As stated before, this will do absolutely nothing for RDM. It just lets WHM / BLM / SCH land paralyze / slow / blind for procs on a voidwatch NM, that's all.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
I have some follow-up information regarding the enfeebling adjustments.
Immunobreaks will occur on all monsters that have a high amount of resistance. As an objective, this is for monsters where:
This has been applied to monsters of all areas on the test server.
- You can only land spells with Elemental Seal.
- Monsters who do not have immunity, but spells will not land even when using Elemental Seal.
※Immunobreaks will not occur on monsters that enfeebling effects can be applied normally. Also, their resist rates will function as they did in the past.
Since this alone cannot address when monsters have complete immunity to spells, we will be working to reduce complete immunity as much as possible, area by area, for each type of contents. Due to the fact that this work will require us to address each NM individually, it is going to take a bit of time to adjust them one by one. Our first task will be implementing this into Legion and Voidwatch.
We believe that with these adjustments the amount of cases where weaknesses cannot be triggered or enfeebling effects cannot be applied due to complete immunity will be significantly reduced.
Also, one of the aims is to make Red Mage’s enfeebling spells much more useful, and as a result of exploring this we decided to make it so that the immunobreak system is only for enfeebling magic skill.
Or the stuff in Andoulin could just melee for 2000 damage a hit, making large amounts of Slow and Paralyze useful again. I...kind of felt a dark cloud approaching as I typed that sentence...
RDM being an enefeebling specialist has at most 3 or 4 unique enfeebles.
Gravity II(Not unique really, just a more potent Gravity I, which again isn't that useful).
Paralyze II(More potent paralyze but hard to say since even when it lands, it hardly procs on hard mobs)
Slow II(Marginally better than Slow I, weaker than Elegy though)
Blind II(A few more -Accuracy than Blind I, useless since mobs have such high accuracy anyway. Other jobs get more potent Blind i.e BLU's Auroral Drape which is like 3x more potent than Blind II).
Notice how 3/4 of those enfeebles are Merit abilities. Why does RDM need level 75 merits to get an edge over White Mage or Black Mage for enfeebling abilities?Hypothetically, the equivalent would be if /WHM and /RDM gave Cure V and BLM, SCH, RDM, PLD, and any job that subs /RDM or /WHM had access to Cure V and WHM only had access to Cure VI via merit points. You see that WHM and BLM get a resoundingly large portion of Enfeebling spells whereas RDM gets a resoundingly small amount of healing and elemental skills. Whereas WHM/RDM or BLM/RDM can cast over 95% of RDM's enfeeble spells, RDM/WHM or RDM/BLM still doesnt get Cure V or Tier 5 Nukes. Our merit spells are very slightly stronger than the spells we learn at level 5, 6 or level 12 and it takes maximum merits to make any of them useful. Assuming a RDM never used merit points, RDM would have no unique enfeebles except Gravity II. By the same token, an unmeritted WHM still has Protect V/Shell V, Cure VI, Curaga V, Sacrifice, Esuna. An unmeritted BLM is hardly affected since they naturally get Tier V nukes, and -aja spells which outclass their merit spells. RDM gets no enfeebling magic that outclass their merit spells and to date are the only class that is absolutely dependent on their merit spells to be unique at 75, even though paralyze II and slow II are not really a noticably potent increase in hard fights over a WHM tossing out a Slow I or Paralyze I.
If gravity II does actually land on NMs it essentially gives melees acc +40, which is really quite good on some of the NMs like rex, bismarck, etc.
But it probably won't.
One thing that would go a very far way to increasing rdm's unique standing again is to abolish the need to merit the tier II line and give it to rdm naturally while giving rdm a totally new type of tier II merits that further enhance these effects or gives them secondary effects IE Slow II add effect could be lowered resistance to earth or wind elemental damage. I've always felt that the tier II merits of rdm were redundant being as the job should have gotten the tier II/III line naturally in the first place given their primary roles as the "enfeeble king."
It bears repeating, Red Mages need new, unique, and useful enfeebles that actually land on monsters. And are useful, because that point is very important. There is no reason to give anyone a spell if they if the effect is unnoticeable or if it never lands. (Of course, we know that the effects will be devastating when mobs use them on players, because when a mob can cripple or instantly murder a player, that's good game design; if a player can land a paralyze that won't proc at all on an NM that is 24 levels lower than the player, that is hideously unbalanced and is a travesty of justice that must be stopped.) It seems like every mob on the planet has an Amnesia move, it wouldn't be too unfair if Red Mage had a spell that at least slowed down how quickly a mob can gain TP to shoot out their 90 yalm radius instant death moves.
This isn't going to help Rdm's place in end-game. :/
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