just by casting Blizzard 1 on them. It's a literal 15 seconds stun if no DR is incurred.
Miasma applies heavy plus another dot for the damage + healing reduction. The damage and healing reduction isnt reduced but the heavy is. I just tested it.
Healing reduction is combined with the Disease debuff. Miasma applies the Miasma debuff and a Disease debuff, If as you claimed that healing reduction time isn't reduced so is the 50% slow from Miasma. And besides highest Heavy is only 40% where BLMs get a 20% version one.
BLMs get both 40% and 20% but u need cast blizzard for the 40% ones and the 20% one also reduce casting speed too