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Crosis said:Melee Mamool Firespit do not always get absorbed, you need the full 3 shadows for them to get absorbed. Pretty sure anyway.
As for MP you also have zenith gear, serket ring and most likely capped MP merits, many RDMs do not have any of those.
Well, I dunno. I had 2 shadows left, and it absorbed both shadows for me. I'm thinking it might be a random ammount of shadows.
And no. I don't use Serket Ring <.<; I get more MP then HP with those.
I can get over 1,100 MP on RDM, but that'd be rather useless considering I'd have more MP then HP, which results in less effective converts.
Well, I have cure casting time merits. I cast as fast, if not faster, then a RDM =/Myrid said:I prefer main healing meleeburns on RDM over WHM. Why?
-I never run out of MP. 3/tic from gear and Sanction, 3/tic from refresh, 3/tic from bard, more if there's a corsair + bard. Not to mention Convert, but the past couple parties I've only needed it like once every half hour instead of once every 10 minutes.
-Fastcast. Cures come in faster, I can re-use cure3 faster, haste cycles are completed in less time.
I usually just throw him a devotion-Refresh. I can toss the BRD refresh if he's subbing mage, I can refresh any blus/drks in the party (if applicable).
Well, you can't really say Regen 3 is solved with Cure III. Regen III cures for, I believe, a total of 660 HP, 750 with briault. It also only costs, what, 68 MP to cast? Versus Cure III's 48 MP cost. That's 20 more MP for over 500 more HP cured. That's a 11HP/mp ratio, versus Cure III's 4.4HP/mp. That's even a better hp/mp ratio then my Cure V's for over 900 HP. My Cure V's would actually have to heal for about 1500 HP just to be more MP efficient then Regen III.In my opinion, the above outweighs having Cure5 (rarely need), Regen3 (solved with Cure3), and Shellra4/5 (Shell2 and eh, guess I have to use Cure4 instead of Cure3 maybe twice).
And in a long merit party, those extra MP's really adds up. A lot.
You also ignore WHM with bar-spell merits, such as myself. Fully capped bar spell merits give 10 MAB to the same ellement, decreasing, say, water damage from cursed sphere by 10%. Add on Protectra V unmerited, and it gives another 22% MAB, giving you a total of 32% magic damage reduced. This is ignoring the chance to resist spells, which will be much greater with Cleric's Pantaloons and another +10 from bar-spell merits.
Well, not neccesarily. First of, getting up from healing delays you slightly, meaning the melees might be without haste for some time, thus reducing exp/hr slightly. In parties before merit parties, it can very well be the difference between life and death from an unlucky double attacked critical hit followed by a goblin rush or bomb toos if you're main healing.ds083roadkill said:uhh, if your standing around and havnt casted a spell in 20 seconds, and you have not rested, there's something wrong with you.
just because you have fast mp regen, if you have the capactity to hold 25 mp (75rdm with at least errant, more if you are smart), and everything your job entails is active, why wouldnt you rest? hell, even if you have to put back in your MP gear for convert... thats free MP.