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Are there other spells that cancel each other out? I'm new to partying and want to make sure I'm not throwing out spells in conjunction that are going to hurt the party rather than the monster.
Frost - Lowers AGI (melee hit more)
Burn - Lowers INT (more damage and less resists on BLM spells)
Rasp - Lowers DEX (lowers monsters accuracy and chance of critical)
Choke - Lowers VIT (melee do more damage)
Drown - Lowers STR (monster hits for less damage and damage is more variable)
Shock - Lowers MND (debuffs hit easier and last longer)
How to use them
Opposite elements do NOT stack e.g. if you cast Frost and then cast Burn Frost will wear off and Burn will hit.
Rule of thumb - Water > Fire > Ice > Wind > Earth > Lightning.
Here are some basic recommendations for how to use them. If you are fighting beetles or something else with high evasion and you are doing good damage with your nukes but melees are missing, this is when you cast Frost. After Frost you can also cast Rasp and Drown because these 3 WILL stack~
If you are fighting something that resists your spells a lot e.g. Anticans, cast Burn. After Burn you can cast Choke and Shock because these 3 will also stack~
Some more combos.
Frost & Shock (helps melee and debuffs)
Burn & Drown (helps you and the healer)
Choke & Frost (best melee combo)
Drown & Rasp (helps the healer)
There are a bunch more combos that you can play with~ These are just my suggestions.
In most parties I start off with Frost and Shock then recast these when they were off but it depends highly on my party config which ones I use. BTW all of the elemental debuffs stack with ANY other regular debuff (dia, bio, blind, etc etc...)