I think we can all agree that when it comes to actual endgame content and non-endgame content, 5/5 in both Slow II and Paralyze II are the winners as it maximizes damage mitigation, especially when combined with Carnage Elegy. The effect and value of lowering attack speed is tremendous when a fight lasts longer than you'd want to and trivializes anything not immune to the combo.
Ignoring endgame and moving on to the actual topic at hand, I agree that it's up to you to experiment and see what you want and what your team needs, so it may be better to consult with them instead. I don't know the rest of your Group 2 allocations, but even I don't agree with the options you've presented, but for different reasons.
Just to give you an idea and explanation of how I planned mine: 1/5 in all and finishing with 5/5 in Phalanx II (I don't really care much for RDM to finish Phalanx II right now) because I like the efficiency of having all spells unlocked and the maximum support of Phalanx II.
At the highest Enhancing Magic RDM currently obtains (317), Phalanx and Phalanx II are pretty much equal (I don't know how the rounding works on this server, but it should be 28 if it doesn't and 29 if it rounds up, I'll need to finish Phalanx II to see which ends up being stronger in terms of potency, but I'm expecting both to be the same), with Phalanx II having 25% more uptime over Phalanx (3 minutes vs. 4 minutes), costing double the MP (21 vs. 42) and being able to target party members.
Having the rest of the spells at 1/5 is already an automatic upgrade in minimum effect and potency cap over the previous tiers. Yes, Slow II/Paralyze II/Blind II at 1/5 is stronger than just Slow/Paralyze/Blind. The only downside is the increased MP, recast times for some which is a minor inconvenience if you happen to get resisted, and lower duration on Dia III and Bio III (but you shouldn't
always be casting these, only when you know you should).
It works really well for me when it comes to soloing and is very versatile in both small groups and bigger content. Perhaps it could work for you too.
If you're absolutely determined on choosing between your options, 2/5 in Dia III is probably the better choice, especially if you're casting it every time it wears off because of the low duration, it also compliments Merit parties extremely well, if the monster is still alive after 1 minute, you've already lost the chain. 1% more Slow isn't really that big of a deal, any Slow > no Slow.
The_Carrot wrote:
Pretty sure 3/5 into slow 2 will require less mind stacked to hit the cap, possibly freeing you up to run mp rings or something, but if your team likes that dia III double the length would probably serve them best.
If your Slow II 1/5 was slowing for 33%, your Slow II 2/5 would be slowing for 34%, you could drop a few MND for your Slow II 2/5 to be slowing at 33% again if you wanted, that's the only time altering dSTAT comes into play, otherwise the dMND required remains the same, putting more points just increases the potency and breaks the cap if you're at max dMND.
The_Carrot wrote:
burn/choke/shock -15? vit/int/mnd or dex/agi/str, coupling rasp/drown/frost
The cap is -13 at 150 INT.
It's not RDM related, but some of these spells have been functioning incorrectly since I started in January 2016.
Burn works correctly.
Frost used to lower MND, now it doesn't lower anything at all when he revamped BLU (Cold Wave), it should be lowering AGI.
Choke works correctly.
Rasp works correctly.
Shock lowers STR instead of MND.
Drown works correctly.