There you go, very informative post is much needed here. Thank you for the corrections!
I still think Rdm is a powerful job that some people still want to make even more powerful. Most jobs can be seen as a "jack-of-all-trades" but nothing like rdm. A Redmage is a Redmage is his/her own right but it also has melee capabilities that could receive improvements, not just in the magic department.
Did it ever cross your mind that Redmages resemble musketeers or fencer type heros (not to forget Zorro)? ;D
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Giving RDM access to elemental sword weaponskills without subbing a non-mage melee job should placate some of the anger, I reckon?
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
Even if those weaponskills arent all that powerful (partially excluding vorpal blade even if it isnt crazy strong, it is in the top 3 sword ws for dmg) it is something that isnt all that unbalanced for rdm to have, though admittedly im one of those that thinks a certain degree of skill should allow for most/all ws access, though at the same time im sure a job like war is why they limit access to some ws (though why war has the sword access puzzles me, though is likely tied to sword/shield combat like pld?)
I still think rdm updates should be about cutting the waste, and streamlining at this point, but anything i could say has been said before by me and/or by others. As for *NEW* things that they could add, these new enfeebles seem a bit complicated, but not at all unwelcome, however renew...LOVE IT, i truely do, i love the idea of being able to keep my buffs up 100% of the time, as well as on others!
And the alternative is ...... what exactly?
For big group play RDM has .. Cure IV ... Haste ... Refresh and Dia III.
Assuming the NM isn't super resistance to enfeebles / has potency reduction, your enfeebles are.
Slow II -> monster hits slower, TP moves and magic still kills you.
Paralyze II -> monster might miss attack round, TP moves and magic sill kill you (somehow they don't get paralyzed during casting, or SE made them immune to the effect).
Blind II -> Monster goes from 150% hit rate to 130% hit rate, still hits you, TP moves and magic still kill you.
Bio III -> Lowers monsters attack, deals slight DoT. Monsters Ratio is still prevented from going under floor, TP moves and magic still kill you.
Dia III -> Lowers monsters defense, significant increase to melee damage dealt. Monster dies faster, TP moves and magic still kill you.
Addle -> reduces monsters casting speed slightly, monsters TP moves and magic still kill you.
Are you getting the idea already, our enfeebles don't do jack sh!t to reduce the targets offensive capability and right now SE is just giving everything insane offensive ability. The enfeebles that do something don't do enough of it on anything made in the past two years. The other day a friend of mine and me did some KSNM99's for Fafnir pops. I went in as RDM/NIN and him BLM (to drop it quickly to the ground) and we destroyed it. Slow II + Blind II were easily noticeable on it. It still hit like a truck but it's magic didn't even scratch me. Later we poped Fafnir twice (got crap drops btw) and I hit it with full debuffs and Jesus that guy might as well of been a level 0 bunny. Paralyze II was evident in the near constant paralyzes along with Slow / Blind effect. You see nothing like that on anything made in the last few years. Yet still, even after reducing it to a panzy it hit hard And looking back at both fights, not having any enfeebles wouldn't of made a slight bit of difference no matter the level. All they did was reduce it's offensive melee power, it's TP moves remained the same.
What I'm hinting at is that SE has purposely made all their more recent NM's either immune or have severe potency reduction. Even if they go about removing all the "special defense" they put on their NM's, the reduction in offensive power wouldn't be enough to justify a RDM's position. What does more damage to the alliance, the monsters melee hits, or the stupid powerful aoe's it uses?
someone made an interesting point on enhancing, and heres my take on how this Spell should work
Boon
RDM
30 Second ReCast time
50 MP
Applies all of the casters currently active Redmage Enhancing magic spells to the target.
Mechanics: works just like Empathy, copies all current buffs, and their durations/potency to the target of this spell, can target alliance members
Boonaga
150MP
3:00 minute recast
Applies all of the casters currently active Redmage Enhancing magic spells to any target in range.
Mechanics: Same as boon, but AOE, and restricted to party only
also thanks for all the positive comments, i really appreciate it.
I like Imperil. Jynx is not really needed, though. Wound and Pain I think wouldn't really work based on the limitations of the battle engine. Veilga and Vigilga sound like they belong on WHM. Renew, on the other hand, I REALLY like. Would make RDM gameplay, specially when self-buffing for melee, easier to bear.
As far as Blitz, I like the concept, but I'd drop the whole elemental wheel aspect of it. Instead, it should build up off of itself (Eg: Inferno Blitz reduces resistance to fire-based damage). I'm iffy on the enfeeble effects attached to them, but I do like the possibility of blending enfeebling into melee. Should probably be on a 45-second timer instead of 60 seconds, IMO.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
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