What I'm saying is if your a RDM who likes to melee chances are you have gotten an Emp or Relic, without them RDM has access to only 1 other good WS, our Mythic WS. So if they were to change it it would be nice, but as of now it would probably make little difference. That being said I would love to see the change as it would help any RDMs who don't have them and are turned away from meleeing due to the general idea RDM can't melee & the fact you are so limited in it without a super weapon.
Last edited by Demon6324236; 07-02-2012 at 09:36 AM.
/sigh here we go again...
Stay on target RDMs with enfeebling, DD is a whim that will never be soothed. And even if these changes happen, you better believe that all the other DD jobs that are the here and now, will alter to compensate for the change and STILL make them better alternatives to DD than RDM. Especially with the dawn of Rune Fencer, which sounds like the tank that BLU's can't be, hence Rune Fencer's introduction. Geomancer sounds like its introduced to make RDM enfeebles more potent by stacking with them. So honestly, just stick with enfeebles and enhancements, the reason why RDM doesn't go anywhere is because so many people are confused or still harking back to the "Jack of all trades" of what this job no longer is. If they give RDMs the ability to enfeeble better, than we might be able to see RDMs make a return to party mechanics in the community, but if they give some weight to DD for RDMs.... You better believe there will be a big counterweight to keep them out of the front lines to go to the DDS that are the here and now.
99 BLU,PLD,SCH,RNG,NIN,BST,SMN,THF,BLM,WHM... Any questions..?
Req says hi.
Due to the gear available to RDM's, Req ends up averaging higher then CDC on anything not 5+ levels above you. The -20% attack really starts to hurt on bigger stuff though. Almace still deals more damage via AM effect even on smaller things.
So if you don't have an Alamace then you can still build a melee set using STR swords or an Xcal.
Of course realize we're discussing RDM melee, not something that's going to be done on hard megaboss fights.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
They just need to change enfeebles to be more about M.Acc. You want to be the best enfeebler in the game and wack things with a sword? Go get a Mythic.
- M.Acc+
- WS Lower Magic Evasion
- You don't lose TP because you are switching staves
I'm a RequieSCAT-MAN!
Although there is a supposed change in the resistance system, the current one makes Mag Acc not particularly good for enfeebles. It's a tiered system with each successive resistance only meaning less duration, thus even if your resisted you can just reapply. It's not like melee where you get a "hit" or "miss", its more like a 100% Zanshin rate that procs three to four times per spell. You have to miss three to four times in a row for an enfeebled to be resisted. Monsters in general have a C in magic resistance, RDM's have an A+ in enfeebling. Between our natural skill, dINT and a few pieces of gear, you have an overpowering amount of magic accuracy, more then enough to land spells on anything. UNLESS SE specifically gave that NM special resistances, which they give nearly everything btw. In that case no amount of Mag Acc will help you, you've got floored M.acc (5% * 3~4) unless it's just immune then you got 0% chance.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
yup, that's why i said i hope they change enfeebling to be more about M.Acc, so we can be the best at it...
I'm not playing stupid over here, I know how resists work not to mention pretty much how everything on RDM works. Been playing with it since i registered it on NA release. Still here.
I generally post with ideas of how I would like the game to be less stagnant toward RDM and everything it does. You generally post on how things currently are. No disrespect, but i know what you're saying, it's just not relevant to a what/if discussion.
I'm a RequieSCAT-MAN!
Well if we're focusing on what ifs, I'd prefer RDM not become a cheap one-trick pony just because the players are desperate to attend events. Improving enfeebling is as important for RDM as it is for any job that enfeebles (not counting Weapon Skill procs), but it's important to remember the type of mobs we have trouble on have always been troublesome. Enfeebling has been kind of a non-entity against bosses in every FF game. If it wasn't, the bosses wouldn't be worth their title. Indeed, has a little more potential than to just hide in the backline when fighting event bosses.
It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.
Finally, would it really be so blasphemous to share Regen 3 and Reraise with us? One is a self-cast spell that steps on no one's toes, the other would be so late-game (because of the level they introduced Regen 2), that it simply doesn't pose a threat to the other jobs that utilize it.
Honestly RDM is not built for high end content, its built for everything low leveled. Phalanx is an example of it (and is still 1 of the unique spells of RDM), its great on things hitting for something such as mobs who hit you for 80 because you can take that down considerably to 50 or less, however mobs that hit for 400s, will only be taken down to something like 370ish, a slight dent. Stoneskin is the same, low lv mobs it will stay up for a few hits, high end mobs will smack through it in 1 hit and hurt you still even if you have the gear for it, making it pointless. Blink is worthless because everything is AoE. Enfeebling is currently a problem, enhancing is mainly only on ourself if its unique.
One problem is that RDM is built for low content but we have not much going to help us in higher content. Honestly going back to what someone said before in another thread about changing Phalanx. If RDM had a DT spell that worked like Aegis (Spell would not count towords cap of either PDT or MDT) then it would give RDM some damage reduction in high end content. All of RDM's current damage reducing spells are relatively worthless in endgame because they do very little and the dents they make in numbers are insignificant where as on other mobs it can turn their damage to absolutely 0.
I don't want RDM to become a specialist job either, but honestly when you look at it things don't work for jobs like RDM tries to be. There are currently no events you go into in endgame that give you a random feel that RDM can actually work with, the only thing of the sort is NNI which due to RDMs needing buffs they are unable to attend. There would need to be an event where when you go into it, you are fighting something you can not prepare for in the way we do today. For now when you go to an event you know what you are fighting every time and know what to bring along, RDM is the job that would benefit from a random fight because it can adapt to what you fight and what you need it to do on the spot.
I agree, as I have said before, RDM was the magic tank, or at least A magic tank, back when every PLD wasn't expected to have Aegis, now tanking on RDM is gone, partly because of the hate problem, however it makes sense not to give hate tools to RDM because its not actually a main tank. However in the end like I said above, many of our damage reduction methods become worthless once you get close to or into endgame.It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.
Regen was given to SCH which I understand, as its become the job that does things over time, using Helixs & Regen with advanced forms being Kaustra & Embrava, but RDM was given a max of 2 out of 5 which seems a little low. However when you think of it with Composure & gear to extend duration, it does make some small amount of sense. Reraise I can understand not being given to RDM only because it would add even more solo power to the job, and as some already prove, RDM soloing is still massively powerful.Finally, would it really be so blasphemous to share Regen 3 and Reraise with us? One is a self-cast spell that steps on no one's toes, the other would be so late-game (because of the level they introduced Regen 2), that it simply doesn't pose a threat to the other jobs that utilize it.
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