at 42, i saw the same gains going from 141 to 161 str, of course it was rather costly stat wise, and thus probably not worth it, but the damage increase was there.Up to 100 they work. Past 100, you're pretty much wasting your time.
I suggest that once you hit physical level 50, keep your dex, str, int, and pie at 86 and your vit and mnd at 80. Then use conversion traits and gear's innately appropriate stat boosts for the rest.
There is next to no point in getting over 130 of a given stat. There IS actually a big difference between 40 and 100 of a stat though.
^ Yeah, pretty much. Good advice for anyone who is doing both mage and melee/archer jobs, and/or crafting and gathering jobs too.Up to 100 they work. Past 100, you're pretty much wasting your time.
I suggest that once you hit physical level 50, keep your dex, str, int, and pie at 86 and your vit and mnd at 80. Then use conversion traits and gear's innately appropriate stat boosts for the rest.
There is next to no point in getting over 130 of a given stat. There IS actually a big difference between 40 and 100 of a stat though.
If you're just doing melee or archer, you don't need INT at all. If you're just doing mage, you don't need STR or DEX at all.
The only stat that is worthwhile to increase past 100 is VIT. Unlike the other stats, VIT's effectiveness increases at a linear rate since you always get the same amount of HP per point of VIT. This applies mostly to tanks and soloers, however, so if you don't find yourself getting damaged that often, then boosting VIT is probably not that important to you.
MND works similarly, but you don't really need as much MP as you do HP, in most circumstances.
I would say that INT can be sacrificed if you are a meleer. However, I think that a meleer converted to 1 mnd and 1 pie is a rookie mistake. A meleer's magic accuracy is much higher than its magic potency for a reason: they want you to use some magic if you have it. Debilitations that use piety are viable on meleers: slow, paralyze, blind, dia, siphons. Ideally, the best meleers are all DRK hybrids.
And as far as MND goes...I can main heal a party as a marauder. It's that silly.
My marauder can cure III for 515 points of health at 40 and sleep an add. Is that really worth forgoing for 150 str? Is dia, that lowers the mobs' defense? Thauma's got better things to do than make you better at attacking. Meleers should honestly cast dia slow paralyze and blind themselves, which would beat their str dex specs in terms of output AND utility, and free up the mages to focus stricktly on potency-related abilities that the meleers can't do.
But on the other hand, I can't for the life of me incorporate meleeing abilities into mage'ing. Sucks!
Last edited by Peregrine; 05-17-2011 at 02:33 PM.
Debuffs tend to not "stick" as much when using them on a melee class (Because melee weapons have piss poor m.acc)I would say that INT can be sacrificed if you are a meleer. However, I think that a meleer converted to 1 mnd and 1 pie is a rookie mistake. A meleer's magic accuracy is much higher than its magic potency for a reason: they want you to use some magic if you have it. Debilitations that use piety are viable on meleers: slow, paralyze, blind, dia, siphons. Ideally, the best meleers are all DRK hybrids.
And as far as MND goes...I can main heal a party as a marauder. It's that silly.
My marauder can cure III for 515 points of health at 40 and sleep an add. Is that really worth forgoing for 150 str? Is dia, that lowers the mobs' defense? Thauma's got better things to do than make you better at attacking. Meleers should honestly cast dia slow paralyze and blind themselves, which would beat their str dex specs in terms of output AND utility, and free up the mages to focus stricktly on potency-related abilities that the meleers can't do.
But on the other hand, I can't for the life of me incorporate meleeing abilities into mage'ing. Sucks!
Also, MRD can only single target heal, making them less than adequate as the party healer in most situations
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