ThePsychoticOne the Prohpet wrote:
Nothing has changed since 2003 when some of us started.
Meh, some things have changed. Technically level sync did not change anything, but it does make it much, much more likely that you will get an idealish party setup, and also lets you stay at the better camps longer. Other than that, and a few other minor things, you are right, not much has changed. Oh, also the playerbase is not nearly as retarded as we used to be.
Cocoon - grants defense boost to the mob.
Scissor Guard - grants defense boost to the mob.
Bubble Curtain - grants Shell to the mob.
Rhino Guard - grants an evasion bonus to the mob.
Ice Spikes - Mage type only, causes paralyze.
See, this is the problem. Crabs? WHY THE @#%^ WOULD YOU FIGHT PLD/PLD MOBS, WITH A DEF+ WS, IN A GAME WHERE KILLING FASTER IS ALL THAT MATTERS? WHY!?
And lets not forget skeles with their drainga, and -12.5% slashing, and -50% piercing damage! GENIUS!
We haven't changed as much as people like to think, on the whole. Parties still
fight crabs, beetles and other PLD-type, non-DA-ing mobs (because they're "easier" to tank
) even though they have high def and eva/def/stoneskin/pro/shell buffs. While this was great in the old SC/MB days, it sucks now for optimal XP. Back then, the tank was there to hold the mob for a few seconds before the SC/MB went off. After that, if the mob wasn't dead, there was trouble. Everyone remembers the stupid Freeze MBs on crabs in Kuftal back in the day. It was fun, and we thought it was great, but one Bubble Curtain from the crab and your Freeze went from 1100 dmg to 550 and the crab ate your BLM for lunch.
Tanking these sort of mobs causes tanks to suck, since they have no experience tanking anything that attacks fast/double attacks and once they hit Lesser Colibri, they ***** and suck because they can't take the heat in their turtle(PLD) and evasion(NIN) builds.
Sorry, kinda went on a tangent.
To the OP: Dia first, always, don't touch the Bio line in XP. After that, I personally went with Slow, since the recast is longer and if it doesn't stick, you can cast Para and cast another Slow when the recast is up again. Blind I never bother(ed) with really - if you have a NIN tank, they'll be casting Kurayami anyway, which is both more potent, and adds to their enmity as well.
Speaking of, if you have a NIN tank, let them Hojo (Slow) and Kurayami (Blind) for hate, since the :Ni line of those spells casts fast and they're more potent than your tier-1 Slow/Blind. Ninjas don't get Jubaku: Ni (Paralyze II), so if they're casting Jubaku: Ichi, it takes forever and is basically as potent as your Paralyze I, which takes you a fraction of a second to cast.
All in all, it's for you to judge. Always cast Dia/Dia II, but if the mob is only lasting a few seconds, don't bother with Slow/Para/Blind. This mostly happens 55+ from Lesser Colibri and on. Before then, judge the situation and cast what you think is necessary.