View Full Version : Rdm Fixes
Jeanluke
03-10-2011, 10:39 PM
Thought I would start this thread as, from what I see, everyone has a lot of ideas, and complaints of past fixes, to our loved job.
I think to start I'll begin with asking why not give the Rdm a new job ability much like that switches Rdm base roles. Like one role where emnity is lowered so rdm can take a "mage" stance and cast in background. Where benefits are given for 2-handed staff weapons and a increase to fast cast.
Then another where emnity is increased slightly. With an increase in parrying skill, and a bonus of enfeebles/hate generation to en-spell hits. With enfeebling spells generating hate as well. Could have slight stat changes for each as well. Adding sword weapon skills not normally found as Rdm for this role would be good as well.
May be too much here. Point I am making is it seems to me that a lot of us believe Rdm is getting the short end of the stick since abysea. Game balance being very important, doesn't Redmage deserve an overhaul, or are they no longer the Jacks-of-all-Trades that they were always suppose to be. Leave your ideas there are no bad ones. All Opinion based of course.
Neither of those sound very useful.
cidbahamut
03-11-2011, 12:06 AM
Why are you involving Dice in all this? We aren't Corsairs.
Jeanluke
03-11-2011, 01:01 AM
When I say roll it does not say anything about dice. Sorry Omit >roll< I meant >Role< will fix. Others have stated in instances where Rdm could fit in may roles. I for one agree. Rdm under certain circumstances can perform multiple roles in a party.
radicaldreamer
03-12-2011, 04:05 AM
I've been wanting some RDM-exclusive elemental magic or something, instead of just hand-me-down magic. So then I thought, how about an ability that supports the idea that a red mage is a support mage;
Magic Fusion. (Job Trait, level 95)
It would work sort of like the dual techs in Chrono Trigger.
1. the magic fusion would only work when cast in the same window of time as another spell (like a skillchain)
2. the spell cast by the rdm has to be an opposing element of the one cast before it.
3. Result is a magic burst that doesn't require a skillchain beforehand, and is about half the average damage of both the spells cast. (Unless the enemy is weak to both of those elements, in which case it is JUST the average dmg between the two spells, not half the average)
Also "Reflect" would be a nice spell or ability. A one-time reflect that would most commonly be used when you see an enemy casting a huge damage spell. Reflect 100% guaranteed, but not 100% guaranteed to hit the enemy, maybe 70%. 3 min recast time or something like that.
Also "Reflect" would be a nice spell or ability. A one-time reflect that would most commonly be used when you see an enemy casting a huge damage spell. Reflect 100% guaranteed, but not 100% guaranteed to hit the enemy, maybe 70%. 3 min recast time or something like that.
Alternatively, it could also be like it was in some games: it reflects all spells, including buffs, and cures. Doing that could potentially allow it to have a semi long duration, with a similar recast, allowing you to keep it up for as long as you can survive without rebuffing/curing yourself. It would be both a buff, and debuff at once.
Supersun
03-12-2011, 07:27 AM
Hmm, that would be interesting if "Reflect" was made into a chance stat like connserve MP. Like some new pieces of gear would come with "Reflect +x" which would increase the chance of reflect activating by x%. They could easily give out the spell then since it isn't 100%.
Though thinking about it, reflect may not exactly be the best choice since the spells that monsters cast tend to be spells they would be resistant too, or even healed by them.
I Like The Idea of Reflect but Superson Makes A good argument about it healing mobs so maybe something like A Nullify trait, just so it's not to over powered i would say for enfeeb spells<JA> cast on rdm they could maybe link it to bar spells make them more useful. like you have Barpoison up jt kicks in when poison cast or job abbility used on you higher percentage not being poisoned base the % on Enfeeb skill. and just curious are we ever gonna see a Divine spell again was thinking reprisal would benifit rdm and not change any role we serve.
Maybe give us Drain And Aspir as future spell update rather sad we can learn bio3 but not 2 utility spells every other job with dark magic skill learns pre 40 kinda goes with making us sub whm or pld to skill up divine magic skill or for it to have any use at all
Duelle
04-15-2011, 07:24 AM
Hmm, that would be interesting if "Reflect" was made into a chance stat like connserve MP. Like some new pieces of gear would come with "Reflect +x" which would increase the chance of reflect activating by x%. They could easily give out the spell then since it isn't 100%.
Though thinking about it, reflect may not exactly be the best choice since the spells that monsters cast tend to be spells they would be resistant too, or even healed by them.To add, I don't think random proc would be a good idea for a spell like Reflect. It's pretty wasteful when you think about it.
That being said, I'm all for stances that separate or at least allow melee and mage roles to stand out on their own. The trick is going about it in a way that makes all the RDM camps happy.
Merton9999
04-17-2011, 10:45 AM
I'm all about Reflect for RDM. I'd love to see it implemented the way it was in FF Tactics, where the spell was reflected based on the relative position and direction of the target to the caster. I think it would be awesome to see Death reflected off the tank and onto the WHM if the tank was facing the WHM!
I'll make an educated guess and say that probably won't happen, so I'll vote for Rog's concept - make it reflect any and all spells cast on the target, including curative and buff spells. I wouldn't want the effect removed after a single spell if that were the case, though, so...
Additionally, I'd like to see it with a 1 second casting time and 10 second duration, so it has to be timed just right. Although, implementing it this way would also probably require that ever popular Doublecast trait, since more often than not I'd be casting some cycle spell when the chat log text that signified the need for Reflect came up.
To counter the caster absorption problem, they could reduce the damage of a reflected spell by 3/4 for one. Then open up the possibility of gear and merits enhancing/augmenting Reflect's potency. Also, I don't think it would be a bad thing to have a possibility of the mob absorbing the element. It would be something you had to judge before choosing to use Reflect, which would make it more interesting.
The other issue I see is coordinating Reflect with Stun. So many of us are used to stunning any major damage spell that you'd have to learn and coordinate amongst the team whether you actually wanted to stun something or try and reflect it. Again, I think this would make Reflect more interesting.
I'd really like to see the dev team take a stab at implementing some of these long-requested classic spells missing from FFXI. Reflect, Confuse, Ultima to name a few. The old "game breaking" and "doesn't fit into FFXI" concepts should be easily handled through various adjustments like potency, accuracy, casting time, MP cost, duration, etc. I never imagined an Esuna that would remove three debuffs, but its implementation in requiring a stance change and the debuffs to be on the WHM were creative ways to make it incredibly useful without it being brainlessly overpowered.
ManaKing
04-21-2011, 10:56 AM
Depends on what SE wants to do with the job.
I personally hate main healing and only like being backup healer. Since we don't get Cure V and we barely get Regen 2, I'm not going to main heal until they fix it or it's absolutely necessary.
I do like DDing, Debuffing, and Buffing.
For DDing, issue #1 is that Enspells 2 < Enspell 1s if you have a multi-hit weapon or additional attacks like double attack or dual wield. Issue #2 is that we don't get good WSs natively. You get Eviseration and Savage Blade when you do the trials. Issue #3 is that we don't even apply Enspell damage to WS hits anyways.
In short, I want to be able to RDM/DRK and use enspell 2s with a Joyeuse and do vorpal blade and every hit deal my additional damage. Probably OP, but I can dream.
I also really don't like dual wield and would like access to Fencer without having to /WAR. It's been discussed elsewhere. If we aren't going to get access to it, it really should be named something different.
I don't have too much to complain about with buffing and debuffing. /DRK is a really nice option that I never see anyone take but me. With macros and decent dark magic gear you get more out of RDM.
Carth
04-23-2011, 12:20 AM
I don't have too much to complain about with buffing and debuffing. /DRK is a really nice option that I never see anyone take but me. With macros and decent dark magic gear you get more out of RDM.
As someone who has personally used /DRK along with /WAR and /BLU, in terms of WS damage /DRK trumps both due to Souleater. The problem is though that's about it. Souleater makes you a glass cannon and Last Resort is just pretty shoddy (will change in the next update apparently). Not only does /WAR gives you a better Berserk but it also gives Double Attack and defensive traits to make it a more rounded subjob. /BLU allows you to play around with job traits and most of all you get Cocoon. /NIN trumps all three unfortunately.
ManaKing
04-24-2011, 12:15 PM
/NIN trumps all three unfortunately.
Yeah, I know. But I've already played it. I figured I'd try something different this time. I personally like /DRK more than /NIN even though it isn't better. Dark magic is more fun than ninja magic and last resort/souleater makes me feel great when I Vorpal Blade or Eviseration (even if my HP might be low).
Seriha
04-24-2011, 01:35 PM
/DRK will certainly gain some steam once LR is buffed, but it'll still be comparable to /WAR, one just emphasizing magic a little more.
ManaKing
04-24-2011, 04:58 PM
/DRK will certainly gain some steam once LR is buffed, but it'll still be comparable to /WAR, one just emphasizing magic a little more.
Yeah, I would care more for /WAR if enspell 2 worked on multihits, but it doesn't.
Supersun
04-24-2011, 05:03 PM
I would care more for /war if I could actually use the TotM enfeebling swords without having to sacrifice my enspells entirely.
I mean if the TotM enfeebling swords work with Sanbas why the hell do they not work with enspells.
Doombringer
04-24-2011, 09:18 PM
i just wanna mention absorb-tp for /drk.. it's great. it's the main reason i'll sub drk nowadays instead of war
hell, i cast it even when i'm not meleeing.. any tp i absorb is tp it doesn't have to use on my pt.
Carth
04-25-2011, 02:01 AM
We actually have the dark magic skill for that to take effect?
Neisan_Quetz
04-25-2011, 03:31 AM
Dark Skill/macc gear, pluto's/yama's staff. What works for drain/aspir works for absorb-TP?
Doombringer
04-25-2011, 04:43 AM
we might not be as good as a drk, but the fact that we have the mp to spam it every time it's up or every time the mob has tp tips things in our favor. not to mention atmas we may be wearing that they might not, and gear we have that they don't.
if your dark magic is skilled, try it out. my personal best is 90 tp in one spell from that tiger that drops rdm body seals. i think it's light based though so maybe not the best example... point is though, me and a nin were able to kill that sucker without it ever tp-ing once. no pd!
Seriha
04-25-2011, 04:44 AM
Swapping a staff for Absorb-TP seems kind of counter-intuitive if you're also subbing DRK for melee purposes. As a purely caster sub, it's relatively weak compared to /SCH, only really granting Stun for meaningful utility. However, that can also be obtained by /BLM now, which also brings Sleepga.
As is, Absorb-TP is coded to yoink half of a mob's available TP unless you're a DRK with gear to boost it, and then there might be some variance if weaknesses are in play. To take 90 from the tiger would've meant it had somewhere around 180 at the time, and it could've WSed if the game decided it wanted to. Obviously mis-timing the spell can make it suck, and like other magic, it suffers from resist rates in a skill that's not our best. I find it doubtful it never actually WSed if you were duoing, even if your partner was a NIN, as the sub-25% likely wouldn't go slow enough to allow multiple casts unless you were deliberately stalling.
ManaKing
04-28-2011, 09:23 AM
I'm not even going to debate Seriha because her posts almost always ring true to me.
Dark Magic always seems to only be affected by your dark magic skill and the element affinity of the mob. Anticans and Bats aren't optimal for Drain or Aspir.
I won't boast that I use Dark magic as well as a DRK, because I don't. I will say that i find it useful enough to enjoy /DRK over /WAR, when i'm meleeing. I don't use staffs but I macro as much Dark Magic gear as I can. If i didn't my Dark magic would have dropped off a while ago.