Spells left at max level are used to fling high damage in a short spurt. They aren't used for repeat spamming. Basically, you fling it, then fire something else during the cooldown. The advantage is getting the damage out quicker and, thus, killing the monster before it can do too much damage.
Low level spells are for spamming and dps. Over the long haul, low level does more damage and costs less sp. The problem is that it's over the 'long haul': soloing you may die before they do.
From how I've heard of it, Lightning and Ice are usually set to high level while MM is left as low level. Fire, I've heard a few people use at low level but is mostly left at high level.
Thus when you meet a monster, you fling your high level spells first, then spam the MM during the high level cooldown. Some start the attack with a high level MM, since, by the time fire/lit/ice is flung MM wil be available again: L1s are flung afterwards.
Analogy to all of this would be entering a room, firing a rocket launcher, then pulling out the machine gun to anything left standing: if they don't die before you reload the launcher, fire it again.
Your empower points are fine without the cooldown to fire. If you like a low level fire: I say have these in your hotkeys:
Max level MM (since you are empowering damage)
Max level Fire
Max level Ice
Max level Lightning
L1 MM
L1 Fire
Then fling the maxes in that order. After Lightning, fling L1 MMs until fire is ready, then fling both L1s as you wish.
In parties, if you want to conserve sp then you can just fling L1 MM/fires all day. Against bosses, Fling everything at max except MM, which will be flung at L1 to keep the dps going.
It may not kill the monster when they reach you, but it'll die much faster at least, so you'll suffer less damage. For further defense, you could fling the Max Ice first to slow it down, then the rest of the maxes.
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