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  1. #1
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50

    PvP Materia = Useless

    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.
    (0)

  2. #2
    Player Houston009's Avatar
    Join Date
    Sep 2013
    Posts
    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    Please be aware that they are Tier I materia.
    (0)

  3. #3
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    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.
    (0)

  4. #4
    Player
    bbt's Avatar
    Join Date
    Dec 2013
    Posts
    96
    Character
    Brahms Torsten
    World
    Balmung
    Main Class
    Gladiator Lv 60
    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.
    (1)

  5. #5
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    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.
    (0)

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    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.
    (0)

  7. #7
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    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.
    (0)

  8. #8
    Player
    mirth12's Avatar
    Join Date
    Aug 2013
    Location
    Uld'ah
    Posts
    84
    Character
    Mirth Alfa
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    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
    (0)
    Last edited by mirth12; 01-07-2014 at 05:16 AM.

  9. #9
    Player
    Youmu's Avatar
    Join Date
    Aug 2013
    Posts
    255
    Character
    Chachasamu Cocosamu
    World
    Exodus
    Main Class
    Thaumaturge Lv 50
    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.
    (0)

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    You need 33 Resist to get that effect which you could have spend on more stats to blow stuff up.
    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.

    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.
    (0)

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