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  1. #11
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    A lot of good ides, i agrea merit spells should be made scrolls all as one after lvl75 cap raise, and be replaced with a potency merit and other abilitys.

    It would open for higher tier of dia and bio (wich should be rdm only, i asume the scroll making make bio dia 3 availible to other jobs, as we get higher tier )

    They should really reconsider redoing a lot on rdm since 75 cap raise, some enhancement spells being self only target should be redone to at least party targetable ( come on whm can aoe these ) or give rdm the aoe version as well.
    I never got the problem SE has with not giving Aoe versions to rdm on enhancing and enfeebling, so what if we are hybrid, we still highest tier in those two skills, ( not counting sch since they use art's, and oh yeah they can aoe all single target spells)

    Im open for either getting aoe versions or a special JA at say level 50 to grant all enhancments on rdm on party/alliance for a set cost of mp as used ( in another what if thread i came up with idea of one for all, granting the effects of all rdm enhancments to all in 40" range) calll it one for all/Solidarity or magic defender( or any other original name u might think fits).

    One change id love too see since the lavel cap increase is a redo on convert, im not against evryone being able to use it as sub, but it would be nice if when merited or past 50 a JT made all exceess hp in convert, translated to a special Convert mp up effect similar to what drain 2 does for drk only for mana, so if u have 1500/1500 hp 1/1000mp u get 1/1500hp 1500/1000mp after convert is done through the mp convert up icon ( this should be a seperate icon as u dont wanna overwrite mp up.)
    This would make convert on rdm superior to subbed version.

    Another new JT id like to see since Fast Cast is so spread now is a trait for oc. cast instant, basicly a trait that procs on spell cast and sometimes does instant cast with recast being set to 0 so it can be cast again,
    A way to increase its % effect should go on fast cast u have so if u have 50% FC u can get 50% effect of this JT, meaning it must be given after first fast cast JT is gotten. ( prefably after 50+ since it should be rdm only )


    As for spells here is a list id like to see on rdm

    Haste 2 = ( superior to 1 in lenght and +5% haste, double 1's duration) (id also like hastega )

    Stoneskin 2 = fix stoneskin 1 to increase further with enhancing skill and make 2 castable on others, Possibly make stoneskin 2 uniqe by giving it 2 layers, so each layer = stoneskin 1 effect,
    let stoneskin 1 reset a layer taken off on stoneskin 2 + cureskin also replace lost stoneskin layer.
    This would give rdm a new place in party for dmg controll as well as supporting whm while not stealing whm role.

    Poisen 3/4/5 no reason why rdm shouldnt get these, give us at least some reason to cast poisen as most mobs die fast today.

    master Marksman = a rng multibuff from rdm, buff gives sevral effects, Rapid shot +5% ,Range attack +5%, Recycle +5%, scales from 300 enhancing skill evry 30 skill, capping at max +25% on all effects.
    This would be a new Party room for rdm as buffer.

    Pet cure 1/2 = is as described a cure for pet's in party/alliance tier 1 does 180 hp recovered, tier 2 does 360 hp recovered, also grants a strong regen on pet, each spell scales amount healed based on healing skill/enhancing skill, boosted evry 30 skill.
    another sugestion for support role that isnt filled today.

    Blink 2 = grants 4 layers instead of 2

    Enspell 2 = needs a fix , Make all hits proc on evry hit, also make debuff effect be same element so the resists of today dont continue and allow us to cast on Party members, why cant rdm be usefull in PT/alliance mode with all its uniqe buff's,
    Add new gear for Enspell + ( why isnt this a uniqe effect on trial swords ? , not like pld/blu would be hurt by it being on sword, and no need for seperate trials for it)

    New spikes:
    Fusion Spike = Fire/light spike doing initaly 36 dmg a hit + added effect off Virus/flash on hit, scales from 300 enhancing skill.
    Fragmentation Spike = Lightning/wind spike 36 inital dmg + added effect stun/silence ( short duration ) same scale as others
    Gravitation Spike = Earth/dark spike 36 inital dmg + added effect Slow/drain ( short duration )same scale as others
    Distortion Spike = water/ice spike 36 inital dmg + Paralyze/Plauge ( shourt duration ) same scale as others

    Gainra HP = Uniqe rdm only spell, on all party/alliance gives a boost hp effect scaled from 300 enhancing skill
    Gainra MP = Same as above
    These would be tied together so u can only have 1 at a time of these but they can be stacked with the other gain/boost spells.
    Duration should start at 3 min scaled with skill from 300 to max of 5 min, amount boosted by skill is up for debate but it would be nice if this was a significant amount at max skill. ( lets give whm something to use cure 6 on ^^ )

    Phalanx 3 = a new better phalanxe starting scaling from 300 skill ( also fix 2 so it is superior to 1 ) only slightly stronger then 2 but with additional effect of oc. nullify critt dmg, 5 min duration.
    Oc.nullify critt dmg is triggered by amount Defense u have, where as 300 def = 5% proc ( this is start level , under 300 u allways have 5%) scaling evry 25 defense = +1 % trigger effect capping at 30%.

    Temporal twist = Space/time effect on mob that builds as it is dmged for 1 min then release a % dmg on enemy as it wears off starts scaling from 300 enfeebling skill evry 30 skill, starts at 2% dmg capping at 10% of total dmg done on mob during it's duration. so if damage dealt during effect was 10000 and skill was 300 it does 200 dmg as it wears, if dmg was 10000 and cap was reached on skill u get 1000 dmg as it wears.
    I guess the name could need a change but i think the effect would fit something rdm could do.

    Torment = a Dark based enfeeble boosting all dark based dmg done on target ( yes we will have to share it with drk ) based on dark skill does inital Dot 5 dmg, but can be increased with dark knight only spell Pain 1-5 ( very fast dark nuke doing considrate dmg )
    each tier of pain boost Dot by 5 dmg, torment also increase dmg pain spells and bio do as well as stun duration.

    ecstacy = light element enhancing, Boost all healing effects on target by initaly 5% to a cap of 10% grants a small amount of dark element resist,also has a smal auto regen in it doing 5 hp regen from 0-250 divine skill , scaling evry 25 skill by +1 tic.

    Revenge = yes its a counter type spell, but it works on magic as well as physical attack, can be cast on single targets in party.
    Starts at a 25% proc at 300 enhancing skill boosting 5% evry 30 skill to a cap of 50% proc rate, it can also proc DA/TA/QA on revenge hit and takes priority over all other counter effects, also give Tp for each connecting hit.
    Duration is 3 min

    Focus = a spell for increasing next elemental spells effect, can be cast on self only cost 40 mp.
    starts at 300 enhancing skill at 25% boosting, evry 15 + skill adds another 5% to spell boost caps at 100% boost of spell.
    Recast is 1 min.

    redirect = enhancing spell for party/alliance single target enhancing skill, transfeer a % of enemity earned while effect is active to one having direct on them.
    Direct = Enhancing spell giving enemity % from people with redirect on them while effect is active.
    The spells have fixed amount of enemity transfer of 25% but enhancing skill can increase duration of the spells, inital duration is 1 min capping at 3 min recast is 1:30 min on both spells making it a crucial to chose the right targets as with recast reduced and lenght incresed u can cycle max 3-4 people ( not sure how much recast can be reduced )
    This would be hate controll effect to bolster pld whille helping special job's that can do fast spike dmg, granted 25% might be a bit much idk, give me ur opinions on it.

    Venom = lightning based poisen giving added effect of critt def down, Dot should start at 5 at 0-300 skill, then scale 2 dmg evry 30 enfeebling skill, critt def down should be set at 15% down, duration starts at 1 min at 0-300 skill increasing evry 30 skill by 12 seconds capping at 3 min if used with high skill+ sabotour

    Bleed =Wind based Dot doing 10 dmg a tic with 0-300 enfeebling skill, boosting 2 dmg evry +30 skill, duration starts at 2 min and scales 20 sec evry +30 skill from 300 capping at 5 min with high skill + sabotour
    Additional effect : Ranged attacks do 15% more dmg on bleed targets, this also include jump attacks

    Heavens fall = wind based enfeebling , does an inital nuke dmg on hit starting at 200 dmg and grants effect of lowered enfeeble resists as well as remove at least 1 imunity on NM, can not be stacked on prey, but duration can be increased with skill, is calculated on elemental/enfeebling skill from +300 skill, +30 elemental skill adds 50 dmg/ +30 Enfeebling skill increase % resists down effext from inital 5% down by 3% evry +30 enfeebling skill to cap of 25% down effect, imunity removed proced on a enemy resist skill versus ur int/enfeebling skill.
    Inital duration is 2 min increaded by +20 sec evry +30 enhancing skill for max of 5 min with high skill + Sabotour.
    Recast is set initaly at 1:30, casting on top of effect does not stack but can renew the effect duration.

    Hell's Chain's = Enfeebling earth based spell, Hits target with a oc. cant use TP move, starts at low 5% proc rate but no one is imune to it, 5% from 0-300 skill +1% evry +30 skill of enfeebling for a max of 10% proc ,aditional spells cast on mob does not stack but can overwrite effect to renew effect if not earth element resist of mob stops the spell.
    ( think ff10 and anima for animation of effect ^^ )

    Bloody Swamp = Enfeeble spell Aoe 10" from target occ triggering a gravity effect ( low duration ) and draining enemy hp by Dot starting at 5 hp a tic at 0-300skill giving it to all that are in 10" range of mob, the mroe people that is in range the mroe the dot does, evry person gains 5 hp each.
    evry +30 enfeebling skill adds +1hp to dot and increase time of duration with +12 sec , inital duration is at 3 min capped at 5 min.
    so if 6 people are in range and the effect is +12 hp drained the effect total no drained of mob is 72 hp a tic.
    However the spell has a downside, as being in range also oc triggers gravity on ur own members.

    Temporal barrier = single target spell enhancing magic, completly nullify all dmg magic and physical at cost of targets ability to excute commands, also nullify enemity until effect wears ( enemity is in statsis under effect ).
    This spell is to save those near death but has long recast duration, also once u have barrier on u u cant cast anything, however the effect grants a high regen and refresh effect as long as it last.
    5 min recast timer at least mayby longer is needed to avoid abuse.
    at 300 enhancing skill or lower u get duration of 30 seconds on the one cast on and regen is 50 hp a tic + 25 mp a tick, increses evry +30 skill with +5 second duration and +10 hp +1mp a tickuntil cap is hit of 1 min time duration +100hp a tick and +35 mp a tick.
    Effect is an cancable icon so when u have restored needed hp/mp u can cancel effect or have whm ready for heal as u cancel it.
    if used on single fight batle u will lose claim on target when barrier is up and it will reagro when it wears , as claim is lost it will regain hp.

    Soaring wind = drg specific enhancing buff boosting jump effects initaly by 10% at 0-300 skill as well as adding +10% evasion
    evry 30+ enhancing skill adds 1% to both effect until cap at 15% is hit,
    jump dont just get a boost to effect but also dmg done and a % boost while drg 2 hour is used on 2 hour effects.
    Can be cast on others for evasion %+

    Searing flame = fire element enfeeble with a inital dmg of 200 on hit + occ triggers searing effect for additional 200 dmg under duration
    the inital dmg + searing effect dmg is increased by elemental skill starting at 300, boosting 50 evry +30 elemental skill, duration is set at initaly 1 min but enhancing skill over 300 for evry +30 adds +20 seconds for max of 5 min duration if used with max skill + sabatour, also initaly procc of effect triggered is at 25% but boosted 5% evry +30skill in enhancing capping at 75% occ trigger effect.
    this means a balance must be made between elemental and enhancing skill when casting this spell to get most out of it, can be boosted by day/weather.
    goess through a proc check evry tick.

    Sub zero blizzard = Enfeebling spell doing inital 200 dmg occ triggering paralyze ( for 1-2 times before wear) works on skill as spell above in time and duration and skill increase.
    Each time trigger is done it does 200 dmg + paralyze or more dmg if u have over 330 dmg for +30 elemental skill.

    Slumber = self cast enhancing spell to recover hp/mp and build tp, initaly at 0-300 enhancing skill it grants +50 hp +25mp +10tp a tick, but u cant do anything as u are in a sleep effect, it can be broken by canceling or by enemy attack.
    Scales evry +30 skill by +10 hp +2mp +1tp until cap is hit at +100hp +35mp +15tp a tick, also duration is increased by +6 seconds evry +30 skill, inital duration is 30 seconds and cap at 1 min , recast is 5 min
    All buffs stay on under slumber and does not count down/off under effect.
    This is a speedy self recovery spell for rdm.


    Aditionaly id like to see a JA that transfeer Enspell dmg to non element ws x3 evry hit, i find it weird that rdm can enhance sword with enspell but they dont proc on ws.

    anyways im sure there are tons of other spells rdm could use, but im sure if se did some remake on rdm job it would fit better in party mode and not be a solo job mostly.

    As for merits redoing theres a lot of stuff id love to see in cat 1 and 2

    Merits group 1 should have 3 rdm only boosts and 1 from each job rdm is a mix of (whm/blm/war)

    Convert = time reduction remains ( posibly add the convert mp boost as merit)
    magic acc = turn curent element merits into 1 for all, no need to waste space on single element, thats what staff is for.
    Fast cast = inital merit point grants +5% adding for each of next points +3 +3 +2 +2 for total of fast cast 15%
    From whm either cure potency or barspell boost
    from blm element potency
    from war DA +%

    since u can only get 2 catagorys it would self balance on what u choose.

    Merit group 2

    Occ cast spell instant = JT that proc on Fast cast rate u have so at 25% FC u have 25% posibility of trigering instant cast of spell, this JT also reduce recast to 0 when triggered on a spell.
    1 merit point grants an aditional 5% trigger chance in addition to Fc u have, each merit on gives +3 +3 +2 +2 for total of +15% cap for ability is 50%

    Enhancing magic potency = inital merit point grants +5% adding +3 +3 +2 +2 for total of 15% potency boost
    Magical sword and board = grants boost to spike/enspells 1 merit point gives +10 enspell +5 spike dmg , each next merit points grant +6/+3 +6/+3 +4/+2 +4/+2 for total of +30 enspels dmg and +15 spike dmg
    Debuff potency = inital merit point gives +10% effect potency scaling +6 +6 +4 +4 evry merit

    Master swordsman = JT that gives Dual Wield and +sword/dagger skill as well as +shield skill
    inital merit point grants DW1 Sword/dagger skill + 10 shield skill +6
    Merit point 2 gives S/D skill +6 Shield +4 , point 3 gives DW2 S/D skill +6 Shield skill +4, Point 4 gives S/D +4 shield +3, point 5 gives DW 3 S/D +4 Shield +3.
    total skill for maxing this merit is Dual wield 3 +Sword/dagger skill +30 Shield skill +20 making for a greatly boosted swordsman and allowing Sub Job choice as melee to go beyond just /nin or /dnc for DW, allowing for single or Dw play to get a chance.

    Refresh/Regen Potency = inital potency 1 point Regen +10 Refresh +2, next points give +3/+2 +3/+2 +2/+1 +2/+1 for total of regen +20 / refresh +8 at max merits also each merit point boost duration of spells by 12 sec evry point for total of 1 min boost on cast

    Group 2 has a lot of powerfull stuff but u can only merit 2 fully at a time so it kinda self balance after ur playstyle, u might go full hybrid setting 2 in each or fully fill out 2 merits for one path.

    Damn thats a long post .... once again ive gone wall of text on ya, hopefully it is readable or ill edit it and add some hide boxes.
    (0)
    Last edited by Lastranger; 12-11-2011 at 09:40 AM.

  2. #12
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Only issue with party target-able spells is you get stuck into brain damaging cycles and it conflicts with enhancing duration gear vs enhancing potency gear.

    Now this could easily be mitigated if SE were to adjust them so their casting time was .5s similar to stun with a really low recast of a few seconds. Then I'd happily spam a set of spells onto 4~5 people. But having 5~10 second cast times and asking it for 4~5 people with two to four spells each is just asinine.
    (2)

  3. #13
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by saevel View Post
    Only issue with party target-able spells is you get stuck into brain damaging cycles and it conflicts with enhancing duration gear vs enhancing potency gear.

    Now this could easily be mitigated if SE were to adjust them so their casting time was .5s similar to stun with a really low recast of a few seconds. Then I'd happily spam a set of spells onto 4~5 people. But having 5~10 second cast times and asking it for 4~5 people with two to four spells each is just asinine.
    That or up the duration to 5 minutes each without the emp armour so we can get almost 10 minute duration with emp, it'd make cycles less tedious. SE can say they want self-enhancing only, but the emp suit states otherwise.
    (3)

  4. #14
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    Quote Originally Posted by Daniel_Hatcher View Post
    That or up the duration to 5 minutes each without the emp armour so we can get almost 10 minute duration with emp, it'd make cycles less tedious. SE can say they want self-enhancing only, but the emp suit states otherwise.
    I agrea better duration on enhancment would be the better, still we can reduce a great deal of the cast time/recast time as well.
    Most cast on others spells should get a timer increase from enhancing skill so they could hit 5 min on others.

    Personaly id like the single target barspell and gain spells to be deleted and just let rdm get the aoe versions.

    I remember long time ago when i started this game i found it anoying rdm could cast bar spells when fighting mob's but it wouldnt help party at all. i just think Se stand on this is so backwards for a game so origanly tuned for party play.

    Getting hastega and aoe spells wouldnt break the game just make life a bit easier, heck im sure smn brd cor and other buff jobs could work far better if their buff's hit not only party but alliance as well, it would free up party config and u would be able to get more out of buff jobs.
    Not like people wont be doing the buff party chair dance anyway to gain 4+ (6+)brd buff's if a fight would require it, it just means more invite/drop work for those job's

    i maybe wearing a bit of nostalgia googles but i remember having time to do 3 haste 4 refresh cycles while having time for MB nuking/ debuff in old school play, but i can see with evry new worthwhile buff such becomes more and more tedious and Aoe/longer duration would certanly help.

    Personaly for self buff Composure was a god send to rdm.

    For rdm futere id love for Both enhancing and enfeebling to become usefull in party mode, mayby a AM version of enfeebling costing a good amount of MP in return for high dmg over short/long duration depending on skill set priortized to make for new tactical options, if u got time enfeebling be worth using for long time duration , where as elemental be the one to pick of zerg style dmg.

    Id also be honest, after sch came out rdm should have gotten A- in enhancing since arts pretty much made anyone able to reach rdm skill level, granted its something that could also be fixed if merit spells is removed and made scroll, and a merit is added for enhancing boost.
    (2)

  5. #15
    Player Zemarin's Avatar
    Join Date
    Aug 2011
    Posts
    90
    Character
    Milianna
    World
    Siren
    Main Class
    BLM Lv 96
    The most greedy list I have ever seen in my forum reading. Bio is not some trade mark of Redmage its not even enfeebling magic, and what the hell twincast is just spontanity/quickcasting... you really thought up another name for things that already exist? And Haste 2 doesn't even make sense. Recollect you thought cause ur all over the place... and the getto beat around the bush way to attempt to gain spells similar to drk knight's abilities, I hope they never considered...
    (0)

  6. #16
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Zemarin View Post
    Bio is not some trade mark of Redmage
    And yet they're the only one to get Bio III, point Void.

    The rest was tripe I kindly removed.
    (0)

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