DeanNim Wrote:i did fire/poison alternate during my early 70s and found it kind of pointless so i just maxed out explosion to maximize damage.It is unusual to alternate but definitely effective if you're alternating between Explo/Mist and Amp. Alternating with Amp adds a lot more damage to Explo/Mist than an extra point or two in them would, the numbers should back this up significantly unless I'm gravely mistaken. And alternating between Mist and Explo is good for those few who enjoy training in lots of different areas due to the elemental attributes. I'm not specifically recommending it but leaving it out there as an option as you can see because it wouldn't hurt at all.
DeanNim Wrote:But i would rather max out seal now to be honest and leave out explosion.Both seal and explosion aren't used much in 4th job at all. Seal is good for PvP and nothing else. Explosion is good for if you want to attack bearwolves at different platforms in 4th job. But otherwise it's a toss-up. There's also barely any difference between lvl 14 and maxed seal, unlike with explosion.
DeanNim Wrote:I also disagree to why most guide recommends 1 teleport mastery after the job advancement. Explosion is x10 more useful especially in pqs where you need that ability to mob.1 point in tele mastery to start off 3rd job caters more to Mist than to Explo (tele mastery would be able to aggro monsters Mist can miss, and greater tele distance is nothing but a plus). It'd also be a slight plus to Explo if you're training at enemies with ranged attacks; you can keep them grounded and stunned (albeit at a not-so-great 35% probability) while you explode.
And it's only 1 point in tele mastery to start off, the other three can be spent on Explosion is what I'm getting at.
edit: I'll add a recommendation level to each build

