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#1 Feb 28 2010 at 3:17 PM Rating: Good
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Do you think we will get it now?

Consider that most mages will get new spells with higher spell cost and larger MP pools.

So what do you think?

Also Haste II, Can I have it?
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#2 Feb 28 2010 at 3:21 PM Rating: Excellent
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Eh, I can take it or leave it. At least now that I can /SCH basically all the time (as soon as the level cap is 80), I don't have to do cycles anymore.
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#3 Feb 28 2010 at 3:23 PM Rating: Good
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Would rather RDM take a different direction beyond ye olde MP battery. I guess there's been promise of new enfeebles, but those will only be as useful as the mobs are difficult. Our melee game still needs some work despite those who will defend its current status. However, RDM/SCH will likely gain some more popularity if Accession is possible at 80/40 (Hastega, Refreshga, and Enspellga [Of which hopefully T2s get fixed]).
#4 Feb 28 2010 at 4:16 PM Rating: Good
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Refresh II, Haste II, etc do seem like logical directions to go if everyone can just get the tier 1s from sub....

New enfeebles n' whatnot may be interesting, but they'll need to find a way to work the existing cat 2s (that we should have gotten in the 60s) into it...

Edited, Feb 28th 2010 5:17pm by Isiolia
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#5 Feb 28 2010 at 4:30 PM Rating: Excellent
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Yeah, absolutely no reason for all merit spells and abilities to be acquired via levels now. Existing merits can just be changed to enhance what they currently are. Double people would complain that much, then.
#6 Feb 28 2010 at 6:01 PM Rating: Good
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I foresee more self enhancements that can be AoE'd with the use of sub scholar to become an asset to the party, and more tweaking to keep us on the middle stream between jobs. But with that utility at least we'll be able to keep our spot in parties.

As far as Melee enhancements, that all depends on gear, really. There's nothing in our main job or subjob mechanics that necessarily puts us behind now, so long as we have the necessary gear and enhancing skill. So in that vein, some more gear that's Enspell Damage or Magical Accuracy + for the melee side and perhaps some strong MND/INT potency for the debuffers in us. As far other tasks for RDM, our current gear sets have that covered, I seriously doubt more levels is going to change how useful some of the existing gear is.
#7 Feb 28 2010 at 6:46 PM Rating: Default
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/nin DW 3 (25%) + SB 3 = awsome

/war aggresser

Wonder how effective absorb tp Chain spell willbe to nms that cant be stunned.

Edited, Feb 28th 2010 7:46pm by charloxxx
#8Rahkis, Posted: Feb 28 2010 at 7:05 PM, Rating: Sub-Default, (Expand Post) "Wonder how effective absorb tp Chain spell willbe to nms that cant be stunned. "
#9 Feb 28 2010 at 7:32 PM Rating: Good
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I only expect RDM to get run-of-the-mill spells. I'm actually expecting new abilities and, perhaps, a new line of enspells since we're stapled on them.

Overall though, I'm expecting a lot of new viable subjobs.

EDIT: Btw, yeah, this might get me back in the game just to see what level 99 RDM is like.

Edited, Feb 28th 2010 8:35pm by CarthRDM
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#10 Feb 28 2010 at 10:18 PM Rating: Good
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Screw rdm melee too, when I wanted to melee I leveled one good lord. If SE mixes up melee and magic with rdm through 99 like hyrist "foresees" then we will be a weak wishy-washy waste of space come 99.


Yah cause Merited Paralyze II (or Slow II)-gas, the best Phalanxga and a highly powered AoE Enspell line is going to be SOOO unwanted. Remember, even a Scholar can't cover all bases with his JA timers. This cap raise just gave 2-3 Mages in parties a whole new lease on life, RDM-Melee or no.
#11 Feb 28 2010 at 10:36 PM Rating: Decent
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You can't -ga White Magic offensive spells. So no Paralyze-ga's or Slow-ga's. Same reason you can't -ga Black Enhancing spells (IceSpikes-ga?).

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#12 Feb 28 2010 at 10:54 PM Rating: Decent
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Hyrist, you are praising magic to counter my point that SE shouldn't buff rdm melee.

gj
#13 Feb 28 2010 at 11:38 PM Rating: Good
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Well if anything ga buffing + some Refresh II and Haste II will really open up some meleeing doors for RDM.

As for a new line of en spells I really didn't think about that. Although somehow I see SE not giving us tier III en spells.

But hey I never thought they would raise the cap either.
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#14 Mar 01 2010 at 12:57 AM Rating: Excellent
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>.>

<.<

Tier 4 nukes please.
#15 Mar 01 2010 at 1:01 AM Rating: Default
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SlashAnonymous wrote:
>.>

<.<

Tier 4 nukes please.
I'm sure we'll get tier4 nukes. Presumably blm will get tier5 nukes, so it stands to reason we'll get tier4.
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#16 Mar 01 2010 at 3:02 AM Rating: Default
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ThePsychoticOne the Prohpet wrote:
SlashAnonymous wrote:
>.>

<.<

Tier 4 nukes please.
I'm sure we'll get tier4 nukes. Presumably blm will get tier5 nukes, so it stands to reason we'll get tier4.


And Cure V... This sounds very broken indeed.
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#17ThePsychoticOne the Prophet, Posted: Mar 01 2010 at 5:29 AM, Rating: Sub-Default, (Expand Post) Eh, i don't know if we really need cure5. I wouldn't be too surprised if we got it, but i'm not really expecting it, and honestly don't care too much either way. I guess we'll just have to wait and see.
#18 Mar 01 2010 at 9:18 AM Rating: Decent
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Give RDM a spell which causes Amnesia on an opponent.

Fixed lol

but yeh I am REALLY REALLY hoping that some of the main spells like Refresh and Haste are WHM/RDM ect EXCLUSIVE MAIN(kinda like Call Wyvern). If they give SCHs the ability to Refreshga and Hastega then WHM and RDM are gonna need some heavier buffs to compinsate.
#19 Mar 01 2010 at 12:56 PM Rating: Decent
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yeah im kinda wondering what the point of a rdm main is going to be at 99. if they dont give rdm tier 4 nukes and refresh/haste 2, there wont be much of a reason to level rdm instead of sch. sch can already nuke better, give them the ability to refresh/haste a party and rdm is pretty much useless. if anything i could only see 1 rdm in a whole alliance now. only need one to put up para/slow 2 and dia 3.

they said they were going to give rdm more enfeebles but they also said they were going to give new enfeebles to other jobs as well. im not sure what that means, but its all speculation at this point anyway.
#20 Mar 01 2010 at 1:25 PM Rating: Default
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Silvercoat wrote:
Give RDM a spell which causes Amnesia on an opponent.

Fixed lol

but yeh I am REALLY REALLY hoping that some of the main spells like Refresh and Haste are WHM/RDM ect EXCLUSIVE MAIN(kinda like Call Wyvern). If they give SCHs the ability to Refreshga and Hastega then WHM and RDM are gonna need some heavier buffs to compinsate.
You mean like also giving rdm hastega and refreshga?
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#21 Mar 01 2010 at 6:17 PM Rating: Excellent
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My prediction:

rdm will get slow III, para III, blind III, etc at level 99.

All new nm's will be immune to slow, para, blind, etc.. (just like the majority of the new nm's have been)



#22 Mar 01 2010 at 9:41 PM Rating: Decent
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I think SE is going to pull something new out of their hat as far as some new debuffs go.

Maybe something like a spell that lowers a mob's magic attack or even lowers it's magic defense bonus.

I don't know what it will be, but it seems like they are planning something different.
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#23 Mar 01 2010 at 9:56 PM Rating: Decent
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Taken from an interview:

Lord Dekusutaa wrote:
-- With the increase in level cap comes an increase in support job level cap. Powerful magics and abilities like Refresh and Convert will become usable without having to be one's specialties. Are you planning to adjust their effect when used as a support job?

Matsui: Personally, I like the idea of getting Refresh from a support job. I'd like to see Red Mage gain an even stronger Refresh, making battles even more flashy as he tells everyone to "Go for it! Spam your magic!".


Have fun, guys. >_>
#24 Mar 01 2010 at 10:00 PM Rating: Good
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"I'd like" is a loooong way away from "We will"

Not that I'd mind it too much so long as I can AoE it.
#25 Mar 01 2010 at 10:08 PM Rating: Decent
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Would be nice if WHM got Regen VI then ... anyway, Refresh II sounds neat. No more cycles, and Refresh II, and Convert, I think you guys will be fine. I'm expecting Haste II now honestly.
#26 Mar 01 2010 at 10:47 PM Rating: Decent
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Let WHMs get haste II.

Let RDMs get dia/bio III as a lvl 80 spell and change the current dia/bio III merits to their tier IV versions. Think of the stuff people can zerg down with -20% def from angon and -20% def from dia IV.

Also, make it so that haste gives extra...haste once you reach 300 enhancing skill or higher, with +1% for every 15 skill point. If skill increases at the rate they do from 0-256, RDMs will end up with about 380 at least. This also benefits WHMs while making everyone else who sub them still get the full 15%. Everyone wins.














Oh and.......refresh II better not drop from some new high lvl NM or from a ridiculous quest like mythic weapons. >.>
#27 Mar 01 2010 at 10:49 PM Rating: Excellent
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Refresh II will drop from a new HNM

Taisaijinzo
#28 Mar 01 2010 at 10:58 PM Rating: Good
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Hyrist, you are praising magic to counter my point that SE shouldn't buff rdm melee.

gj


Oh, hey, someone commented on that.

Because there's simply no need to buff RDM Melee so long as they keep it on par equipment wise.

Anything you REALLY can't let a RDM melee on, your Normal Melees really shoulden't either. Anything a normal Melee CAN melee on, can benefit from the magic we can give them thanks to /sch, which can be FURTHER bonuses by some of the more RDM exclusive abilities we were just given.

I.E. An Einherjar Zerg is going to love a Red Mage AoEing Enfire for their multihit melees for Elementals. They're going to love him more when his EnBlizzard II and Death Blossom keeps the damage of enspell storm high. (As doing so is the equivalent of an elemental staff effecting the accuracy of each Enfire attack hitting.)

That's what most thickheaded people don't get. Our magic plays into our melee, and now thanks the increased level cap, our melee will play into our magic that much more.

Though, if I had a choice, I'd rather have Regain than Refresh II

Edited, Mar 1st 2010 11:59pm by Hyrist
#29 Mar 01 2010 at 11:07 PM Rating: Decent
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God Haste II would be broken if it was like 25%. No reason to ever SV marches ever again.
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#30 Mar 02 2010 at 12:28 AM Rating: Good
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Because there's simply no need to buff RDM Melee so long as they keep it on par equipment wise.


Here's what I'm worrying about in context of melee. If skill ratings continue to function as we know them now, there will be something like a 60 point difference between A and B. The loss of ATK isn't something I'll particularly grief over, as that's where our Enspells come in (and they really need to fix T2s if we're gonna be able to Accession them). However, the ACC loss is where we (and anyone not A-rank, honestly) begins to suffer. If I dumped like every piece of Haste gear I had, I'd only be a little over halfway into that 60 point debt. Composure would help a little on top of that, yes, but we're still up against DDs rocking 15% or more Haste.

No matter how we look at it, our damage is important. We may be able to introduce some utility, but honestly, even with a 75 SCH now, people never really clamored for me to Enspellga even though I did do it in melee heavy groups. Big problem is people have gotten along just fine, and arguably better without us up front swinging along. Things like T2s and DB really weren't enough to shake up the playerbase, so I'm still kind of standing by my old argument that we do need more (largely in regards to equipment) to change perceptions for the better on the melee front.

The fact I see other RDMs wanting Refresh II, or worse, other classes wanting us to get it so they can have more fun, has me doing like an atomic facepalm. We're arguably the 4th best Refresh job right now (COR > BRD > SMN > RDM), and with /RDM giving other mages full Convert and Refresh, we'll actually have a chance to finally be free of at least one cycle. And we all know less casting equates to more time to swing. And more time to swing means more damage. More damage then appeases the parse crowd.

Honestly, I'd prefer wanted utility options over straight damage boosts, but the latter is easier to provide and get people to accept.
#31 Mar 02 2010 at 10:22 AM Rating: Good
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Things like T2s and DB really weren't enough to shake up the playerbase, so I'm still kind of standing by my old argument that we do need more (largely in regards to equipment) to change perceptions for the better on the melee front.


After seven years I'm ready to give up any idea that people will ever really "Accept" A front line Red Mage commonly. It's just something the melee-desired RDM will have to cram down someone's throats, and that's the last say in it.

Any job that can main heal is usually forced to, with the one Exception of Blue Mage, and that's because they really do have a limited curing base and not that good of an MP pool to back it, unlike Summoner.

Now with the fact that every job can practically sub a main healer if necessary (with inclusion of subbing at least the first tier haste) there's no way NOT to retort back and say "sub your own @#%^ing healer, I'm out of here" and have the RDM go his own way. In fact, we may see a loss of healer jobs in EXP parties all together, except to perhaps sub scholar and AoE buffs. To which my enspellga argument stands firm as we can manage haste cycles normally and AoE Stoneskin and Enspells in the front line (With the occasional RegengaII).

The Skill grade gaps do worry me. There's no lie there. But if SE scales the skill upgrades to keep their current gaps I'll be fine with it. We have the accuracy of an A - sword and dagger skill now and so long as SE keeps that true, they'll be no problem.

There is also the issue of gear increases. Theres's 23 levels worth of gear upgrades potentials we can see coming and that essential cleans the slate as to what they can do for Red Mage. More Hybrid orientated gear, which we've been asking for years (Barring Add-on gear) to get may be more feasible now. And if nothing else, they can always add the upgrades in the Trials section for us to customize in.

All and all I'm not as concerned as most of the whiners are in this situation. There's just too much Red Mage gets out of this situation in sub jobs alone for me to really worry too much on what they give us on top of it.
#32 Mar 02 2010 at 1:35 PM Rating: Good
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If we do get more frontline stuff, I'm thinking at top-end levels, /DNC is going to be king, so other melees can sub better things. Regardless of our spellset in terms of new tiers, /DNC will most likely(accounting for the possibility SE will lock some abilities to main only) offer countless things that RDM can put out for the party; Haste Samba being the most obvious, but when things start going badly, obvs Drain/Aspir Samba(depending on the setup), and of course Waltz.

I note that if we do get full access to subbed JAs, there would also be additional self-support available in Reverse Flourish by 80/40. Might be nerfed a little in TP returns, but it would still get our TP back.

...Really, /DNC pretty much addresses all of the problems being considered in this topic as far as melee goes. I dread saying it, but I doubt later merit/otherwise high-end camps are going to be as fast as our current ones, so there's more time for Quickstep to be put out(bridging the accuracy gap). It's still not as fun as a "real" melee sub, but short a complete and utter job restructure, following the assumption that current trends will continue, we're probably still gonna be in the greater support category, melee or otherwise.

I do suspect that upper levels will see a return to traditional parties, screwing over the "optimal setup" SE managed to dig themselves into.


Or maybe I'm wrong and SE is just extending the level cap and scaling everything properly. To be honest, I don't have a lot of faith that this level cap thing is going to change anything at all.
#33 Mar 02 2010 at 2:14 PM Rating: Decent
I wonder if refresh 1 and 2 will stack? Or if refresh 2 will be aoe. There's just too little info right now.

If SE really wants to see us on the front line, then the need to fix us for sure. I do agree with gear options, but i have another idea. I think they really should up RDM's crit hit chances ... by a lot. We are duelist's after all. Don't we know how to get a kill shot with a sword?
Give us Good RDM only + att and +ACC gear to put us close to other DD's, and up our crit hit % rate so that we can tetter totter right on the line. That would do wonders. ... My opinion of course.
#34ThePsychoticOne the Prophet, Posted: Mar 02 2010 at 2:16 PM, Rating: Sub-Default, (Expand Post) We have /sch either way at least to aoe it. Definitely would be nice to have it aoe by itself, but i doubt it.
#35 Mar 02 2010 at 3:05 PM Rating: Decent
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Yeah...I can't see them touching our crit rate while Innin is lvl 40.
Innin and Duel Wield III are already going to skyrocket our DPS while /nin.

(Assuming they don't nerf either as a subjob which they most likely will ; ;)
#36 Mar 02 2010 at 3:16 PM Rating: Decent
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SlashAnonymous wrote:
Yeah...I can't see them touching our crit rate while Innin is lvl 40.
Innin and Duel Wield III are already going to skyrocket our DPS while /nin.

(Assuming they don't nerf either as a subjob which they most likely will ; ;)


Assuming we can even hit the mob, with the supposed 60 skill discrepancy between B and A+ @ 99.

Edited, Mar 2nd 2010 2:16pm by Aliekber
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#37 Mar 02 2010 at 3:39 PM Rating: Decent
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Maybe that's the new debuff SE was hinting at.

Dia for evasion :D

I wouldn't mind a spell that reduced the enemy's evasion stat by 15% :D
#38 Mar 02 2010 at 3:46 PM Rating: Decent
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SlashAnonymous wrote:
Maybe that's the new debuff SE was hinting at.

Dia for evasion :D

I wouldn't mind a spell that reduced the enemy's evasion stat by 15% :D


Gravity II?

Well, it is in the .dats...
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#39Rahkis, Posted: Mar 02 2010 at 6:18 PM, Rating: Sub-Default, (Expand Post) Most conjecture is pointless (albeit fun). I was reading over on BG this guy breaking down why pld is going to have a hard time of it defense-formula completely not mentioning the probability of Pld getting spells/abilities that make them just fine.
#40 Mar 02 2010 at 6:25 PM Rating: Decent
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Yeah I'm an idiot and didn't read thread lolme

Edited, Mar 2nd 2010 7:29pm by Scritchie
#41 Mar 02 2010 at 6:41 PM Rating: Good
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Rahkis wrote:
Most conjecture is pointless (albeit fun). I was reading over on BG this guy breaking down why pld is going to have a hard time of it defense-formula completely not mentioning the probability of Pld getting spells/abilities that make them just fine.

Does this guy(and various other theorists) really think SE is going to not let Pld be the premier tank, or something like whm the premier healer?

I'd just like us to be more magey than melee (we are in the middle and can go either way) because that is where our power has always been in my eyes and diluting purposes leads to weaker extremes. For example, Blu is a pretty decent melee/mage, but we kick the sh*t out of them solo-wise because of our mage side.

TLDR: Rdm is for soloing, tanking, and (buffer/enfeebler). Add more things and it gets worse at the previous. That's where I see the melee proponents being thickheaded, they want their cake and to eat it too. Anyways, it's just as likely Rdm will lose its place as the premier solo-job in the new hierarchy in any case.


If you think SE isn't already going to do everything they can to cripple RDM solo of any new content, you're kidding yourself.

Edited, Mar 2nd 2010 5:41pm by Aliekber
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#42 Mar 02 2010 at 7:14 PM Rating: Default
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Aliekber wrote:
Rahkis wrote:
Most conjecture is pointless (albeit fun). I was reading over on BG this guy breaking down why pld is going to have a hard time of it defense-formula completely not mentioning the probability of Pld getting spells/abilities that make them just fine.

Does this guy(and various other theorists) really think SE is going to not let Pld be the premier tank, or something like whm the premier healer?

I'd just like us to be more magey than melee (we are in the middle and can go either way) because that is where our power has always been in my eyes and diluting purposes leads to weaker extremes. For example, Blu is a pretty decent melee/mage, but we kick the sh*t out of them solo-wise because of our mage side.

TLDR: Rdm is for soloing, tanking, and (buffer/enfeebler). Add more things and it gets worse at the previous. That's where I see the melee proponents being thickheaded, they want their cake and to eat it too. Anyways, it's just as likely Rdm will lose its place as the premier solo-job in the new hierarchy in any case.


If you think SE isn't already going to do everything they can to cripple RDM solo of any new content, you're kidding yourself.
It's kind of hard to nerf rdm solo, without nerfing the job to hell really. Not even bind/grav immunities, on unkitable mobs, that are either immune, or nearly impossible to slow/para would prevent rdm from soloing something.

They can certainly make things much harder, to the point that inexperienced soloists wouldn't be able to manage, but short of giving a significant regen to every nm, there's no real way to prevent rdm from soloing things, without making it 5 times harder for everyone else.
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#43 Mar 02 2010 at 7:31 PM Rating: Decent
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It's kind of hard to nerf rdm solo, without nerfing the job to hell really. Not even bind/grav immunities, on unkitable mobs, that are either immune, or nearly impossible to slow/para would prevent rdm from soloing something.


Merely making ninjutsu incompatible with Fast Cast would be a start, I'd think. Not that it would make everything impossible, but it would probably be enough to cause problems for certain mobs, and it wouldn't really be a direct nerf to RDM at all.

Edited, Mar 2nd 2010 8:32pm by Fynlar
#44 Mar 02 2010 at 7:37 PM Rating: Default
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Fynlar wrote:
Quote:
It's kind of hard to nerf rdm solo, without nerfing the job to hell really. Not even bind/grav immunities, on unkitable mobs, that are either immune, or nearly impossible to slow/para would prevent rdm from soloing something.

Merely making ninjutsu incompatible with Fast Cast would be a start, I'd think. Not that it would make everything impossible, but it would probably be enough to cause problems for certain mobs, and it wouldn't really be a direct nerf to RDM at all.
I can't imagine them hurting rdm tanking that badly. It would indeed cause a tremendous amount of problems for some mobs (particularly anything that can't be kited, slowed, or paralyzed, would be damn near impossible), but they would never do that.
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#45 Mar 02 2010 at 7:43 PM Rating: Good
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Rahkis wrote:
I'd just like us to be more magey than melee (we are in the middle and can go either way)

Wut?
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#46 Mar 02 2010 at 9:42 PM Rating: Excellent
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CarthRDM wrote:
Rahkis wrote:
I'd just like us to be more magey than melee (we are in the middle and can go either way)

Wut?


Seriously, I'd like to subscribe to his newsletter.
#47 Mar 04 2010 at 2:34 AM Rating: Decent
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RDM Melee is pretty formidable right now. It's actually in a really nice position. It's not eye shocking but it's viable in anything with VT or similar difficulty. My PLD friend and I duo/trio with people out in Beau [S] against VT imps and cointeaches and i'm constantly putting up 50dmg/swing and popping 500-550 death blossoms (I see 750's when I get a brutal earring proc on it). That 50dmg/swing is without enspell damage.

Of course, he's a homam paladin and completely obliterates my damage, but would it really be better if I just stood in the back and tossed thunder III's? No, it wouldn't.

I melee in most assaults I can get away with too. I just add good damage and I can still support my party just as well.

I don't want to be able to add eye-shocking DD damage, but being able to put up decent numbers (maybe 70-80% of a true DD's damage) is what I want to see happen. That's basically what we're at right now and I like that.

The combat scaling scare is what's putting me on the plank right now. They've been doing nothing but help out RDM melee. Enspell II's are a godsend for me because my best friend in game is a DNC and I can still have enspell damage while getting samba's. I'm just hoping B scales just as well as A except every once and a while, so the difference is something like 30-32~ at 99. I could live with that.

EDIT:

Or, why not just give us Black Magic Enspell III's (Couldn't be AoE'd as /SCH this way) and have them do something like +attack for enfire III, +acc for enthunder III, etc. So many ways they can play with rdm if they really wanted to.

Edited, Mar 4th 2010 4:19am by Zafire
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#48 Mar 04 2010 at 11:27 AM Rating: Decent
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RDM isn't the only job facing skill issues, the potential difference from B, B+, A- and A+ is going to kill lots of builds. SE needs to either alter the skill increase's, or alter the formula for attack / accuracy above a certain skill point. Although I wouldn't mind a boost in composure accuracy at higher levels, or some JA/JT that made enspells more potent / accurate... would be interesting indeed.
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#49 Mar 04 2010 at 4:19 PM Rating: Good
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Composure II working on party members along with rocking more +ACC would be okay with me. Though, it's definitely not the only tweak I'd want.
#50 Mar 05 2010 at 3:50 AM Rating: Decent
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Fynlar wrote:
Merely making ninjutsu incompatible with Fast Cast would be a start, I'd think. Not that it would make everything impossible, but it would probably be enough to cause problems for certain mobs, and it wouldn't really be a direct nerf to RDM at all.


I do not think that word means what you think it means.
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#51 Mar 05 2010 at 9:07 PM Rating: Decent
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Or, why not just give us Black Magic Enspell III's (Couldn't be AoE'd as /SCH this way) and have them do something like +attack for enfire III, +acc for enthunder III, etc. So many ways they can play with rdm if they really wanted to.


This is similar to what they did with Stormsurge is it not? Its an interesting concept, I actually like it a lot. Its a pretty nice idea to give Enspells a "mage" use as well as a melee. Want to nuke higher? Put up EnBlizzardII and get more Int. Want more Str cast EnFireII on yourself. Like I said, its a nice idea, but I would guess they would never put it in the actual En-Spell. SE has been moving more and more into the realm of Passive Traits as well as Active Job Buffs with long durations and short cooldowns to change existing spells. Afflatus and Composure as an example of this. I would be more inclined to believe we could see a job ability at 85 or so that changed one of our spells to give us specifically a stat/skill buff.

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That being said, I have been always been of the back line type Red Mage. One that was more than happy to Buff/Debuff for my group when I was in a group/alliance as much as I was happy to go solo any challenge. I would love to see new and more interesting debuffs and buffs. But what is left? We have a Paralyze, we have an attack speed down, a movement speed down, an evasion debuff, a defense debuff, an accuracy debuff, and an attack power down debuff. What is left? Honestly, only two things come to mind... a Magic Defense reduction maybe or maybe a version of TP Gain Reduction, a debuff version of Auspice? Something that other classes may have in some form, but in forms not necessarily used regularly. Something that changes the Drown/Rasp BLM debuff line stronger or even given to us naturally.

I would also postulate that /RDM Refresh will be nerfed slightly and be 2MP/Tick and the inevitably Refresh II will be 4MP/tick with a 5minute duration instead of 2:30. Other things we may see is Dispel II with a multiple buff removal or even an Aura Steal version. I just really dont see a Haste that is unnerfed as /whm or /rdm. Nor do I see them giving HasteII as huge of a % increase that is as large as most believe.

TLDR: An ability to change En-Spells into a dual buff that interests casters and melee RDM = Good.
We need new debuffs that we can call our own (Magic Defense Down/TP Reduction) The Rdm "cycle" buffs aren't gonna go anywhere just cause they are going to subjob RDM. Plus Dispel II!
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