Results 1 to 10 of 10

Hybrid View

  1. #1
    I used to wonder as well, but after experiencing Ragnarok difficulty on union raid, I do think that it is more beneficial to get attack power than max HP.

    Part of the reasoning is that with higher attack power, its easier for you to deplete the boss' overdrive meter and giving you control on how you sustain your unit with cooldowns. I dont think it's viable to rely on your healing skill against most boss' overdrives.

    If you can send the boss from rage to stun in 1/2 turns, then it is less likely for you to take overdrive from the boss... Also for some bosses who buff themselves with their overdrive, you can control their buff and instead of relying on 8 turn dispel, you can send them to stun when they are about to use their overdrive instead. With limited source of dispel (so far I only found one in Cassiopeia), its easier to control their rage/stun meter than to take and sustain your team from overdrive after overdrive.

    Obviously balance will be important, no point having high attack if your hime is dead, and obviously there's no point in having lots of HP and your hime deal little damage to the boss allowing the boss to overdrive you over and over.

  2. #2
    Unregistered Guest
    Incidentally, what element and how many SSRs to target did you have in mind?
    (Don't say Thunder; Thunder doesn't have any conventional healers that I'm aware of)

  3. #3
    Quote Originally Posted by sanahtlig View Post
    In general, a little more HP isn't going to save you from a wipe, however a little extra damage often DOES save you from a wipe because it allows you to control the Rage meter (either depleting it to avoid a Rage Overdrive, or maxing it to avoid a Normal Overdrive).
    I do recall seeing some boss in DMM wiki that has no rage bar and hence can't be forced into stuns though. Unless Google Translate messed up again.

    Quote Originally Posted by Unregistered View Post
    Incidentally, what element and how many SSRs to target did you have in mind?
    (Don't say Thunder; Thunder doesn't have any conventional healers that I'm aware of)
    My goal in the super duper long term (i.e. when-Thunder-has-a-Healer-SSR-released that scale of long), 6 SSR (4 main + 2 for reserve) x 6 elements =36. Also 6 new eidolons for each element that + 100% elemental damage. But I don't think the question was for me xD.

  4. #4
    Unregistered Guest
    Ok, technically what I said about Thunder is false. Cyclops has a rather strong party-wide regen skill. The catch is, that same skill also applies that particular buff that raises burst gauge in return for eating 5% of one's max hp. So if you're shooting for over 15k HP, the regen loses to the buff's DoT component.

    And I'm not gonna bother accounting for the +recovery buff in Union events. That requires convincing your union to dedicate up to 100 out of 400 available grails for one specific person's build. That'll be a hard sell for larger unions.

  5. #5
    Quote Originally Posted by Unregistered View Post
    Ok, technically what I said about Thunder is false. Cyclops has a rather strong party-wide regen skill. .
    SR. Not in my radar. Then again Thunder is unique. Core Thunder SSRs all have some kind of self-regen or self-heal anyway, like Marduk, Jupiter, Thor etc. Getting them is a separate issue though.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •