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  1. #1
    Player Songen's Avatar
    Join Date
    Dec 2016
    Location
    Windurst
    Posts
    327

    Red mage's request for Immunobreak to have a additional effect while as rdm main

    This trait was introduced at the lvl 99 content in order to increase the rate of landing enfeeble magic,

    As a rdm whose job is to enfeeble magic mobs (Along with other duties) which is also stated in SEs job manifesto http://forum.square-enix.com/ffxi/th...cap#post145074 ==rendering once-formidable enemies impotent with enfeebling magic, We want to see red mages play a more vital role in HNM battles by making enfeebling magic more effective against high-level notorious monsters and their legendary levels of resistance as well as allowing them to better contribute to party member enhancement.==

    In current Ilv 119-150+ generation even with increadibly high magic accuracy the spells fail to land frequently, while trying to cast another 4-5 times of the same spell to get 1-3 more immunobreaks this wastes so much time as a rdm, expecially since you have more than one enfeeble magic to cast and the mobs already going of its nutter with attacks and WSs since you haven't got all enfeebles landed due to trying to get immunobreaks,

    By the time you finally get a spell to land with immunobreak, something else has worn off (Since your a enhancer as well) plus at times you need to assist heal depending on your groups setup and at times even melee or a previous immunobreak spell has worn off, your then left with a list of enfeebles/enhancing/curing that still needs to get done, and you also have a immunobreak thats weaker now because of the previous useage.

    My request is that while your main job is red mage, that immunobreak is changed to to not weaken after every use and that it nullify resistance at its base so that anything thats not fully immune will have the same magic evasion as any other spell that would otherwise not resist. (Immunobreak gear will continue to add to the proc rate for normal immunobreak of other jobs while increasing magic acc by a small percentage for all jobs)

    One of red mage's bread and butter is enfeeble magic as stated by SE's manifesto .
    Geo has a 100% accuracy on 90% of the mobs, with 5% not landing being NMs that are completely immune and the other 5% landing but being NMs that have less potency - All the while red mage have a terrible time landing on mobs that are simply NMs at lvl 120-130 (Depending on their resistance) and geo will land on it even if it resists a rdm normally.

    Edit: While the recent magic evasion of mobs has lowered, its not enough to land spells as it needs to be for a red mage
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    Last edited by Songen; 06-11-2017 at 03:33 PM.