- Joined
- Jan 3, 2006
- Messages
- 952
- Location
- America... Fuck Yeah!
- Main Job

- Secondary Job

- Third Job

- Server
- Quetzalcoatl
- FFXIV
- Psylentcuda
I'm interested to see what everyone's merit set-ups are. Hopefully this thread will start some intelligent discussion about what people are trying to achieve with their RDM in the end-game scene. Please post the following:
Tier I Merits:
Advantages:
Disadvantages:
Tier II Merits:
Advantages:
Disadvantages:
Psylentcuda (Unfinished)
Tier I Merits:
Convert Recast: 2/5
Ice Acc: 2/4
Wind Acc: 1/1
Advantages:
Slower Convert allows me to dump mp into large MP spells such as Cure IV. It also allows more room to juggle mp around without being as careful.
Ice Acc helps to land Bind in sticky situations easier and also allows Paralyze to be more potent.
Wind Acc helps to land Gravity in kite situations.
Disadvantages:
No Earth Acc means Slow may or may not always land. Its one of the harder spells to land on HNM.
Lower Convert recast means I can't stack Divine Seal with Convert every time I convert.
Tier II Merits:
Slow II: 2/5
Phalanx II: 0/1
Bio III: 0/4
Advantages:
Slow II with a great mind build helps NIN or /NIN tanks keep their shadows up easier. It also means less TP attacks and less MP spent on cures over time.
Phalanx II stacked on a PLD helps reduce the damage they take immensely when blood tanking.
Bio III can deal decent DoT over time and having 4 merits means it will last a full 2 min.
Disadvantages:
Paralyze II can help when tanking larger HNM with a higher proc rate.
More merits in Phalanx II would mean PLD's take less damage.
No Dia III merits doesn't allow for max defense down when melee damaging any monster.
Tier I Merits:
Advantages:
Disadvantages:
Tier II Merits:
Advantages:
Disadvantages:
Psylentcuda (Unfinished)
Tier I Merits:
Convert Recast: 2/5
Ice Acc: 2/4
Wind Acc: 1/1
Advantages:
Slower Convert allows me to dump mp into large MP spells such as Cure IV. It also allows more room to juggle mp around without being as careful.
Ice Acc helps to land Bind in sticky situations easier and also allows Paralyze to be more potent.
Wind Acc helps to land Gravity in kite situations.
Disadvantages:
No Earth Acc means Slow may or may not always land. Its one of the harder spells to land on HNM.
Lower Convert recast means I can't stack Divine Seal with Convert every time I convert.
Tier II Merits:
Slow II: 2/5
Phalanx II: 0/1
Bio III: 0/4
Advantages:
Slow II with a great mind build helps NIN or /NIN tanks keep their shadows up easier. It also means less TP attacks and less MP spent on cures over time.
Phalanx II stacked on a PLD helps reduce the damage they take immensely when blood tanking.
Bio III can deal decent DoT over time and having 4 merits means it will last a full 2 min.
Disadvantages:
Paralyze II can help when tanking larger HNM with a higher proc rate.
More merits in Phalanx II would mean PLD's take less damage.
No Dia III merits doesn't allow for max defense down when melee damaging any monster.