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At its best in gear, a top-of-the-line RDM is basically an AH THF without the fancy damage spikes or hate control. Throwing bird parses around doesn't help with the rest of game or the road to 75.
Sometimes you belittle, sometimes you support, you're a hard poster to read, Seriha.
Just note that the parse Starfox posted was a Mamool Ja Camp, as in for inside Mamook itself. That's not a bird camp by any means or advantages. The trade off for the fancy spikes and hate control are the utilities he listed in that exact same post, which, to me, speaks of better than what even a 'leetgear' thief can offer. However, that is just personal opinion. I do agree that it requires a lot to be as effective as Starfox is, as he represents the near-peak of the performance, not the average.
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I figure one of the biggest issues hurting RDMs is the redundancy between them and WHM, both literally (buffs/enfeebles/cures) and perception (one allegedly has infinite MP, etc.). I'd also like to see other things addressed like the pain of buff cycles and equipment, but they all kind of play into each other in the long run. Which is largely why I think SE won't get it right and nothing will change because people won't take second-rate anythings even if the RDM is a diamond compared to some random DD **** in terms of equipment and skill.
There's a lot of negativity when taking the actual player base in account here. Most I've met in game usually are willing to give it a shot, with a few annoying exceptions that tend to scream louder than most.
As far as the issue of redundancy, it's really NOT an issue when you factor in raw damage. "Well these two jobs have the same buff and they can't buff the group twice over" is a moot argument when everything shares the same bottom line, which is damage done to monster and EXP/HR. It doesn't matter how you get there as long as you get there.
So in that respect, I'm agreeing with lolGaxe in that there is a very serious player element problem here. Not just with the RDM itself but with the stigmas that regard it in general. I've said it multiple times that people need to get over the idea that they need 4 DD buffs on them at all times to preform well as a group. That stems from the 'epeen damage' aspect of melee jobs IMO.
There's no way to really assist the buff cycle without condoning putting 3 roles on one job full time at the same time. It's been said but stands to be emphasized that buffing RDM's mage side any further won't really help RDM get to the front lines, in fact it will likely make sure they see it even more rarely.
If you're going to give a job unique buff that works for melees and separates itself from white magic redundancy, give it to White Mage. As far as Red Mage in the Hybrid spot goes, that comes with an acceptance that you are no longer in the 'main' role of anything. You are there to be a generalist and to fill gaps in player performance through various means, not maintain a full refresh/regen/haste cycle. (though it's likley not beyond the capabilities of a front line Rdm to maintain a haste cycle with a Scholar present, due to lack of healing necessity. However even then that requires the SCH to keep on his toes with certain debuffs.)
Still, all this is just considering current mechanics. As far as what SE will do for RDM? Reports have said it's something to aid them offensively. I doubt any aid to RDM's buff cycle is coming.