Monday, July 9, 2007

FFXI Merits!

I did some meriting on Ninja today. 45k Limit points on Greater Colibri. I really hate Greater Colibri, although they are pretty easy EXP. I already had 1 merit point, and 5k limit points stored, so...

The end results:
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It was level 6 before.

Now with Genie Tiarra, Wizard's Coat +1, and Igqira Lappas I have 279 enfeebling magic skill. Which is 14 more skill than I had pre-merit point expansion update where the magic skills group went from 8 -> 16.

Don't tell anyone, but my Elemental Magic skill is only 6/8 merited. Totally gimped.

So my overall now sits at with BLM75, SMN75, NIN75:

HP/MP (8/8):
MP 8/8 (done!)

Combat Skills (14/20):
3/8 Hand to Hand (either going to 4/8 or 8/8 for MNK and PUP)
8/8 Katana (done! Very nice to have too.)
3/4 Evasion (Because why not?)

18 merit points to cap Hand-to-Hand and Evasion.

Magic Skills (14/16):
6/8 Elemental Magic (going to cap at 8/8; probably what I'm meriting tomorrow)
8/8 Enfeebling Magic (I don't care what the 'BLM Merits' thread on BG says, I like my Enfeebles to stick as close to 100% as possible.)

If they increase this again I'll probably do Ninjutsu. Screw Summoning Magic.

6 more points to cap Elemental Magic I'll try to get them done tomorrow.

Others (4/8):
4/4 Critical Hit Rate (great for NIN and MNK, PUP, leveling subjobs, etc)
0/4 Enemy Critical Hit Rate (Spell Interruption -8% isn't going to do anything. Not getting a Triple Attack crit from Byakko will save my ass sometime.)

10 merit points to get -4% critical hits on me.

Black Mage (10/10, 0/6):
5/5 Thunder Potency
5/5 Ice Potency
0/6 AM2 (I don't know what I want to merit there, but AM2 doesn't do much for me. Everyone else thinks I'm crazy for this.)

Maybe 9 points to get Freeze, Burst, and Tornado II. Not very high priority.

Summoner (4/10, 0/6):
1/5 Physical Attack (I'll put two more in this eventually)
1/5 Physical Accuracy (One more here, the SMN magic update makes it less appealing)
2/5 Elemental MP Cost (I'll go 5/5 here so I can actually use the MP-gobbling Elementals.)
0/6 Prime Blood Pacts (As appealing as the BLM ones pretty much. Slightly more useful, sort of because they don't suck as bad as other avatar magical BPs.)

19 more to cap Group 1.

Ninja (0/10, 1/6):
0/5 Subtle Blow (Not the... highest priority thing I can think of meriting. Probably the last, actually.)
0/5 Elemental Ninjutsu Potency (Seriously... what were they thinking with Ninja job specific merits?)
1/3 Ninja Tool Expertise (Because I'm cheap.)
0/3 Elemental San spells (Not completely terrible, but I'd rather 10% more Ninja Tools saved than 5/6 of the :San wheel.)

9 more merits seriously considered here.

Doing some quick math, I think that puts me at 71 merits to go. Which sounds like an awful lot, but doing 2-5 at a time I could be done before I'm back in school. And it's not like quite a few of them really matter much anyway.

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