Spell details for Dia III  

Jobs/Level:Red Mage, lvl 75
MP cost:45
Reuse:7 seconds
Cast time:2 seconds
Target Type:Single
Description:Obtained with Merit Points. Lowers an enemy's defense and gradually deals light elemental damage.

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Good spell
# Nov 25 2008 at 12:45 AM Rating: Good
227 posts
solo wise, maxing out slow II and paralyze II is better since our 210evasion skill/200parry skill + Blind II is still nothing compared to an EM mob's accuracy :p

Slow II is best capped because of its static detrimental effect throughout its duration, while paralyze completely nullifies an attack randomly. My policy is always Speed > attack turn > evasion. Delaying the mob's turns compliment the NIN's haste gear more so than dodging hits, because that's what parry is for as a faulty back up. As for PLD, reduced speed means slower damage dealt to tank per second, and they have Block + Parry to complement their so-so evasion.

For HNM, God, and other forms of NM, this is the best blind you can get so its best to have two RDMs specialize in 3 of the Tier II/III debuffs. Because of the natural element of each spells, its best to max out Convert Recast and put as many points into Earth > Ice > Wind(Gravity)Accuracy to reduce resistance since Slow II and Paralyze II costs hefty amount of MP and at times gravity will be needed for kiting.

Edited, Nov 25th 2008 5:10am by Nyiii
# Jul 29 2006 at 1:08 PM Rating: Decent
1 post
I've only got one merit on this so far, but the original duration appears to be 30 seconds. Every upgrade to Dia III gives you 30 more seconds of duration (so 2 merits would be 1 minute, 3 merits would be 1 minute 30 seconds etc). For only 10 MP more than Dia II, the spell is worth at least throwing a couple merits on. There is a noticable difference in damage.
Once there was hope.
Red Mage: http://ffxi.allakhazam.com/profile.xml?71023
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