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#1 Feb 10 2004 at 9:24 PM Rating: Decent
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For the longest time i ignored my elemental debuffs, what a fool i am ;_; Now I would like info and tips on how I should do them.

I found the chart that shows which ones stack, and I understand that, but now I would like some advice on which combo I should cast. Also I am wondering, does bio count as one? I would think not, but does it stack with say drown? (lowers str i think)

Heres the table for example.

Fire > Ice > Wind > Earth > Thunder > Water > Fire
Burn > Frost > Choke > Rasp > Shock > Drown > Burn
INT > AGI > VIT > DEX > MND > STR > INT

For those who dont know, the elemental debuffs wont stack up with anything immediately weaker or stronger then it on the scale. For example, Burn (fire) wont stack with Frost (Ice) or Drown (water). For this reason you can only stack a maximum of 3 debuffs at once on one monster. Those combos are either AGI, DEX, STR (all melee attributes) or INT, VIT, MND (melee and casting attributes).

Now I have heard 2 things. First I heard that lowering INT will cause it to resist less your elemental spells. I have also heard that MND will do this. To me, I would think INT is the stat responsible for resisting elemental spells but I'm really not sure. Can someone please answer this?

And what are some popular combo of debuffs? I cant imagine that casting 3 would always be very efficient, but maybe 2 would work well. For me, I would think one to lower its defense against melee and one to lower its chance to resist my magic. Of course it would also depend on the enemy we are fighting. Another strategy that would work well on some monsters is lowering its damage by lower either STR and/or DEX. I hear that lowering DEX is worth more since it effects chance to hit and crit, but again I assume it would depend highly on the monster.

So to recap my 3 questions are:
1. What elemental debuffs do you like to cast and why?
2. Does bio stack with the other elemental buffs, especially drown
3. Which stat is responsible for lowering its resistance to magic, MND or INT?
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#2 Feb 11 2004 at 12:10 PM Rating: Decent
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To my understanding, and I can be corrected if I'm wrong:

Int - Increases damage of offensive spells.
Mnd - Increases healing power of curative spells, and increases magical defense.

I was unaware that you could in fact stack the elemental spells, I'll have to take a look myself at them, but great info if they do.

In a fight I normally cast either Choke(Lowers Vit (defense)or Drown (Lowers str). Then follow up with either Bio or Dia, depending on which of the above I cast. Could always be wrong though ^^
#3 Feb 11 2004 at 12:31 PM Rating: Decent
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I have never been able to get more than one elemental debuff to stick. Have you verified this personally? The first one always hits if the mob is weak to that element, but the second one always has no effect because it already has one on. As for bio, it isn't considered an element per se, and thus stacks with any other status effect. As for magic resistance, I've heard it's tied in with MND, but to be honest, when Shock is in effect, it doesn't seem to make much of a difference, although this could be because the mob affected doesn't have much mind anyway (i.e. Crawlers, Scorpions, etc.). I'll have to research this more. Good question! ^^

As far as my "favorite," I would say it would have to be whatever debuff the mob is weak against because it has a higher chance of hitting. Each debuff has its unique advantages, so they're all good, though Burn and Shock are less useful if the mob doesn't use magic (I have a feeling non-magic using mobs have low mnd/int anyway and thus it doesn't matter much).

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#4 Feb 11 2004 at 12:34 PM Rating: Decent
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ive been told that

casting burn drops magical defense, which makes your spells do more damage.

casting shock will drop resistance, which stops spells form being resisted as much

on the regular, i usually just use shock,frost,gravity,blind.

ive been wondering for awhile how/if drk absorb spells stack with blm elemental debuffs.
#5 Feb 11 2004 at 12:54 PM Rating: Decent
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Generally, the very first spells I cast are shock followed by burn. These are to increase my own spell effectiveness, and they are generally the debuffs I prefer. And choke stacks with those for some nice defense enfeebling.

These are pretty much the only elemental debuffs I use so far, with one exception. If we're fighting fliers or ITs so high above us that the melees have trouble landing their blows, I cast frost instead of burn to help them land more hits so they can build up TP faster for skillchains. My husband is a dragoon, and he says he can definitely tell the difference frost makes against high ITs.

Now if the mob's regular physical attacks were really decimating the tank, I would probably go with the rasp/drown combo, but to be honest I haven't been in a situation yet where I thought they would be more useful than shock/burn. Anyone else?
#6 Feb 11 2004 at 1:42 PM Rating: Good
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Posted on the other thread...didn't realize there were two...

Okay, let me try and answer your questions in the order you listed them.

First, which elemental debuffs I cast, and when, is dependent on what my party is made up of...if I have more Casters, I do the Burn/Shock/Choke method, if it is more Melee, I do the Frost/Rasp/Drown method. It comes to a matter of personal choice, mob type etc, after doing it for a while, you will develop your own style and figure out which to do on your own.

Secondly, Bio stacks will all 6 Elemental Debuffs, as does Poison for that matter. The Stacking issues with them isnt because of level, but because of Elemental Opposition...Burn doesnt stack with Frost or Drown, because Burn is Fire based, and Frost and Drown are Ice and Water Based (Respectively). It just so happens that they are staggered like that for ease of reference.

Third, INT AND MND both affect resistances to magic, but to different types. INT affects resistances to all spells flagged as "Black Magic" (Elemental Spells, Bio, Poison, Blind, etc), while MND affects resistances to all spells flagged as "White Magic" (Banish, Dia, Slow, Paralyze, Flash). The resistance is based on the difference between the caster and the recipients MND or INT stat, so debuffing one will make spells land easier, and for a bit more damage.

Hope that helps

Aracelt
Sylph Server

#7 Feb 11 2004 at 2:03 PM Rating: Good
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I've found that this casting order works for me:

Bio * : Lowers mob attack so melee'ers aren't beat up too badly
Shock : Prepare mob for barrage of Enfeeblements
Blind :
(
if you have access to them, and the Whm/Rdm is too busy to cast them
Paralyse
Slow
)
Poison : Get a little extra damage in + it helps with the enfeeblement skill
Choke : Lower VIT - figure it can't hurt
Burn: Prepare mob fo barrage of Elemental spells
<ELEMENT_NUKE> : Either top of the line or highest lvl of mob WEAKNESS, or whatever seems to be working due to weather/moon phase
Aspir : (if applicable, get some MP back for casting all those debuffs)

Rinise and Repeat as necessary, i.e. if something didn't stick the first time around, go back and cast it again. If something wore off and I actually saw the message cast it again.

But basically, the idea is to get as many enfeeblements out there before I start nuking - theoretically should save on MP in the long run, after all there should be 5 DOT damages spells going, plus it allows the tanks to build up hate before I nuke.

If there is a Rdm, I'd always rather let them cast the non-elemental debuffs, as they have a better chance of them not being resisted.

Bigger question I have is: Does Burn help Shock and Choke get resisted less? If so, then my casting order might be off

-p
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#8 Feb 11 2004 at 2:39 PM Rating: Good
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Burn is an INT debuff, and Choke and Shock are both INT resistance checks, so yes. If you cast Burn first, the chance of Shock and Choke not being resisted is better.
#9 Feb 11 2004 at 9:31 PM Rating: Decent
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thanks very much for the helpful replys and sorry again about the double post ^^
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Leviathan Server

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#10 Feb 12 2004 at 12:24 AM Rating: Good
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Rasp=lower DEX of mob>increase evasion of party
Shock=lower MND of mob>decrease resistance of white magic
Drown=lower STR of mob>decrease damage incurred on party
Burn=lower INT of mob>increase max damage of black magic
Frost=lower AGI of mob>increase accuracy of party
Choke=lower VIT of mob>increase damage incurred by party

**COMBO**
Drown --- Choke
Rasp --- Burn
Frost --- Shock

Combination of 3 debuffs, top down stack.
(Drown, Rasp and Frost or Choke, Burn and Shock)
Combination of 2 debuffs, from left to right also stack.
(Drown and Choke, Rasp and Burn or Frost and Shock)

What I usually cast in the beginning is Frost>Shock.
Before magic burst, I cast Burn, which then switches to the combination of Burn and Shock.

*Even if you cast frost after casting burn, it won't switch back.
*Baio stacks with elemental debuffs, but not with Dia.

Weak ---> Strong
Dia>Baio>BaioII>DiaII

Odin Tarutaru (JPN)
BLM 59, WHM 31, RDM 35
#11 Feb 14 2004 at 2:03 PM Rating: Decent
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I would like to note that Shock will decrease their resistance to Black Magic also. I know this for a fact, I've spent a large portion of my BLM career only casting Shock, and it has always decreased the monster's resistance to ALL my magic. Until this post, I've never know INT increased magical resistance, everything I've heard has said MND is responsible for it. I'll go out and do some field research, and let you guys know the results :)
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#12 Feb 14 2004 at 5:57 PM Rating: Decent
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My understanding is that lowering INT increases the amount of damage a nuke will do, but it does not affect the likelihood of it being resisted. In this respect, INT is to MND as VIT is to AGI.

As a L19 BLM in Valkurm, I found that Goblin Leechers (WHMs->high MND) resist my nukes much more than Goblin Gamblers (BLMs), and that an Elemental Sealed Shock helps a lot. I can't say for sure that ES made it more effective, but it seemed to.


Edited, Sat Feb 14 17:59:19 2004 by Valyana
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#13 Feb 14 2004 at 5:59 PM Rating: Decent
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I'm pretty sure bio II> Dia II

And now I'm really confused, when I asked what stats between mind and int was used to resist blm nuke spell, everyone, and I mean ->EVERYONE<- told me it was mind, so I just bothered buying shock, and nobody ever told me I should cast burn instead, some people told me burn increased nuke damage a little, but no big deal.

And now you're all saying burn will both lower the enemy's chance to resist my spell and raise the damage I deal to them?

And in a fight I usualy just bother casting bio II/blind/shock (and maybe poison II when I'l get it), asking the whm or rdm to cast whm debuff because my mind is pathetic, only casting em when I really have to, if the enemy is vt I usually just cast one debuff or two, or if it's a tough I don't debuff at all. I wanted to be a blm to nuke things, why should I spend all my time casting 20 debuff, if I kill the enemy faster it means less damage and more time...

Oh and I'm also curious to know how often your nuke get resisted by an it monster (without bard song, just with your shock, or burn..), last night in crawler nest it was watersday, water weather, thunder is one of the weakness of crawler, and yet my thunder still got resisted often... I have +11int item at lvl35 and I'm a taru. And I noticed the enemy resist my nuke MUCH less often with their +int song and their threnody, I'm thinking about only getting in a party if a bard is in it too now...

Edited, Sat Feb 14 17:59:47 2004 by Gabz
#14 Feb 17 2004 at 6:15 AM Rating: Decent
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I usually shock/burn and maybe choke, then blind if there is no redmage in the party (strongly prefer not to cast this spell and let the redmage do it because I've noticed it creates a lot of hate :-P plus it's sometimes resisted even with maxed magic skills and shock&burn casted first.. and then it doesn't last too long :-/), and bio if no one is casting Dia. If there are more melee in my party than magic though then I do the other 3 elemental debuffs (usually I just do 2 though).

I like debuffs because they give me something to do while the hate builds up for the tank, and it weakens the monster. The whitemage then has to spend less mana on cures, my nukes can do more damage with debuffing as well. I can't just start out with the big nukes, I mean the monster would turn right towards me most likely. Then possibly 2 hit me. hey, it's been done before :-(.
Quote:
I'm thinking about only getting in a party if a bard is in it too now...

I'm a bard too and I think bards are helpful and all but don't you think that's a little picky to only group with bards? It's not an extremely common job to boot, neither is ninja it seems. I've only grouped with maybe 5 ninjas (only 2 of them would be able to lower the enemy's resistence against a certain element). I've grouped with 3 bards.

Try more +INT items. Equipment, apple pies, etc. They help a lot. And no offense intended but my blackmage has more +INT and is only level 26 so that might be why things are resisted so much. Also maxed magic skills help a lot.
#15 Feb 19 2004 at 7:09 AM Rating: Decent
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Yep, its official. Burn will let you get more bang for your buck with nuking. It's made a difference of about 10 damage on average with all spells when I cast it. I believe the theory presented earlier in this threat is correct...INT is responsible for how much damage something takes from Black Magic, while MND is responsible for resistance. To be safe, cast both Shock and Burn :)
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Bahamut: 75 BLM/37 WHM/21 RDM/15 THF, Hume.
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>Priory Of Sion™
>The Arcane Tome of DOOM™
>V.E.R.M.I.N.

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#16 Feb 19 2004 at 9:39 AM Rating: Decent
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I usually use Frost. The worst scenario is that the melee is missing their attacks all the time. Combined Frost with gravity will ease their time hitting the mob, hence making TP charges easier. Since elemental debuff itself is quite costy, I usually stick with 1 elemental debuff.
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