Bahamut.Darksouls said:
»which job point category takes the priority after I max out the ready effect? It used to be spur effect before update,is it still the same post spur adjustment? Thank you.
Spur's importance has lowered, as you suspected.
This is a good question, and gets asked quite a bit, so let's chat about the options. :)
I'd say there are two main reasons to accumulate job points (aside from those hawt AH.com rank pointz):
1. Capability to participate in
high level events
2. Proficiency at
earning more job points
Ready, Familiar, (Pet Accuracy), Unleash, Spur and Run Wild more-or-less fall under this umbrella.
There's no perfect order, really. For example, some events will favor pet swaps (SKCNMs, certain Delves, Vagary, Escha) so perpetual Familiar upkeep isn't possible.
My personal ranking:
Ready - Ready damage+10% bonus. A permanent increase to your pet's major source of damage. Impossible to pass up.
Familiar - You probably were using this during CP parties/events anyway for the HP/Haste effects, but after placing points in this category your pet now has bonuses to all of its major stats. In high level content where your accuracy was uncapped, hitrate improves by 7~8%. And also, the effect includes Pet:INT+30 for increased damage/M.Acc from Fireball/Cursed Sphere/etc.
Pet Accuracy - This category doesn't necessarily assist in earning CP, but it's relatively important to max early on so you're prepared for events asap. You've already unlocked your 100 job point gift by now and you're almost ready to conquer the world with those 10 second recasts - but if your attacks whiff the target, then all that power is wasted! Increase your hitrate by 5% so Incursion/Vagary/Escha will be less of a rude awakening.
Unleash - During Unleash, your Ready damage is boosted by 20%. Sometimes Unleash will be your last-ditch attempt to win a battle, or it might be a built-in part of the strategy. Since there's a large amount of out-going damage during this, the +20% is very apparent and very welcome.
Spur - You're fine-tuning the attack power of your pet by this stage. Pet:Attack+30 during Spur (90 second duration, 180 second recast) essentially means an overall Pet:Attack+15 effect.
Run Wild - An extra 20 seconds of Run Wild duration means you can squeeze in a couple more Ready attacks while under its extremely potent effects.
Reward - We all love Reward, and this bonus exceeds the Potency+50% cap so it's friggin' sweet. Your 3000 HP heals just became 3300! Probably would rank it higher if
bottle of dawn mulsum didn't exist.
Pet Enmity - Admittedly an important category in certain situations (depends on party composition, etc). However, increasing the amount of damage you deal (by hitting harder and more often) can also be considered an enmity boost which is why just about every other category comes first. Take solace in the fact that while you're putting points here you're also unlocking the 405 job point Gift (Pet:Atk/Def+23).
Pet Attack Speed - Pet melee damage is generally quite low on level 119+ targets and TP generation is of minimal importance. When placing job points here you'll obtain the 450 point Gift (Pet:Acc/Eva+15).
Charm Success Rate - k.
Category | Rank | Benefits when 10/10 |
Ready Effect | 1 | Ready DMG+10% |
Familiar Effect | 2 | Pet:Acc/Atk/Eva/Def+15, INT+30 |
Pet Accuracy Bonus | 3 | Pet:Accuracy+10 |
Unleash Effect | 4 | Ready DMG+20% during Unleash |
Spur Effect | 5 | Pet:Attack+30 for 50% of the time |
Run Wild Duration | 6 | Run Wild duration extended to 5min20sec |
Reward Effect | 7 | Reward+10% |
Pet Enmity | 8 | Pet:Enmity+10 |
Pet Attack Speed | 9 | Pet:Haste+10% |
Charm Success Rate | 10 | Charm Success+10% |
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