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  1. #21
    Player Daniel_Hatcher's Avatar
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    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Sunrider View Post
    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.
    I'd actually vote for upto Reraise II, match them to the level that we get the Raise spell as always, we would still be one tier behind SCH and WHM.

    As for Regen, RDM was the very first to ever get it, now I'm not asking for them to get tier V, but they could adjust Regen II to be lvl 75, and then grant Regen III at the same level as we get Regen II. It'd never be too much as SCH itself doubles the HP recovery, whereas we have to wait longer, in fact more than twice as long to get the same back. (based on lvl.99 SCH)

    PS. Barlight and Bardark was refused due to "Limited spell spaces" they decided to waste one of the (limited) spell spaces on Gravity II instead. Fun!
    (2)
    Last edited by Daniel_Hatcher; 07-04-2012 at 10:40 PM.

  2. #22
    Player Sunrider's Avatar
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    Quote Originally Posted by Demon6324236 View Post
    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
    That's why I suggested our enhancing magics are overdue for updates.

    Whether scaling re-calculation or simply higher tiers, it's time to see our enhancing abilities re-explored. Beefing up Phalanx and Stoneskin for even another couple hundred damage reduction would be a nice augmentation of the job's survivability, but ensures that you don't simply use the RDM to low-man/solo Voidwatch, or some nonsense.

    The problem is that the cap was raised, but RDM's tools weren't really raised with it, at least not terribly proportionately.



    Quote Originally Posted by Demon6324236 View Post
    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.
    Then that means it's past time to see some events that cater to the diverse powers of jobs like RDM, rather than paring down the job to fit in currently existing events.

    RDM shines in things like Campaign and even low-man Nyzul settings. If Walk of Echoes mobs could be adjusted for more manageability, jobs like RDM, BLU, DNC, and PLD could not just have a place, they'd dominate. Salvage holds a similar feel, only problem being the unpredictability of cell drops combat the Pathos effect.

    But those were just examples. The point is that the job's best hope is to see more events that cater to it. Otherwise, it'll forever be resigned to imitating WHM, SCH, and BLM (and soon GEO), in the hopes of gaining spots.

    Quote Originally Posted by Demon6324236 View Post
    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.
    Regen has as much place with RDM as SCH, as RDM was the original time-lapse spell user: Regen and Refresh were it's tools for providing recovery over time, Dia, Bio, and Poison were it's damage-over-time tools. And even with Composure and gear, SCH's Regen potential still stands superior, so it's not as if their utility is threatened.

    RDM soloing is a pale imitation of other jobs currently, and any job relying on Reraise as a strategy (zombie tactics), has always had use of Reraise items (such as the earrings), so that's not a valid worry. If anything being able to Reraise oneself gives the WHM one less person to worry about, and getting the RDM back on his feet quicker allows him to assist the WHM and PLD in getting other back up quickly. It's more party-friendly than any enfeebling fix.
    (0)

  3. #23
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    Quote Originally Posted by Sunrider View Post
    That's why I suggested our enhancing magics are overdue for updates.

    Whether scaling re-calculation or simply higher tiers, it's time to see our enhancing abilities re-explored. Beefing up Phalanx and Stoneskin for even another couple hundred damage reduction would be a nice augmentation of the job's survivability, but ensures that you don't simply use the RDM to low-man/solo Voidwatch, or some nonsense.

    The problem is that the cap was raised, but RDM's tools weren't really raised with it, at least not terribly proportionately.
    The problem with buffing up Stoneskin/Phalanx is the higher they go, the more we dominate lower content, thats why it would need to be a new -DT spell. -DT is only a percent, not a -number. As I'm sure you know, the way Phalanx works is why FCs work as well as they do, or did at least when Phalanx was the way to go about it, with -DT it would limit us from being gods to lower content while still giving us something to help in endgame. If Phalanx were just a -100 @500 enhancing & Stoneskin capped at 1.5k damage with gear instead of roughly 500, then its no doubt that any past content would be easily soloable by RDM.
    (0)

  4. #24
    Player saevel's Avatar
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    Apr 2011
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    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    RDM's tools and spells were given to every other job and nothing new was added. That is where SE messed up the most. RDM should of gotten more then Refresh II, Gravity II and Temper in it's spell repertoire. The "merit" spells should never of existed, they should be scrolls instead with the merits going to enhance their effects. This would of allowed SE to create Slow / Paralyze / Bind III / Dia IV and such, also allow them to create newer spells and such. RDM should of got a high potency Regen along with a set of stat-down enfeebles. More self-cast buffs to alter our mage casting stats (MAB / Cure Speed / ect..). Melee just needs more gear access and some sort of buff to enspell (make II's apply on all hits would be a good first step).
    (3)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  5. #25
    Player Sunrider's Avatar
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    Quote Originally Posted by Demon6324236 View Post
    The problem with buffing up Stoneskin/Phalanx is the higher they go, the more we dominate lower content, thats why it would need to be a new -DT spell. -DT is only a percent, not a -number. As I'm sure you know, the way Phalanx works is why FCs work as well as they do, or did at least when Phalanx was the way to go about it, with -DT it would limit us from being gods to lower content while still giving us something to help in endgame. If Phalanx were just a -100 @500 enhancing & Stoneskin capped at 1.5k damage with gear instead of roughly 500, then its no doubt that any past content would be easily soloable by RDM.
    Do the devs even care anymore whether RDMs solo old content? When you've got six man parties running Dynamis and level 99s soloing Sky, I don't think they care what RDM really does on stuff that was a challenge pre-75. Just what old content do you think would be such an issue?
    Quote Originally Posted by saevel View Post
    RDM's tools and spells were given to every other job and nothing new was added. That is where SE messed up the most. RDM should of gotten more then Refresh II, Gravity II and Temper in it's spell repertoire. The "merit" spells should never of existed, they should be scrolls instead with the merits going to enhance their effects. This would of allowed SE to create Slow / Paralyze / Bind III / Dia IV and such, also allow them to create newer spells and such. RDM should of got a high potency Regen along with a set of stat-down enfeebles. More self-cast buffs to alter our mage casting stats (MAB / Cure Speed / ect..). Melee just needs more gear access and some sort of buff to enspell (make II's apply on all hits would be a good first step).
    Obviously a buff would help (and mirroring tier 2's MAcc calculation to tier 1's would as well; oh, and that not-procing-on-offhand problem's got to go too), En-spells could probably do with a native Acc bonus.

    It's not really the issue it used to be, but supposing there ever came a time when En-spell + gear became prolific, it might be nice not to have to decide one over the other, especially after throwing Haste in the mix.
    (2)
    Last edited by Sunrider; 07-04-2012 at 10:41 PM.

  6. #26
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    Quote Originally Posted by Sunrider View Post
    Do the devs even care anymore whether RDMs solo old content? When you've got six man parties running Dynamis and level 99s soloing Sky, I don't think they care what RDM really does on stuff that was a challenge pre-75. Just what old content do you think would be such an issue?
    You miss my point. Look at things as they are now, Phalanx as it is, is honestly unbalanced in my eyes. FCing is there because of its ability to reduce damage so low that it actually hits 0, I can run through Kuftal linking every mob in the zone, nothing in the entire zone will actually hurt me(except perhaps crits, in which I'm saying if I were in no -PDT gear at all...) unless I get some of the lv85+ mobs that were added with GoV. Mind you everything I speak of is still EP, obviously not meant to be hard, or even a challenge in the least bit, but we make them do 0s...

    The point is that the way Phalanx works, its already a very potent spell, but only for low content, how high would you have it go? How high would you have Stoneskin go? Would the gear that currently effects it be enhanced with it so that our current gear (which adds I think about 150~200ish, not sure exactly) would be worthwhile still?
    (0)

  7. #27
    Player Sunrider's Avatar
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    If the idea is to give spotlight to RDM's enhancing powers, you don't do that by maintaining the status quo.

    As far as how high it should go, what do you think should be the limit? Our Enhancing spells were just barely formidable at 75, I'd like to see boosts that allows a RDM to stand it's ground against Proto-Omega or Odin. And yes, current equipment that that supports Phalanx, Stoneskin, Bar-element, etc., would naturally continue to apply.

    Being able to take a beating the way RDM is known for doesn't include better hate tools, nor more powerful DoTs, so there's no fear of RDM soloing 80+ event mobs or out-tanking NIN or PLD (and eventually RNF). What's to worry about?
    (1)

  8. #28
    Player Daniel_Hatcher's Avatar
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    Alvian
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    Phoenix
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    MNK Lv 12
    Quote Originally Posted by Demon6324236 View Post
    You miss my point. Look at things as they are now, Phalanx as it is, is honestly unbalanced in my eyes. FCing is there because of its ability to reduce damage so low that it actually hits 0, I can run through Kuftal linking every mob in the zone, nothing in the entire zone will actually hurt me(except perhaps crits, in which I'm saying if I were in no -PDT gear at all...) unless I get some of the lv85+ mobs that were added with GoV. Mind you everything I speak of is still EP, obviously not meant to be hard, or even a challenge in the least bit, but we make them do 0s...

    The point is that the way Phalanx works, its already a very potent spell, but only for low content, how high would you have it go? How high would you have Stoneskin go? Would the gear that currently effects it be enhanced with it so that our current gear (which adds I think about 150~200ish, not sure exactly) would be worthwhile still?
    Phalanx reaching ~50 wouldn't be OP, and Stoneskin can easily reach 600+ if they wanted, why? Because if you're fighting anything hard that ~10 seconds spell is not going to get cast on you mid battle. SCH, Meh! again, with Enemies so strong, and temp items galore it really is nothing special anyway.
    (3)

  9. #29
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    Quote Originally Posted by Daniel_Hatcher View Post
    Phalanx reaching ~50 wouldn't be OP, and Stoneskin can easily reach 600+ if they wanted, why? Because if you're fighting anything hard that ~10 seconds spell is not going to get cast on you mid battle. SCH, Meh! again, with Enemies so strong, and temp items galore it really is nothing special anyway.
    I cast Stoneskin in about 2~3 seconds using a gear swap into Fast Cast & Stoneskin enhancing gear including the hands with -15% cast time, I use it often while fighting NMs, not hard, trust me.

    As for Phalanx, I am only saying I think it should be a different spell because we already neutralize some enemys damage completely, and I don't see SE moving it up to make even more enemys much of the same. I would love it, more power to RDM and more reason to play it, but I don't see SE doing it, so I like to present other ideas as well, in this case a -DT spell. On low lvs, would mean little, 25% of 50 damage is only -12, under the amount you say to Phalanx, however on big NMs that hit for something like 400, you take out 100 damage, a great amount that helps alot. It would mean you lose nothing on gear, or you survive easier when stacked with gear (why I added it should be like Aegis, stacking outside of gear cap) and thus allowing another thing for RDM to have for itself.
    (0)

  10. #30
    Player Daniel_Hatcher's Avatar
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    Quote Originally Posted by Demon6324236 View Post
    I cast Stoneskin in about 2~3 seconds using a gear swap into Fast Cast & Stoneskin enhancing gear including the hands with -15% cast time, I use it often while fighting NMs, not hard, trust me.

    As for Phalanx, I am only saying I think it should be a different spell because we already neutralize some enemys damage completely, and I don't see SE moving it up to make even more enemys much of the same. I would love it, more power to RDM and more reason to play it, but I don't see SE doing it, so I like to present other ideas as well, in this case a -DT spell. On low lvs, would mean little, 25% of 50 damage is only -12, under the amount you say to Phalanx, however on big NMs that hit for something like 400, you take out 100 damage, a great amount that helps alot. It would mean you lose nothing on gear, or you survive easier when stacked with gear (why I added it should be like Aegis, stacking outside of gear cap) and thus allowing another thing for RDM to have for itself.
    My point with Stoneskin is that even at that potency it really couldn't be abused, you're either fighting something you could without it, or the monsters will break through it easily enough.

    If that was added though it'll be done similar to BLU in that it occupies the Phalanx slot.
    (0)

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