View Full Version : New RDM 2h
Lilia
10-22-2011, 10:55 PM
The new RDM 2h next year- idea?
maybe aura all rdm buffs for 3 min. or
Reflekt spell in that time... or or^^
tyrantsyn
10-22-2011, 11:48 PM
Is it going to be new 2hour's or is it going to be the ability to add upgrades to the current 2 hour abilities?
I'm thinking up graded version would be the ideal thing to do. Increase time duration, conserve mp bonus, MAB bonus, magical accuracy or crit hit bonus while under the effect. There could be a lot of ways to go with this.
I wouldn't hold my breath for any aura stuff tho. RDM's role atm is to increase duration of buffs. not to walk around a glowing buff factory. If anything I'd rather see more duration thrown in and more increases to there strengths such as stronger phalanx and stone skin or maybe even an increase to the amount of blink shadows.
Daniel_Hatcher
10-23-2011, 02:26 AM
Don't want a new two-hour move. Sorry, the current ones for the most part suck, why would I want to merit an under-powered ability.
I'm no fan of waiting two-hours to use a JA that lasts 30+ seconds.
tyrantsyn
10-23-2011, 03:32 AM
I'm no fan of waiting two-hours to use a JA that lasts 30+ seconds.
30 seconds is a decent amount of time to pop off a chainspell and add in some decent damage. During VW runs ill normally pop a fanatic's and chainspell nuke anything thats giving us problems. And sometimes just for the hell of it. Being able to modify chain spell threw merits would be great "if" there's decent enough perks for doing it. I would also hope that SE would ad this into it own merit group category with multiple ways to adjust it.
I get the idea that you don't use your 2 hour very often due to the recast time. But I think you should take some time and find decent situation to use it. 8k to 20k in nuke damage on a VW fight isn't anything to stick your nose up at.
Daniel_Hatcher
10-23-2011, 04:39 AM
30 seconds is a decent amount of time to pop off a chainspell and add in some decent damage. During VW runs ill normally pop a fanatic's and chainspell nuke anything thats giving us problems. And sometimes just for the hell of it. Being able to modify chain spell threw merits would be great "if" there's decent enough perks for doing it. I would also hope that SE would ad this into it own merit group category with multiple ways to adjust it.
I get the idea that you don't use your 2 hour very often due to the recast time. But I think you should take some time and find decent situation to use it. 8k to 20k in nuke damage on a VW fight isn't anything to stick your nose up at.
When I fight NM's and such I don't fight it just once, so for me Chainspell is utterly useless. The only use it ever had for me was Chainspell > Raise is the 75 cap.
tyrantsyn
10-23-2011, 05:21 AM
When I fight NM's and such I don't fight it just once, so for me Chainspell is utterly useless. The only use it ever had for me was Chainspell > Raise is the 75 cap.
So your saying for one fight it's not worth it to you to pop out chain spell and add in some damage? Just because afterwards you won't be able to do it for the next fight. I mean, it's there, why not use it. I've seen how useful a chain spell raise can be in a pinch, but I wouldn't sit on my 2 hr just in case that scenario comes up. And if getting your 2hr back up is an issue you can always pop over to abyssea rf and use a revitalizer. Normally in a VW event you have 5 to 10 minutes after a fight to run around if needed while ppl recover. Couldn't imagine any one would have a problem with it if you quick about it. You know the thing is if your not using it, it is a waste.
Neisan_Quetz
10-23-2011, 05:36 AM
Most are lackluster now (and even back then) but at 75 cap 2 hours had a 'too awesome to use' feel going for them, hence even if a situation warranted it, some people wouldn't use it. Mentality is hard to break after all.
tyrantsyn
10-23-2011, 05:54 AM
Most are lackluster now (and even back then) but at 75 cap 2 hours had a 'too awesome to use' feel going for them, hence even if a situation warranted it, some people wouldn't use it. Mentality is hard to break after all.
Yeah I know what your talking about. Abyssea broke me of that. Now all I do is look for reason to use it where its useful.
Daniel_Hatcher
10-23-2011, 06:46 AM
So your saying for one fight it's not worth it to you to pop out chain spell and add in some damage? Just because afterwards you won't be able to do it for the next fight. I mean, it's there, why not use it. I've seen how useful a chain spell raise can be in a pinch, but I wouldn't sit on my 2 hr just in case that scenario comes up. And if getting your 2hr back up is an issue you can always pop over to abyssea rf and use a revitalizer. Normally in a VW event you have 5 to 10 minutes after a fight to run around if needed while ppl recover. Couldn't imagine any one would have a problem with it if you quick about it. You know the thing is if your not using it, it is a waste.
It's useless even in places like Abyssea where your MP is fine for almost all cases. But you chainspell -> nuke and that MP dies real quick.
Economizer
10-23-2011, 12:45 PM
Can't say I'm a fan of 2hour abilities given the cooldown, but Runic comes to mind. Since it would essentially be the same thing as Chainstun on a magic casting mob that is Chainspelling I don't see it being too bad.
Of course, I'd rather this ability be usable more often then every two hours, but if it was the only way for it to make it into the game...
saevel
10-23-2011, 02:01 PM
Hmm I would hope they lower the /recast on everyone's 2hr's to 1hr or even 30min. Nowadays nobody's 2H is really that special anymore, game balance has shifted away from the days of one super duper move.
Lilia
10-25-2011, 01:28 AM
Runic- maybe :)
Mageoholic
10-26-2011, 12:21 AM
Id like to see something for our melee side. Chainspell is already more than enough for casting, personally i would like to see something that makes our enspells skyrocket to the level that Kaumlaut (sp. i dunno the RoZ dude) had with his. (in the neighbor hood of 150 DMG or so.)
Babekeke
10-26-2011, 02:14 AM
When I fight NM's and such I don't fight it just once, so for me Chainspell is utterly useless. The only use it ever had for me was Chainspell > Raise is the 75 cap.
Perhaps if you had used Chainspell Cure, you wouldn't have needed to Raise.
Daniel_Hatcher
10-26-2011, 02:34 AM
Perhaps if you had used Chainspell Cure, you wouldn't have needed to Raise.
That would have saved from AoE magic that one shotted the DD's since when? I think you've got RDM confused with a WHM with Solace.
Greatguardian
10-26-2011, 11:05 AM
Chainfont. Nothing is more limiting to Chainspell than being out of two full MP bars in 1/3 the duration of the effect.
Economizer
10-26-2011, 11:42 AM
Perhaps if you had used Chainspell Cure, you wouldn't have needed to Raise.
White Mage already has this more or less. :p
Against mobs that spam barely survivable variants of Thousand Needles, alternating between Curaga spells is incredibly enjoyable, particularly with the AF3+2 pants to make them all free.
Babekeke
10-30-2011, 05:56 AM
That would have saved from AoE magic that one shotted the DD's since when? I think you've got RDM confused with a WHM with Solace.
Need to party with DDs with -mdt, or that know to get in, WS get out.
Daniel_Hatcher
10-30-2011, 06:31 AM
Need to party with DDs with -mdt, or that know to get in, WS get out.
This was at 75... MDT sets were rare on Titan, the older server I was on.
cidbahamut
10-30-2011, 08:23 AM
MDT sets are rare now. That doesn't mean people without them didn't suck back then too.