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Recap: What enhancements did we get again?Follow

#77 May 16 2014 at 8:50 PM Rating: Good
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Thanks.

Another completely unrelated question: What is so special about SCH that people shout for SCHs to stun? I thought RDM was the preferred stunner.
#78 May 17 2014 at 7:08 PM Rating: Excellent
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Higher Dark skill via arts to better guarantee accuracy now that our **** poor Dark skill is becoming more of a factor (This began late-Abyssea, imo). Stratagems also let them cut the recasts down better than RDM can with the appropriate gear.
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#79 May 27 2014 at 1:26 PM Rating: Excellent
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Camate wrote:

Greetings,

As we have been receiving feedback for quite some time now that it’s difficult for red mages to join parties, we will be introducing potent new enfeebling magic that is geared towards party content. While I do not have a specific time frame to share with you right now, the team is currently looking into new enfeebling and enhancing spells for red mage. I’ll be sure to make a follow-up once there is more information I can share.

http://forum.square-enix.com/ffxi/threads/41326-The-RDM-Update-Thread.?p=509145#post509145

Wonder if they're gonna give rdms plague/virus that was accidentally given to monstrosity mobs before they removed it, though haven't heard anything on Haste II for awhile.
#80 May 28 2014 at 2:16 PM Rating: Excellent
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"Have a morsel of hope we'll forget about for the next year and a half..."

Cynical, perhaps, but I have zero faith in SE when it comes to RDM-specific attention anymore. Any good we have gotten since... like, the cap increase, has been incidental and beneficial to other jobs, too.
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#81 May 30 2014 at 8:48 PM Rating: Decent
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Seriha wrote:
Cynical, perhaps, but I have zero faith in SE when it comes to RDM-specific attention anymore.

I second that notion. To be fair, SE was relatively quick with the MNK nerf. Maybe they finally understand the player base. If they do, then they would lean toward the enhancing as opposed to enfeebling. Back are the days when party leaders will wait forever for a BRD. More jobs need to have comparative buffs so people aren't waiting for one job.





#82 Jun 04 2014 at 4:19 AM Rating: Good
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Camate wrote:
we have been receiving feedback for quite some time now

...but failed to act on the feedback meaningfully, and have only just vaguely considered somewhat halfway maybe possibly alleviating RDM's suffering. As expected of Squeenie.
#83 Jun 05 2014 at 11:16 AM Rating: Decent
God dammit. They still don't @#%^ing get it.

Its not the lack of tools, its the fact that our tools are 18th century while others are moving to the 21st century. Literally RDM is like the Afghanistan of FFXI.

Ive been saying it for a long time. Piling more sh*t into a sh*t pile doesn't make the sh*t pile any better, it just gives it more things to cover in sh*t.

If they want to make RDM be relevant then they need to fix the formulas of Enhancing and Enfeebling so RDM can be the best at the things it should be the best at. There is no reason a WHM should be able to enfeeble or single target buff as well as RDM, there should be no reason a /RDM should be able to enfeeble or buff as well as a RDM.

Make the T2 spells actually worth casting, as it stands their marginal improvements are not even remotely worth losing the potential production from a WHM, SCH, BLM or heck even a BRD. Make the Enhancing Magic buffs scale with skill and not just be a generic +15% Haste, or whatever other @#%^ing crap shoot comparison you want to make that makes /RDM just as good as RDM for buffing a group.

Its like they don't even listen.

If RDM was the single best enfeebler and enhancer in terms of white/black magic it would have a place in groups (as long as these things remain relevant of course) doing anything other than that will keep RDM on the sideline for niche purposes or because you had an extra alliance slot and no one else wanted to come.

And to ice the cake give it a stance mechanic like SCH that is actually good for the job as a whole. Don't need to cast switch to melee mode get a relevant Damage and Survivability increase, need more support switch to caster mode and stand back and cast your brains out.


@#%^ me.

Edited, Jun 5th 2014 1:19pm by rdmcandie
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#84 Jun 17 2014 at 10:57 AM Rating: Good
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Update itself was pretty sparse on new items. We can use a couple existing ilvl daggers now if that's your thing.

Curious to see how Death Blossom was improved, though.
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#85 Jun 17 2014 at 9:55 PM Rating: Default
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Seriha wrote:
Curious to see how Death Blossom was improved, though.


Same here..
#86 Jun 20 2014 at 3:23 AM Rating: Default
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Quote:
Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Can't wait for some Haste II!! Of course I will wait until the AH price drops.
#87 Jun 20 2014 at 5:10 AM Rating: Excellent
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While I understand why some have wanted Haste II for so long, it won't really fix why BRDs are preferred as a buffer or justify an alliance spot with our other lacking tools. At best, we get to play the last resort healer again. :(
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#88 Jun 20 2014 at 5:31 AM Rating: Good
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Haste 2 is a bad distraction, at best.
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#89 Jun 20 2014 at 11:16 AM Rating: Good
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Tiny little tidbit for other spells for rdm:

Camate wrote:

Greetings!

Indeed, Haste II is on the way for red mage, but that’s not all we're adding! Other types of new enhancing magic spells as well as enfeebling magic spells will be added for red mage in the July version update.

Of the spells that will be added, there will be effects that lower the physical and magical evasion of enemies, which will make them resist less and increase your hit rate.

We’ll be announcing further details on topics, so stay tuned!

http://forum.square-enix.com/ffxi/threads/42821-Holy-crap-guys?p=512560#post512560
#90 Jun 20 2014 at 1:41 PM Rating: Excellent
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Well, a lot of us wanted the -Eva from Gravity split from the Weight effect so it could at least land unresisted on NMs and such, but I guess an -Eva spell of its own will suffice. -MEva has been one of those things I've wanted for a while, too. Still some other effects we could tap into, but one step at a time, I suppose. Buffs can be a broad pool, too. Blink II? T3 Enspells? A way to buff our crit rate akin to Temper? I'll err toward them taking a path of least resistance here.
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#91 Jun 20 2014 at 2:34 PM Rating: Good
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Seriha wrote:
I guess an -Eva spell of its own will suffice.

An -EVA spell unique to RDM will more than suffice. The efficiency rabid masses will once again slobber over superior RDM, especially so if that new spell stacks with Gravity.
#92 Jun 20 2014 at 3:53 PM Rating: Default
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Seriha wrote:
While I understand why some have wanted Haste II for so long, it won't really fix why BRDs are preferred as a buffer or justify an alliance spot with our other lacking tools. At best, we get to play the last resort healer again. :(


I actually never wanted Haste II. I'm just happy to be getting a spell. I personally prefer new buffs as opposed to tier IIs or debuffs.
#93 Jun 23 2014 at 6:06 AM Rating: Good
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Squeenie has given us something.
Gildrein wrote:
[dev1217] Job Adjustments
Red Mage

The following spells will be added.
Haste II (Lv. 96, Recast time: 20 sec.)
Increases target's attack speed.

Distract (Lv. 35, Recast time: 10 sec.)
Reduces target's physical evasion.

Distract II (Lv. 85, Recast time: 10 sec.)
Reduces target's physical evasion.

Frazzle (Lv. 42, Recast time: 10 sec.)
Reduces target's magic evasion.

Frazzle II (Lv.92, Recast time: 10 sec.)
Reduces target's magic evasion.

Flurry (Lv. 48, Recast time: 10 sec.)
Increases target's ranged attack speed.

Flurry II (Lv. 96, Recast time: 10 sec.)
Increases target's ranged attack speed.


I assume Distract stacks with Gravity.

Edited, Jun 23rd 2014 8:12am by Demoncard
#94 Jun 23 2014 at 6:54 AM Rating: Excellent
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Most likely. Imagine it'll be in the same grouping as Sandspin and Infrasonic's -EVA effect.

That said, I'm really wishing SE would give us native buff duration traits to the point where casting one spell on someone could have it lasting 15 minutes. Even better if this is achieved without needing the Emp set bonus to Composure. Over time, BRD has hit the point where its AoE buffs last a very decent period of time, ultimately leaving them more time to tend to other support duties or even melee. Cast lock with a side of global delay has been one of our major weaknesses as a hybrid. So, while what little I've read on Death Blossom's changes doesn't seem to be anything groundbreaking for giving us a more unique job identity, changes like this are all steps along of the way of achieving that.

Naturally, I'd be cool with a trait that extends debuff durations by default, too. Here's to hoping there's more than Frazzle and Distract in our future there.

Oh, and since I can't post on the OF with the whole "not subbed" thing going on, I saw a thread where someone was wanting a means to defend applied buffs from dispel effects. This is an old idea some of us tossed around in the past, but the thought was we could have a sort of Dummy or Barrier spell where, if a dispel effect struck us, be it single or mass, that effect would be eaten only. Self-target or not is a whole 'nother can of worms, but it's true our self-buff cycle is getting pretty lengthy as time goes on.
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#95 Jun 28 2014 at 6:37 AM Rating: Good
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Camate wrote:

You rang?

While I can’t speak in too much detail about the adjustments that will be made to summoner, I’d like to give an overview on what the development team has in mind.

In the future we will be adding new Blood Pacts for avatars, one example of what they are planning to add is Hastega II. Additionally, they would like to make adjustments to Avatar’s Favor and also increase the ways that summoner can support other party members.

In terms of new avatars, the team is planning to release Atomos in the September version update. (13)

Curses, Squeenied again.
#96 Jun 28 2014 at 11:48 AM Rating: Excellent
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Our tears are our only unique feature. ;)
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#97 Jul 01 2014 at 4:34 AM Rating: Good
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Out of all of the new spells, haste II is the last spell that I would have wanted to be invited for. So, while I think we got the shaft on that particular spell, it's not as bad given that we have new buffs/debuffs that would require less whoring.

Besides, I don't recall too many people inviting SMNs for hastega during TP burns. If your goal is "Haste II", depending on the scenario, you might be better off inviting a RDM.
#98 Jul 08 2014 at 12:57 PM Rating: Excellent
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Well, let's get the bad news out of the way first. Gravity no longer has a -Evasion effect. Thus, the spells now solely affect movement speed.

For the good news, there are some new crafted items we can find useful. Namely the Shiva and Leviathan HQ rings, the MATK cape, and perhaps the haste/ATK for our melee inclined brethren. Perdition Slops also give us access to Occult Accumen, for whatever that may be worth. Solid nuking pants, otherwise.

As for our new spells:
Quote:
Falgima- Selbina (H-9) Flurry
Tya Padolih - Mhaura (G-9) Distract, Frazzle
Mazuro-Ookuro - Tavnazian Safehold (F-9) Frazzle II, Distract II
Lendericus - Western Adoulin (H-5) Haste II, Flurry II

Flurry = 40mp
Haste II/Flurry II = 80mp
Distract = 32mp
Distract II = 58mp
Frazzle = 38mp
Frazzle II = 64mp

Flurry/FlurryII use the same icon as Haste/HasteII and Haste II/FlurryII will overwrite each other.

Haste II seems to be 30%. Flurry II is likely similar.

Distract is ice based, Frazzle is dark based.
Distract I = -35 Eva at base. Does not appear to have a dStat term but was just casting on a naked player, so who knows.
Distract II = -50 Eva at base.
There was no base potency difference between /rdm Distract and Rdm main Distract.
Distract I with Uk'uxkaj Boots = -36 Eva.
Distract II with Rdm Emp Body+2 and Uk'uxkaj Boots = -57 Eva.
Distract II with Rdm Emp. Body+2, Uk'uxkaj Boots, and Saboteur (along with Rdm Emp Hands+2 Sab bonus) = -108 Eva.

Both appear to have a 2min base duration. The Sab Distract II lasted around 4min30sec~
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#99 Jul 08 2014 at 3:42 PM Rating: Good
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Thanks for posting the spell locations...
#100 Jul 10 2014 at 5:55 AM Rating: Default
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With all of the haste gear that we have, is Haste II worth it? I have no idea what the cap is and/or how easy/difficult it is to get it.
#101 Jul 10 2014 at 6:53 AM Rating: Good
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With all the cars we have, are Ferraris still worth it?
Yes.
Ferraris are usually red, too.

It's definitely worth it, unless you're being followed around by a permanent soul voice double march bard with haste. According to a guy's testing, it's 307/1024 magical haste.

Edited, Jul 10th 2014 8:55am by Demoncard
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