All new merits!

Windy

Airship Passenger
Adventurer
Joined
Jul 23, 2006
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174
Seeing Psylent's thread ( http://www.qcdn.org/showthread.php?t=32017 ) about AMII made me wonder about the rest and if anyone either have already or know someone who has capped new merits?

How is Overwhelm at 3/3? How high is Phalanx II? Does it actually surpass Phalanx when fully Merited? Does anyone fully Merit Protect/Shellra V or just one it and the rest on.. something else? Ninjas, how's the elem wheel? How tough is fully merited Para/Slow/Blind II? How are the PLD/MNK/DRG/etc merits?

A lot looked promising but we all know SE likes to make things look better than they are usually.. so how goes it?^^
 
Phal2 is phalanx.5. bio/dia 3, high damage, high mp cost, short timer. BLind/para/slow all good past lvl 1, otherwise not much better than tier1 version.
 
Like the brds one on double cast time for double duration helps alot in burns and cannons ^.^ but the - enimity to some one thing i would never use
 
Kire said:
Like the brds one on double cast time for double duration helps alot in burns and cannons ^.^ but the - enimity to some one thing i would never use
I think it's 1.5x cast time for 2x duration, actually.
And as for the one that lowers enmity, I wouldn't think there would be much use for it unless, say, the tank finds himself in a bad situation and others are having trouble getting hate off of him. I'll more than likely merit it, I just don't plan to use it alot.
 
I haven't got them, but reports show SMN merits to be arse.
 
Xalioniaf said:
I think it's 1.5x cast time for 2x duration, actually.
And as for the one that lowers enmity, I wouldn't think there would be much use for it unless, say, the tank finds himself in a bad situation and others are having trouble getting hate off of him. I'll more than likely merit it, I just don't plan to use it alot.
I saw the +enmity one on my Dynamis's Pld.. no one in out PT aside her got hit. Ever. (aside other Pld who got SATA spammed XD)
 
The reviews I saw of the RNG ones said they're mostly not worth it.
Thief ones look great though!
 
For mnk merits:

Invigorate: Pure joy for monk, 80 hp regened with each merit after using chakra, a must have for any monk.

Penance: Lowers the TP gained by mobs for 20 seconds per merit, effective after using chi blast. From what I've heard it's around a 20% drop in TP gain, and it stacks with any subtle blow that someone is using. Potentially big for endgame fights, but then few endgame fights involve a lot of melee whacking on the NM, but a nice little addition. With 3 monks who are 3/3 on penance you can keep mob's TP stunted forever.

Formless strikes: changes melee damage from physical to magical, but at the cost of ~50% of your damage per fist; gain 5% damage per merit. Good for melee resistant mobs, have heard from some places it suck, from others that it's not bad. Also potentially useful for endgame, but if it gives TP(I'm not sure if it does) then monk still wouldn't get to use it.

Mantra: Increases the hp of party members by 5% of the monk's hp per merit. I really don't see much use of this, even at 3/3 merits that's only 192 hp added. If you're really desperate for spirits within numbers, or if your pld needs a HP boost, but it's not that big a deal.

For whm, all I have at the moment is Protect 5, which only gives 5 more defense than protect 4., +2 defense per merit added for a max of +9 defense over protect 4. It's a nice addition, and the spell effect is cool, but not as big as I would have liked. The other protects increase by 15 with each version, so a +9 max is a bit of a letdown.
 
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The only problem I have with invigorate, is that it doesn't stack with regen spells(For the effort obtaining it, should be its own effect,) and is overwritten by Regen 1(The biggest problem, imo.) Other than that, best addition for Monks.
 
Bajaratt said:
Mantra: Increases the hp of party members by 5% of the monk's hp per merit. I really don't see much use of this, even at 3/3 merits that's only 192 hp added. If you're really desperate for spirits within numbers, or if your pld needs a HP boost, but it's not that big a deal.

For whm, all I have at the moment is Protect 5, which only gives 5 more defense than protect 4., +2 defense per merit added for a max of +9 defense over protect 4. It's a nice addition, and the spell effect is cool, but not as big as I would have liked. The other protects increase by 15 with each version, so a +9 max is a bit of a letdown.

Thank you to everyone for replying but on this one..

Does Mantra stack? (5mnk +1pld = uber SW?) or if not you could still stack Sword melee in PT's with Mnks to get a decent SW at the start...
And the Protect/Shell.. is a huge let down ._. +9 def? That's not very much considering it costs 120k exp >.< but I agree the animation is nice
 
I'm currently at 3AC, 1feint, and 2 aura steal (capped group2 merits)...

Assassin's Charge: Awesome for spike damage, guarantees a triple on your next WS (although you can still miss some of the triple hits). base recast 15min, future merits lower that by 2:30 each.

Feint: MASSIVE evasion down, base recast 10min, lasts about 30-40 seconds.

Aura Steal: Guaranteed dispel. Absorb rate of buff with lv. 1 merit is kind of low, maybe about 1/4-1/5. With my 2 merits I usually get around 1/2-1/3. A positive for THFs that like to steal beastcoins for money, the steal beastcoin checks before steal buff.

Ambush: Mostly crap. The acc really isn't worth the merits. If it was a small damage boost or even crit rate boost it would be much better.
 
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For DRG, Angon is a must. It helps alot with penta and jump damage, or so I've seen. Empathy looks worth it to an extent, because giving yre wyvern a buff, can be very nice. The others, I see as worthless, cause you have to do it before a WS, or before a spell to heal, it's just not worth it.

For SAM, all I've gotten is Shikikoyo. It's nice, but it kinda sucks being a TP battery of sorts. Overwhelm, assuming it's been fixed, looks good, Blade Bash from what I've heard from friends is REALLY nice for quick stuns.
 
An extention of Kypdurron's DRG information:

Angon: It is an ability that makes the character throw an "angon" (must be equipped or macroed into 'ammo' slot) at the enemy target. It can never miss, unless absorbed by Blink or Utsusemi. It decreases the target's defense by 20-25%, for I believe 30 seconds. It can be used once every 3 minutes. If it is merited, the duration is increased by 15 seconds - and yes, it does increase hate percent to the user.

Deep Breathing: Enhances wyvern's breath, can be used once every 15 minutes. If merited, recast is decreased by 2m30s. For a breath attack, the wyvern's breath attack damage is increased by over 200-300 damage (in an XP party - i.e. Flame breath with DB did 360 damage as compared to 45). I have yet to test if a DB Magic Bursted breath attack would do even more damage, but for all intents and purposes I assume it would. For healing breath, think of it as a divine seal for healing breath. Or a wyrm armet every 15 minutes. Very nice recovering 400+ HP for the mp cost of Dia.

Empathy: Copies a beneficial status effect (not sure of food) to the wyvern when using Spirit Link. If merited more, more beneficial status effects will be copied over. (Protect, shell, bar-spells, etc)

Strafe: Increases accuracy of breaths, if merited: increases accuracy by 5. I am not so sure yet about this, i believe that breath accuracy refers to the chance increase of the wyvern using it's strongest element breath attack against a certain mob type. For healing breath, i'm unsure if more HP is recovered or not, need to test this more.
 
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Windy said:
Thank you to everyone for replying but on this one..

Does Mantra stack? (5mnk +1pld = uber SW?) or if not you could still stack Sword melee in PT's with Mnks to get a decent SW at the start...
And the Protect/Shell.. is a huge let down ._. +9 def? That's not very much considering it costs 120k exp >.< but I agree the animation is nice
I have no idea if the effects stacked, but based on other effects given by multiple players(regen, protect, refresh, etc), I'd have to say it wouldn't. I haven't put any point into it and to be honest I really don't plan to either.

I'm still going to get shell 5, just because while it's not much better than shell 4, it is still better, but I'm going to go for more beneficial merits first.
 
i just got invigorate the last few days. its pretty cool i like it :)

ive also picked up slowII paralyzeII and phalanxII, all lvl1.
 
paralyze II seem to strike more but last less it does not seem to proc that much more then paralyze I. Have not done any big hnm lately so not sure how it whould do on them. It does stick pretty nice in besiege though. Phalanx II seem to stop at ~21 dmg at lvl 3 and can be bumped a few points depending on enhanceing magice (please note the phalanx I is ~28dmg) Bio/Dia III ive been hearing the dmg or duration way to low mp cost way to high. Blind II is still not as stong as nin blind.
 
Para2 works best if you merit above lvl 1. On IT mobs it went off 90% of the fight (not on every mob) and lasts just as long as para1 depending on the acc when it sticks.
 
DarkMagnus said:
Para2 works best if you merit above lvl 1. On IT mobs it went off 90% of the fight (not on every mob) and lasts just as long as para1 depending on the acc when it sticks.
anyone try slow II currently have 2 in para 1 in phalanx going put 3rd in para but that leave 2 more merits to use. Seem pointless merit blind, so that leave dia slow or bio. Any rdm out there try them on hnms? Really curious if slow II stick as well as para II and how much slower is it?
 
75 WAR here to report on new merits

Tomahawk- From what I hear it is very good just like Angon, nice DEF down etc etc. its worth getting.

Warrior's Charge- A MUST HAVE, it sometimes makes my rampages and steel cyclones do ridiculously high levels of damage. yeah 15 min recast but for gods that isnt too bad when your first 300% SATA is what really matters.

Aggresive Aim-.... Unless you really use a Crossbow in your ranged slot... I don't think this is worth it, maybe for WAR/RNG .. >.> its just not for me at all.

Savagery- "Martial Warcry" Adds a 10% TP bonus (30% w/ capped merits) to all party members within range. In other words, your 100% rampage will act like a 110% rampage, it doesnt give you TP like Meditate. Would be good if it gave you TP, but it doesn't. Others might disagree since it affects PT members, but I think its not worth it (P.S. I have WAR AF2 mask, this lengthens warcry time and would lengthen the time you can use the TP bonus as well.)
 
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