red mage merit spells

Khidir said:
yes this is something I also am replanning mentally since the norm was merits split into ice and wind equally or most on wind acc and the rest on ice(I think) now I have to figure out exactly what I want

suggestions? I appreciate it

I suggest 5 in wind and 5 in ice. The most critical and important spells to land in most cases when soloing, are Gravity and Bind. Silence and Gravity are also important to land during some end-game events, and you get an extra boost to Paralyze doing that.

However, if you plan on going RDM/DRK a lot against the few HNM's that often resist it (like Shadowlord, that don't resist as much as Kirin), Thunder Accuracy might be good.

Either way, I wouldn't reccomend spending them in more then 3 different categories, as the magic accuracy boost isn't really visible untill the 3rd or 4th merit in it.
 
Bigboy said:
I asked before, but no one answered. ; ;

What's the comparison between Hojo: Ni & Slow II?

Someone should know, but it isn't me. Slow II is obviously good for HNMs and such since a RDM's Enfeebling skill can get so much higher than a NIN's Ninjitsu skill. I'm curious what the difference in strength is though, and confirming what overwrites what now.

Slow II overwrites Hojo Ni (Slow doesn't), although that doesn't necessarily mean it's stronger. Slow I caps at 30% slowed (but at about 80MND above the mob). From the data I've seen Slow II caps at about 33% and each merit adds about 3% to that cap.

Slow II seems to be stronger than Slow I for the same MND. Reports are conflicting though as to how much stronger with reports of up to 15% stronger at some levels. I tend to believe that it will be 3% stronger for all MND levels for each merit, but I haven't tested or seen a good test of it yet.

I haven't been able to get a firm number on Hojo Ni. It's believed to be a fixed effect slow, with about 25% as the amount slowed, but I haven't been able to find any tests, or many NINs that agree. There are reports that Slow will overwrite Hojo Ni when Slows % is above 25%, but I haven't seen that myself.
 
BG seem to be asking same question yet not to much info is given.
On a side note seem lot people on there server merit convert:shok:

xajii said:
Ooo, a RDM thread.

As someone said earlier, it depends on your role in your linkshell and what you spend most of your time doing on game. I break it down like this

For more merit parties, exp settings, light endgame activity and solo

Tier I Merits;

-- Convert Recast 5/5
This is just a good thing to have because depending on the kind of party you have you might be burning through MP on weird melees (HI MNK/WAR WHO REFUSE TO SUB NIN) and how smart your melee are. But even so the high end cost of tier II merit spells may put you in a position where it'd just be nice to be able to Convert quicker.

--Ice Magic Acc. 3/5
Paralyze, Bind and Blizzard III are all key in solo activity, if you ask me. (;'a')

--Wind Magic Acc. 2/5
Even if you just do sky it's nice to have the extra acc to try and Silence and gravity.

Tier II Merits:

--Slow II 3/3
This spell is godly for RDM, it's up to about 8% more potent than the most potent Slow I and lasts a good amount of time. Tanks will love you.

--Dia III 1/3
In burn parties the mob shouldnt be lasting more than the 30 seconds this goes on, and if it does it'll be almost dead or, if not, it won't hurt too much to toss another Dia III on if you did the Convert merits like I said. -15% DEF is a nice thing to have; with a COR to Light Shot that's -20% right there, ignoring lolangon and lolgugnir possibilities!

Or, or, if you melee on your RDM, guespiere

--Para II 2/3
Also excellent on any mob because it just generally procs more, lvl 2 ensures strength of spell.


For HNM, sea, Cerb and all that annoying shit

Tier I Merits:

--Convert 3/5
A full minute down is a nice round number. And you'll like that minute, trust me. Remember when you had to sit on your ass at Kirin or JoL or whatever because you had 1 min left on timer? Gone.

--Ice Magic Acc. 2/5
Para/II acc is helpful and Bind will be a little more reliable too.

--Wind Magic Acc. 5/5
Silence and Gravity are pretty damn important in a lot of situations.

Tier II Merits:

--Slow II 3/3
This will still help your LS the most.

--Phalanx II 1/3
A nice touch to the tank and esp. if you're using PLD it will matter over time.

--Para II 2/3
It's still really good.




And yes I use Mistilteinn and Num.+1 for anything but Cerb Hydra lolsky and some lolsea.
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think he explain pretty well also just wondering anyone actually use a Mistilteinn?
 
my rdm merits are not finished, but i have:

wind 2
ice 2
paraII 1
slowII 1
phalanxII 1

yeah, meriting for 4 jobs sucks :(
 
thats really good info thanks guys but um...from what I understand by the "3/5" and such that there is a limit on the areas you can invest merits into.

Like there is a group for each aspect and there is a max amount of merit points allowed for all of the choices in each area

Can someone show me the link for what categories and the max merits for each category

But I'm suprised that no one has considered earth acc merits because of the new tier spells, but considering Uzor's advice ice and wind acc spread out well over the more vital spells for rdm solo and hnm wise
 
neophytal said:
my rdm merits are not finished, but i have:

wind 2
ice 2
paraII 1
slowII 1
phalanxII 1

yeah, meriting for 4 jobs sucks :(

I know how you feel <.< I hate meriting more then anything in this game, so forcing myself to merit in order to not be gimp is something I rarely do <.< I can't help that I fall asleep after 2-hours of doing it, its just so damn boring! ~.~ I need action to stay awake! There's no risk involved in exping ; ;
 
Bind and Gravity have a long recast. Slow does not. The accuracy merits are not only important for sticking it overall but also for sticking it *the first time*. Factor in that when soloing (or for that matter, fighting a kited mob in a group), a resist on Bind and/or Gravity is a Very Bad Thing, but a resist on Slow is merely annoying.
 
Vilurum said:
Bind and Gravity have a long recast. Slow does not. The accuracy merits are not only important for sticking it overall but also for sticking it *the first time*. Factor in that when soloing (or for that matter, fighting a kited mob in a group), a resist on Bind and/or Gravity is a Very Bad Thing, but a resist on Slow is merely annoying.
ya what he said. If slow dont stick you can simpley recast. If gravity, silence, or bind dont stick i hope you have reraise because you going need it.
 
Well I'm the exception that actually rate earth merits above ice. I find Slow as a more important enfeeble for HNMs than Paralyse. Yes, you can recast slow, but NINs get a bit tetchy when the mob starts hitting them faster than they get shadows back up (something about paper armour and dying in two hits... I don't really understand mellees). Slow is also working consistently all the time it's up, while Paralyse is a bit hit and miss. Bind is more for DoT/kite type situations and running away from things than for HNM type stuff...

For me, elemental accuracy Wind>Earth>Ice but all are still useful.
 
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