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ManaKing
11-18-2011, 11:52 AM
RDM Relic is at least a decent set to begin with. Hopefully it will undo some of the woes that plague RDM, currently.

I personally feel like RDM Empyrean, as a set, is lackluster. Every piece is worth getting on individual merits(IE we need anything we can get our hands on), but the set bonus is probably the worst set bonus there is. For a job that has to cover a lot of ground to be effective, it did a poor job at satisfying my wants and needs for my job. Compared to other jobs Empyrean sets, is is pretty pathetic. Also, my pimp hat is a bucket, who decided that was a good idea?*Grabs Torch and Pitchfork*

I'm sure the relic legs will continue to be the least useful unless they do some major adjustments or upgrade without any basis on the original gear. I guess they could supercharge spike damage and turn them into melee gear if they added some haste and/or enspell damage.

Hopefully they will make some pieces attractive to our mage side as well, just because that side isn't completely bad doesn't mean it doesn't mean you can afford to neglect it. The RDM Relic Body recently was overshadowed completely by Heka's Kalasiris. Not that it is really a huge deal, since it is such an accessible item*sarcasm*. But being a RDM, I'm instantly irritated when SE gives out toys to everyone that used to only belong to RDM, IE 10% FC Body Pieces.

Laughs if they make the Duelist's belt into something actually worth keeping when it drops in Dynamis.

RDM may be under powered, but at least we can look good,

Greatguardian
11-18-2011, 12:42 PM
wait wait wait wait wait.

A set bonus that doubles the duration of buffs cast on others with a 100% proc rate is the worst set bonus there is? I'd like to point you in the direction of the Dragoon AF3+2 set.

Also, Heka's Fast Cast bonus doesn't actually affect the person wearing it. Just a head's up.

I really don't think they'll be upgrading the actual accessories, but we'll see I guess. Duelist's Belt has always been kinda silly.

Neisan_Quetz
11-18-2011, 12:47 PM
Duelist's belt tried to be half good at too much stuff and failed. It should have just found a specialty and went with it imo.

Seriha
11-18-2011, 12:56 PM
For those who haven't gotten the flu yet this year, avoid it. It's nasty. Working on day 5 now and I'm still shaking a fever. Anyway, to curb some boredom between fits of weakness, I'm gonna look at the current +1s (http://wiki.ffxiclopedia.org/wiki/Duelist%27s_Armor_%2B1_Set) and kind of base a "hope" for the +2s.

Duelist's Chapeau +2
[Head] All Races
DEF: 40 HP +40 MP +40 MND +10
Enfeebling magic skill +25
Increases Enfeebling Magic Potency
Adds "Refresh" effect (+2)
Lv. 99 RDM

Basically, our best enfeebling head piece gets better, with the Auto Refresh boost on top.

Duelist's Tabard +2
[Body] All Races
DEF: 60 MP +65 AGI +10
Healing magic skill +20
Cure Potency +10%
Augments "Cure" Magic (Duration of current enhancement magic is increased in seconds by 10% of HP cured)
Enhances "Fast Cast" effect (15%)
Lv. 99 RDM

I was a bit torn thinking on this one. On one hand, I despise being forced into pink magery. On the other, this would make it easier to put up with as a 600 HP Cure IV would add 60s to whatever valid buffs were on the target like Haste, Refresh, Phalanx, etc.. Basically, as long as someone is consistently taking damage, it could be possible to sustain their buffs through curing them over time. Curing for 0 wouldn't add anything, though. And more Fast Cast.

Duelist's Gloves +2
[Hands] All Races
DEF: 30 MP +45 INT +10
Enhancing magic skill +25
"Magic Def. Bonus" +5
Haste +5%
Augments "Composure" Effect (Composure now gives +25 ACC and ATK)
Lv. 99 RDM

Melee gloves, really. Doubt many out there have the ones from Diabolos, nevermind these being more tailored to RDM's needs. The INT and MDEF would help a bit in the "OMGURTAKINGAOEDAMAGE!" counterwhine.

Duelist's Tights +2
[Legs] All Races
DEF: 50 MP +40 DEX +12
Critical Hit Rate +7%
TP Bonus +25
Elemental magic skill +25
Augments "Spikes" spells (Function like sphere effects on an engaged enemy, triggering every tick while still maintaining their current defensive nature)
Lv. 99 RDM

WS pants, obviously, and modded toward CDC in particular. In the event heavy resist situations are a concern, they may function as an accuracy piece for nuking. The Spikes thing is kinda weird, I know, but couldn't think of what to do with it beyond more damage/potency and don't really see these being full-timed often.

Duelist's Boots +2
[Feet] All Races
DEF: 25 MP +35 MND +10 INT +10
Evasion skill +25
"Magic Atk. Bonus" +8
Grants "Immanence" Effect
Movement Speed +12%
Lv. 99 RDM

What's better than Chainspell nuking? Chainspell nukings that can skillchain! Of course, you could also set up a SC for yourself or others. Figured since a lot of people never saw crimson cuisses or have the chance to get near Kirin because nobody wants to set foot in sky, an alternative source of movement gear would be a cherry on top.



Overall, some situationally useful stuff. Unlikely what SE will roll with, but I can dream. Or maybe hallucinate. I've done that a few times over the past few days. x.x

ManaKing
11-18-2011, 01:40 PM
wait wait wait wait wait.

A set bonus that doubles the duration of buffs cast on others with a 100% proc rate is the worst set bonus there is? I'd like to point you in the direction of the Dragoon AF3+2 set.


Yeah at least you get something extra out of DRGs if you can keep your Wyvern alive.

They could have just coded that Composure lowers costs of enhancing magic and it would have been better.

The set bonus should have said: Makes other people need buffs less often. Does nothing for the actual RDM since we are scared they might be over powered EVEN THOUGH THEY BLATANTLY ARE NOT.

Having a mediocre proc that goes off 100% of the time doesn't make it any less mediocre. It's just a constant reminder.



Also, Heka's Fast Cast bonus doesn't actually affect the person wearing it. Just a head's up.


I don't know what to say to that. I would assume that you would be inside the sphere...since you are wearing the item that the sphere is centered on. I'm not even going to question you, since this does sound like SE logic.



I really don't think they'll be upgrading the actual accessories, but we'll see I guess. Duelist's Belt has always been kinda silly.

Agreed.

Greatguardian
11-18-2011, 01:51 PM
Nope. Sphere effects are an AoE that affects everyone... except the wearer. Don't ask me why. Please. It makes my head hurt.

The RDM AF3+2 set bonus is also a direct response to the constant complaint of, well, 99% of RDMs in existence who felt that their single-target buff cycles were absolutely ridiculous and needed to be fixed. I mean, if you never cast Haste or Refresh on the rest of your party anyways, I guess it doesn't really do anything for you. But, you know, for those of us that actually do enhance our fellows, it's one of the best Set bonuses out there.

ManaKing
11-18-2011, 01:57 PM
Duelist's Gloves +2
[Hands] All Races
DEF: 30 MP +45 INT +10
Enhancing magic skill +25
"Magic Def. Bonus" +5
Haste +5%
Augments "Composure" Effect (Makes Enspell 2s actually good.)
Lv. 99 RDM


Joke fixed. I like that neither of us thinks that we are going to get a comprehensive set out of this. You pretty much have to hope that we can get pieces we can mix and match. The likelihood of a good set bonus seems grim.

I would love a decent melee chest piece, but it's probably not happening on Relic Chest. The best I can currently see is Aug'd Blood Scale mail that you get the 3% Haste, the accuracy, and get lucky on your random Augments.

ManaKing
11-18-2011, 02:09 PM
Nope. Sphere effects are an AoE that affects everyone... except the wearer. Don't ask me why. Please. It makes my head hurt.

The RDM AF3+2 set bonus is also a direct response to the constant complaint of, well, 99% of RDMs in existence who felt that their single-target buff cycles were absolutely ridiculous and needed to be fixed. I mean, if you never cast Haste or Refresh on the rest of your party anyways, I guess it doesn't really do anything for you. But, you know, for those of us that actually do enhance our fellows, it's one of the best Set bonuses out there.

Oh I do enhance my fellows, but I honestly don't feel the difference. There is no moment where I feel any sort of lasting gratification for completing my AF3+2. My 'super cool proc' is that my proc was sacrificed to convenience other people. I'm not debating your point of reference for it's justification, because it is true. I'm just saying they could have put that kind of buff anywhere.

Then again, the AF3+2 is mostly a macro set for magic anyways. You really have to pick and choose which pieces you are using in specific macros to get the most out of them. I really only have the entire set on for casting Enhancing Magic. And if that is the case, I would have really appreciated enhancing potency instead of duration. Even making all of your enhancing magic GA spells would have been a significant improvement and wouldn't have broken RDM.

SEs greatest fear wouldn't come to pass. Everyone wouldn't be suddenly playing RDM since RDMs could support more people more easily. And people could still play /SCH for Ascension since you still couldn't cast anything but Haste outside of party.

Crimson_Slasher
11-18-2011, 04:56 PM
Im looking foreward to this in all honest because it almost feels like theyre looking to the elemental weapon trials to me, could be wrong, they are always extravogently, notdescript, and cause a ringing in the ears, but the fact that these use merit points for upgrades feels like we can get a few selectable augments to me.

saevel
11-18-2011, 07:36 PM
RDM Emperian armor is amazing, whomever says otherwise isn't using it. It's some of the absolute best enfeebling, enhancing and nuking gear available, one of the pieces directly enhances the potency of enfeebles while the other enhances the effect of saboteur. I'm rather happy with our Emp gear, its amazing for a caster set.

The problem isn't the gear, its that every god damn NM in the game worth fighting is immune to nearly every enfeebling magic, the ones their not immune to they end up having a potency reduction to. That and enfeebles suck in general.

Daniel_Hatcher
11-18-2011, 07:54 PM
The eAF suit is cool! I just wish they added either more (10%) Fast Cast in there like all our suits, our some Haste. To help with the speed, and to make it actually possible to reach the new Fast Cast cap instead of it only really benefiting WHM. Instead of the first job to actually get the trait.


PS. I know haste doesn't effect casting speed before I'm pulled up on it.

saevel
11-18-2011, 08:12 PM
If I had to chose a mage state to sacrifice for other stats then it would of been FC. Spells already go off at lightening speed, the only people I can see wanting more are the /NIN soloists and their the people that screwed up RDM to begin with.

Honestly, with Tanaka in charge, I'm expecting +CHR and VIT on our Enhanced Relic gear. Every piece of gear that has been created since he took charge of FFXI again is marginally better then Emp / Abyssea gear, most of it is worse. I'm expecting +1 point higher in stats and possibly (a long shot) a 1~3 increase in the skill pieces.

I know I sound negative but with Tanaka as the lead we're heading back into 2009 FFXI.

Neisan_Quetz
11-18-2011, 08:48 PM
Sphere effects act like Avatar's Favor effects, that's why they don't affect the wearer (Avatar Favors don't affect the avatar either). The real benefit depends on the item, some of them are fairly useless, but at least they don't decrease your stats to get them to work.

cidbahamut
11-18-2011, 11:53 PM
I personally feel like RDM Empyrean, as a set, is lackluster.
Do you hear that? It's the sound of your credibility flying out the window.

I agree with you about the bucket hat though.

Swords
11-19-2011, 03:23 AM
Honestly, with Tanaka in charge, I'm expecting +CHR and VIT on our Enhanced Relic gear. Every piece of gear that has been created since he took charge of FFXI again is marginally better then Emp / Abyssea gear, most of it is worse. I'm expecting +1 point higher in stats and possibly (a long shot) a 1~3 increase in the skill pieces.

I know I sound negative but with Tanaka as the lead we're heading back into 2009 FFXI.

Frankly I think they should take Tanaka out back and put him down, he's been literally struggling with anything new, different, and original since ToAU back in 2006 and frankly after FFXIV's opening fiasco and WotG it really shows. It's not uncommon, for anew producer to take over a project after so many years to keep a stream of new and original ideas coming. Where FFXI is such an old project and probably has only a few years of life in it, it would be the opportune time to let someone else take the reigns and have their way with it and perhaps lead it to a blaze of glory before it dies instead of letting it slowly stagnate and die because Tanaka is struggling for new ideas and content.

Zerich
11-19-2011, 06:32 AM
What exactly is wrong with the RDM AF3+2? It is covering your enhacing, enfeebling, sub-nuking, and (with the alleged changes in "Cure" formulas) healing aspects and needs. I'm pretty sure that RDM has been told by SE that those are RDM's role(s) within the game. If someone thinks that RDM is meant to solo VNMs and [A] HNMs, then they need to really reread your Job Adjustment Manifesto. They gave RDM's the "Temper" spell to throw those RDM's a bone.
SE has listened to you. You've all been shown your way as buffer/enfeebler/sub-healer/sub-nuker. Go level a melee DD-job if you want to be able to melee on a full-time basis.

At least you have an enhancement on your AF3+2 that isn't a random proc...

Swords
11-19-2011, 07:26 AM
TBH it's not so much the AF3+2 isn't bad, its actually a solid set. It's more along the lines SE has either let aspects of RDM become so stagnant or hindered RDM's ability so badly, even the best aspects and perks of the AF3+2 set is somewhat disappointing due to our own general lack of power and ability.

Greatguardian
11-19-2011, 07:32 AM
That's a job issue rather than an armor issue. The armor is great. The job? Could use tweaks. Lots of them. Immunity is the worst part of it all, really.

The biggest issue with just giving monsters extremely high magic evasion is the fact that Accuracy (both physical and magical) floors at 20%. Even a Mnk/Whm could land Silence on Suzaka at 75 in 2005~, they just have a 20% land rate. Even if they gave a monster +1000 MEva, even a Brd could land enfeebles if they spammed them enough. Beyond that, the actual difference between RDM enfeebling and WHM or SCH enfeebling has dropped dramatically over the past 2 years. Red Mage would need something to actually set it apart from the crowd in the Enfeebling department in order for it to become relevant.

ManaKing
11-19-2011, 04:22 PM
Do you hear that? It's the sound of your credibility flying out the window.

I agree with you about the bucket hat though.

I already said I liked the pieces. They all do a really good job at enhancing the various aspects of RDM.

The issue I have is that they increased the buff duration on 4 spells. They did nothing for the actual potency of those spells.

I would have really preferred if they had just focused on enfeebling magic. You wouldn't have taken a 10% proc for enfeebling magic to land regardless of NM immunity?

Seriha
11-19-2011, 04:35 PM
Dispel(ga)s and buff overwriting auras in content added since the +2 set's implementation kinda take the wind out of the +2 sails for me. For personal use, we only need the boots and cape to get the most out of self-buff duration. Granted, these are also the spells we want +enhancing on in most cases.

ManaKing
11-19-2011, 04:48 PM
What exactly is wrong with the RDM AF3+2? It is covering your enhacing, enfeebling, sub-nuking, and (with the alleged changes in "Cure" formulas) healing aspects and needs. I'm pretty sure that RDM has been told by SE that those are RDM's role(s) within the game. If someone thinks that RDM is meant to solo VNMs and [A] HNMs, then they need to really reread your Job Adjustment Manifesto. They gave RDM's the "Temper" spell to throw those RDM's a bone.
SE has listened to you. You've all been shown your way as buffer/enfeebler/sub-healer/sub-nuker. Go level a melee DD-job if you want to be able to melee on a full-time basis.

At least you have an enhancement on your AF3+2 that isn't a random proc...

I'm not sure how serious you are referencing the job adjustment manifesto, since no one has any clue how RDMs are anything like what they described.

"Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while 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."

What we are capable of actually referencing is our AF3+2. It is comprised of good pieces and a lackluster Set Bonus. We certainly aren't the best buffers in the game and our set bonus isn't going to help us transform our allies into demigods. Our enfeebling in benign in the current game as well and doesn't do anything to actual NMs.

What SE may or may not do to RDM to achieve this is irrelevant because until those changes occur, the set bonus is still not good enough. They could have just shoved that set bonus into merits in the future or made it a job trait at lvl 99. But instead we wasted something that could have really helped RDM out as a job on something that we really didn't need in the first place.

ManaKing
11-19-2011, 04:51 PM
Dispel(ga)s and buff overwriting auras in content added since the +2 set's implementation kinda take the wind out of the +2 sails for me. For personal use, we only need the boots and cape to get the most out of self-buff duration. Granted, these are also the spells we want +enhancing on in most cases.

Agreed. Also my younger sister just got the flu and it floored her. I hope you are feeling better, because she is an absolute mess right now.

Seriha
11-19-2011, 05:15 PM
Maybe 70% or so. My stomach/ribs are still aching from all the cookie tossing I did sunday/monday. Wouldn't say my general energy level is peak, either. Getting there, but this experience has my pondering getting flu shots in the future.

saevel
11-19-2011, 06:21 PM
I'm not sure how serious you are referencing the job adjustment manifesto, since no one has any clue how RDMs are anything like what they described.

"Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while 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."

What we are capable of actually referencing is our AF3+2. It is comprised of good pieces and a lackluster Set Bonus. We certainly aren't the best buffers in the game and our set bonus isn't going to help us transform our allies into demigods. Our enfeebling in benign in the current game as well and doesn't do anything to actual NMs.

What SE may or may not do to RDM to achieve this is irrelevant because until those changes occur, the set bonus is still not good enough. They could have just shoved that set bonus into merits in the future or made it a job trait at lvl 99. But instead we wasted something that could have really helped RDM out as a job on something that we really didn't need in the first place.

Job Manifesto was mistranslated horribly.

Make ourselves into demi-gods while supporting the party by enfeebling the NMs.

That is what it's support to convey. And currently that is ~exactly~ what the job does, except NM's are immune to most debuffs and thus renders that whole enfeebling part mute. Also SE really needs to create new debuffs, I'm hoping for Dia IV at 99, mobs get it.

ManaKing
11-21-2011, 09:52 AM
Job Manifesto was mistranslated horribly.

Make ourselves into demi-gods while supporting the party by enfeebling the NMs.

That is what it's support to convey. And currently that is ~exactly~ what the job does, except NM's are immune to most debuffs and thus renders that whole enfeebling part mute. Also SE really needs to create new debuffs, I'm hoping for Dia IV at 99, mobs get it.

RDM + COR, It's already in the game. Light shot Dia 3, you get Dia IV. The real question is where are you going to find a COR?

saevel
11-21-2011, 10:24 PM
RDM + COR, It's already in the game. Light shot Dia 3, you get Dia IV. The real question is where are you going to find a COR?

Nope, I want straight up Dia IV. Light Shot doesn't create a new spell, it only enhances whats currently there.

By your reasoning Dia IX exists due to Agnon Dia III and Light Shot.

Crimson_Slasher
11-22-2011, 12:25 AM
Dont forget box step i think it is?

tyrantsyn
11-22-2011, 05:36 AM
The issue I have is that they increased the buff duration on 4 spells. They did nothing for the actual potency of those spells.


4 spells? Haste, refresh, stone skin, phalanxwhat you referring too?
What about Bar spells, Gain spells, spikes, en-spells, aqua veil, blink, Pro/Shell I mean I'm not trying to poke you in the ribs or anything. But you do realize there's a lot of other enhancing magic out there don't you? Or where you just trying to be funny?

Daniel_Hatcher
11-22-2011, 05:45 AM
4 spells? Haste, refresh, stone skin, phalanxwhat you referring too?
What about Bar spells, Gain spells, spikes, en-spells, aqua veil, blink, Pro/Shell I mean I'm not trying to poke you in the ribs or anything. But you do realize there's a lot of other enhancing magic out there don't you? Or where you just trying to be funny?

Gain spells, enspells, barspells and phalanx require Enhancing Magic gear, duration is useless if the effect is low because of it.


RDM + COR, It's already in the game. Light shot Dia 3, you get Dia IV. The real question is where are you going to find a COR?

Then by that logic you can get more with Dia IV and Light Shot. Two spells do not make one spell as the one spell plus the second would still be higher.

saevel
11-22-2011, 07:39 PM
Dont forget box step i think it is?

Oops, well Dia X then huh.

ManaKing
11-23-2011, 04:02 AM
I just want Dia 3 to be a normal spell and for us to have merits in Dia effect. That way if we get Dia IV, then I can still appreciate my Dia Merits. I hope things change after merits are changed. I can't see anything changing until then.

The bottom line is almost anything is better than what we have right now. I would completely agree that RDM needs an upgrade to it's spell library. We still stink of level 75.

ManaKing
11-23-2011, 04:20 AM
4 spells? Haste, refresh, stone skin, phalanxwhat you referring too?
What about Bar spells, Gain spells, spikes, en-spells, aqua veil, blink, Pro/Shell I mean I'm not trying to poke you in the ribs or anything. But you do realize there's a lot of other enhancing magic out there don't you? Or where you just trying to be funny?

What I am complaining about on the AF3+2 is the set bonus. The set bonus increases the buff duration of buffs cast on OTHERS while under composure. Only 4 of our spells are affected by this 'buff'. So the spells I am talking about are ONLY Refresh 2, Regen 2, Haste, and Phallanx. Those are the only buffs that a RDM can cast on other people that are affected by composure bonuses. All of our other spells are completely unaffected by the set bonus. You as an individual RDM, get nothing out of this except that you don't have to cast those 4 spells as often on other people. The durations for yourself are completely unaffected.

If you choose to /WHM and use their spells, you can also capitalize on this. But honestly a WHM/Anything is superior to a RDM/WHM every day of the week when it comes to enhancing magic by virtue that they can merit their enhancing magic and all their spells can be shared with the party.

RDM/SCH can also share buffs with everyone in the party in addition to everyone in the alliance and is the better choice for this set bonus.

This bonus only really is worth anything if you pigeon hole yourself to 1 of 2 subjobs. Every other job's set bonus does not require sub jobs to become more effective. They intended for their main job. Ours is not.

I am not trying to be funny about how bad this set bonus is because there is nothing funny about it if you are a RDM.

cidbahamut
11-23-2011, 04:34 AM
Red Mages circa 2005: Refresh/Haste cycles suck, make it so we don't spend all our time rebuffing people.

Red Mages circa 2011: Doubling duration on Refresh/Haste sucks, give us something else.

Our set bonus is useful. Get over it.

Neisan_Quetz
11-23-2011, 04:42 AM
I always saw set bonuses as something extra in the first place. And for supporting others, near double duration including cape is a nice bonus. Could be nicer but I'm certainly not complaining about it. The individual pieces themselves all have enough merit to warrant bringing them anyway, the set bonus is just that: a bonus.

You typically won't get more than 2 piece bonus for phalanx though, if you're maxing out enhancing skill, unless someone can point me in the direction of an enhancing skill headpiece.

tyrantsyn
11-23-2011, 05:35 AM
What I am complaining about on the AF3+2 is the set bonus. The set bonus increases the buff duration of buffs cast on OTHERS while under composure. Only 4 of our spells are affected by this 'buff'. So the spells I am talking about are ONLY Refresh 2, Regen 2, Haste, and Phallanx. Those are the only buffs that a RDM can cast on other people that are affected by composure bonuses. All of our other spells are completely unaffected by the set bonus. You as an individual RDM, get nothing out of this except that you don't have to cast those 4 spells as often on other people. The durations for yourself are completely unaffected.

If you choose to /WHM and use their spells, you can also capitalize on this. But honestly a WHM/Anything is superior to a RDM/WHM every day of the week when it comes to enhancing magic by virtue that they can merit their enhancing magic and all their spells can be shared with the party.

RDM/SCH can also share buffs with everyone in the party in addition to everyone in the alliance and is the better choice for this set bonus.

This bonus only really is worth anything if you pigeon hole yourself to 1 of 2 subjobs. Every other job's set bonus does not require sub jobs to become more effective. They intended for their main job. Ours is not.

I am not trying to be funny about how bad this set bonus is because there is nothing funny about it if you are a RDM.

Ok, I see what your saying now. But even with just those 4 spells your saving a lot of time in spells rotation. And I've yet to meet a tank that wouldn't appericate having aqua-veil casted on em during a fight where the NM keeps interrupting them. I think it would be nice to have more native spells that could be cast on others. But the idea of the set bonus is to cut down on the dreaded spell rotation that RDM have been complaining about since TOAU.

We all know RDM is a train wreck right now, as a top tier enfeebler the jobs not cutting it. We have spells that for some reason are blocked from being accession. Our healing falling short. And a lot of the great ideas the RDM community has come up with seem to make there way onto other job classes. This set bonus is one of the good thing's SE has actually given to us to fix an old problem. Question is now, when are they going to fix the new ones.

Crimson_Slasher
11-23-2011, 07:55 AM
I like our set bonus...that is until i get on sch, Perpetuance = set bonus+1, and they can enhance that AND aoe it far more often than we can, and arent tied to gear to get just double length. I think thats my only gripe about this set bonus, but there are a lot of set bonuses that are just better for their jobs.

ManaKing
11-23-2011, 04:11 PM
This set bonus is one of the good thing's SE has actually given to us to fix an old problem. Question is now, when are they going to fix the new ones.

No that is what I'm saying. Why fix old problems that aren't even relevant anymore? You have to buff the tank and maybe 2 other DDs that are on hard mobs. Our real problems is that our Enfeebling leaves RDMs impotent and not the mobs that they harmlessly bounce off. Replace our set bonus with something that would actually help out RDMs and please put this kind of a buff onto something that deserves it, like a update that just increases the duration of refresh, haste, and Phallanx 2 while under the affect of composure. Not a hard fix.

Daniel_Hatcher
11-23-2011, 05:54 PM
No that is what I'm saying. Why fix old problems that aren't even relevant anymore? You have to buff the tank and maybe 2 other DDs that are on hard mobs. Our real problems is that our Enfeebling leaves RDMs impotent and not the mobs that they harmlessly bounce off. Replace our set bonus with something that would actually help out RDMs and please put this kind of a buff onto something that deserves it, like a update that just increases the duration of refresh, haste, and Phallanx 2 while under the affect of composure. Not a hard fix.

NO!!!!!!!!!

We should not need a "Set Bonus" to make our enfeebling useful, it just should be.... Naturally!

Set Bonus's enhance something by breaking the norm, every set bonus does it. Enfeebling needs to be fixed regardless of equipment, it needs the whole skill to be modified. All our enfeebles should work on everything, short of Silence none are going to "stop a mob dead." Gravity II can be fixed by simply allowing the Evasion Down to hit even if Movement Speed doesn't. Saboteur needs to not be removed if the enemy resists, and needs to over-power other peoples enfeebles.

Asking for a set bonus to be removed to fix our native spell line is absurd, if they fix enfeebling we'll have the age old issue of buffing again and you'd have gimped us back to lvl 75 era again.

ManaKing
11-24-2011, 03:40 AM
NO!!!!!!!!!

We should not need a "Set Bonus" to make our enfeebling useful, it just should be.... Naturally!

Set Bonus's enhance something by breaking the norm, every set bonus does it. Enfeebling needs to be fixed regardless of equipment, it needs the whole skill to be modified. All our enfeebles should work on everything, short of Silence none are going to "stop a mob dead." Gravity II can be fixed by simply allowing the Evasion Down to hit even if Movement Speed doesn't. Saboteur needs to not be removed if the enemy resists, and needs to over-power other peoples enfeebles.

Asking for a set bonus to be removed to fix our native spell line is absurd, if they fix enfeebling we'll have the age old issue of buffing again and you'd have gimped us back to lvl 75 era again.

The set bonus I want is a 10% proc with the full set on to give the Bonus of Saboteur on Enfeeble casts.

I'm not 100% what you are saying, because it sounds like you want enfeebling fixed, but then you don't. If you think that this set bonus does anything but perpetuate the era of buffing then, you are just wrong. OUR MAIN JOB ISN'T BUFFING. OUR SET BONUS SHOULD BE RELEVANT TO OUR MAIN FUNCTION. OUR MAIN FUNCTION IS ENFEEBLING.

Greatguardian
11-24-2011, 03:53 AM
I'd rather they leave the set bonus as is and just rework the dMND formulas for Slow II, Paralyze II, and Addle. Change Saboteur so that it is only consumed when an Enfeeble lands on the target. Remove NM immunity and just give them manageable but high Magic Evasion.

NMs are supposed to become easier when Enfeebled. That's not a bad thing. If SE thinks that NMs will be too easy if we can enfeeble them, then maybe they should make them harder to begin with.

cidbahamut
11-24-2011, 04:02 AM
The set bonus I want is a 10% proc with the full set on to give the Bonus of Saboteur on Enfeeble casts.

I'm not 100% what you are saying, because it sounds like you want enfeebling fixed, but then you don't. If you think that this set bonus does anything but perpetuate the era of buffing then, you are just wrong. OUR MAIN JOB ISN'T BUFFING. OUR SET BONUS SHOULD BE RELEVANT TO OUR MAIN FUNCTION. OUR MAIN FUNCTION IS ENFEEBLING.

I'd prefer more gear flexibility for enfeebling than "AF3 +2 ONRY".

ManaKing
11-24-2011, 06:40 AM
I'd rather they leave the set bonus as is and just rework the dMND formulas for Slow II, Paralyze II, and Addle. Change Saboteur so that it is only consumed when an Enfeeble lands on the target. Remove NM immunity and just give them manageable but high Magic Evasion.

NMs are supposed to become easier when Enfeebled. That's not a bad thing. If SE thinks that NMs will be too easy if we can enfeeble them, then maybe they should make them harder to begin with.

At least it's a solution. Make it so we can offer a party something worth their time. If your SCHs, WHMs, or BLMs have enough magic accuracy to land enfeebles, great. But STOP LETTING THEM STEP ON OUR TOES BY CARING ABOUT WHETHER THEY CAN LAND ENFEEBLES AND START CARING IF WE CAN. That's our job. If you need enfeebles that can stick, then maybe you should get a RDM.

ManaKing
11-24-2011, 07:02 AM
I'd prefer more gear flexibility for enfeebling than "AF3 +2 ONRY".

Really because if landing Enfeebles actually came down to Magic Accuracy, you would be hard pressed to find a better set. I mean why would you need the flexibility for enfeebles when they are offering you one of the best sets you can get? It's not like Enfeebling Magic skill affects anything at this point besides landing spells, which you can't do against immunity, and not being interrupted while casting. It does nothing for potency. That is all based on Stats....which this set gives a ton of. It gives more MND than the BLM+2 gives INT and it gives more INT than the WHM+2 gives MND.

Please look at BLM and WHM set bonuses and realize how they got something extra to add to their job. Then notice that we got nothing that ADDS to our job. It only calls us too lazy to reapply buffs properly. We have no guarantee that we will get another set bonus and the one we have is pathetic and insulting.

Since landing enfeebles comes down to nothing right now then I guess your response is realistic and cynical. When your opinion of 'just leave it how it is and I won't suggest anything' gets us nothing, then I hope you like the realism of nothing changing on RDM. It honestly could happen, RDM hasn't gotten stronger post 75, it has gotten weaker.

You are on official forums, posting nothing constructive. You aren't asking how SE can improve your job. You aren't explaining how things currently are for your job and why it is in a bad spot right now. You are just trying to shoot down other people with single sentences to show everyone how much you don't care about this job. If I'm wrong, then act like it. These forums are a luxury we haven't ever had. I would hope that wasn't lost on anyone that actually plays and wants to play RDM in the future.

Daniel_Hatcher
11-24-2011, 09:05 AM
The set bonus I want is a 10% proc with the full set on to give the Bonus of Saboteur on Enfeeble casts.

I'm not 100% what you are saying, because it sounds like you want enfeebling fixed, but then you don't. If you think that this set bonus does anything but perpetuate the era of buffing then, you are just wrong. OUR MAIN JOB ISN'T BUFFING. OUR SET BONUS SHOULD BE RELEVANT TO OUR MAIN FUNCTION. OUR MAIN FUNCTION IS ENFEEBLING.

No, I'm seeing the bigger picture, I want them to fix Enfeebling but NOT locked to a suit.

The fact is when/if they do fix enfeebling, like it or not we'll go back to needing to enhance the party at the bare minimum. By removing this set bonus you will then put us back at the horrible lvl 75 enhancing format. At least this cuts the load down due to the near double duration. Our suit is already quite a decent buff on enfeebling, it just simply doesn't land on anything worth it.

Seriha
11-24-2011, 09:15 AM
Curious why not locking enfeebling to a set is okay, but enhancing others is. Old hat argument from me saying our spell duration boosts should've come independent of a full set (like Composure working on everyone from the start), but yeah...

Unlikely the set will change at this point. And from what we've seen of Relic+2, for now it's basically continuations of existing stats with a few curveballs thrown in here and there. The body would be a nice upgrade for us since it's either Glamor Jupon's piddly +3 or a rare/expensive VW body for the slot. Just hope that whatever the required trade in item is isn't too rare.

cidbahamut
11-24-2011, 09:38 AM
Curious why not locking enfeebling to a set is okay, but enhancing others is.

Because the two primary spells we cast on others are static effects that previously could not be enhanced by gear. I agree that such an improvement would be better suited to being fixed independent of gear, but as things currently stand the gear fix is sufficient.


You are just trying to shoot down other people with single sentences to show everyone how much you don't care about this job.
I would not be in here brow-beating troglodytes if I were anything other than passionate about my favorite job.

ManaKing
11-24-2011, 03:56 PM
Because the two primary spells we cast on others are static effects that previously could not be enhanced by gear. I agree that such an improvement would be better suited to being fixed independent of gear, but as things currently stand the gear fix is sufficient.


I would not be in here brow-beating troglodytes if I were anything other than passionate about my favorite job.

I'll give you a touche and possibly and 2nd touche, but I still think it was handled poorly. What i've seen of new relics is the same as what Seriha reports. It still feels like we got left out of the club for set bonuses that are awesome, just like we got left off the list of upgrades past 75 that were awesome.

We are supposed to be well past the updates that should bring everyone in line with 75. Instead we are getting upgrades like Temper that are basic functionality of a Warrior. WAR gets double attack at 25, it gets subbed at level 50. Even if you divide RDM level by 3 to represent WAR/WHM/BLM you should still get it at 75.

This is old content. Where is the new content for RDM? When are we getting to actually be balanced? What does the next set of upgrades do to fix this? I expect everything that is in the new relic set to be actually worth acquiring. I don't think it would be appropriate to add upgrades to these items just so that we replace them again or never use them in the first place.

hideka
11-25-2011, 12:36 PM
Joke fixed. I like that neither of us thinks that we are going to get a comprehensive set out of this. You pretty much have to hope that we can get pieces we can mix and match. The likelihood of a good set bonus seems grim.

I would love a decent melee chest piece, but it's probably not happening on Relic Chest. The best I can currently see is Aug'd Blood Scale mail that you get the 3% Haste, the accuracy, and get lucky on your random Augments.

Enspell II's arent half bad if your /war or /paladin and cant dualwield. they were only intended as an alternative spell for RDMs who arent dualwielding so their damage dosent get horrigimped. if you actualy sit and take a look at the effects of phalanx and enspells, youll notice that if your wearing the proper enhancing gear, and the proper Enspelldamage + gear, you can actualy get all the way up to a 20-40% DOT increase Via your Enspells. with the enhancing sword, chimeric fleuret and Fencers ring, i can quite easily hit 40-50 damage based on day, per swing, which translates into 40-80 damage per swing on an enspell II when /warrior.
another underrated spell is phalanx. when im /warrior i take about 200-150 with NO PDT gear on, just Food protect and defender. my Phalanx's currently negate arround 44-50 damage, that puts it at the equivalent of 20-40% PDT for most incoming Melee swings from Non NMs. stack on some PDT and your taking 10-50 damage per swing no problem.

my personal hopes for RDM, would be a DD set of Hands with haste, and a DD set of feet with haste, anything else i could care less about.

Greatguardian
11-25-2011, 12:53 PM
Fencer's Ring only works under 75% HP =/ Enhancing sword is also extremely underpowered for level 95, and if your focus is on Enspell damage only you're much better off with Ceremonial Dagger and other low delay weapons. I'd really like to see what set you're using to get 638 Enhancing Magic Skill, too, considering that's what is required for a -50 dmg Phalanx 1.

Dusk/+1 also does not exist?

I can't find much of anything that's credible in that post.

ManaKing
11-25-2011, 01:34 PM
Enspell II's arent half bad if your /war or /paladin and cant dualwield. they were only intended as an alternative spell for RDMs who arent dualwielding so their damage dosent get horrigimped. if you actualy sit and take a look at the effects of phalanx and enspells, youll notice that if your wearing the proper enhancing gear, and the proper Enspelldamage + gear, you can actualy get all the way up to a 20-40% DOT increase Via your Enspells. with the enhancing sword, chimeric fleuret and Fencers ring, i can quite easily hit 40-50 damage based on day, per swing, which translates into 40-80 damage per swing on an enspell II when /warrior.
another underrated spell is phalanx. when im /warrior i take about 200-150 with NO PDT gear on, just Food protect and defender. my Phalanx's currently negate arround 44-50 damage, that puts it at the equivalent of 20-40% PDT for most incoming Melee swings from Non NMs. stack on some PDT and your taking 10-50 damage per swing no problem.

my personal hopes for RDM, would be a DD set of Hands with haste, and a DD set of feet with haste, anything else i could care less about.

I use Enspell 2s when I use /DRK or /PLD. In aby, I like using atma of the Lion and using Enthunder II to get more DPS. Against higher defense mobs, it actually makes a decent difference. If Enspell 2s went off on every main hand hit, it would be fixed. I don't enjoy that I run around at 20-35% double attack and I don't get additional applications of Enspell 2s on my double attack procs. It just needs more damage all around to be acceptable. It's one of my chief gripes against why RDM is going so poorly.

Phallanx is awesome. I run around in close to 50% PDT all the time.

As far as Hands go, Alucinor' Mitts are the best you can get. For feet, Eurus' Ledelsens, Legs Calmecac Trousers.

The part that I hate is the chest piece. Your options for Haste are Goliard's, Nashira's, or Blood/Crimson Scale Mail that is Augmented to HQ3. None are particularly easy to get. You certainly can't pick up a pink chest piece or a Loki's like most jobs, but I'm in love with Blood Scale Mail. I always have been. If you can't get anything with Haste on it, I would go with Antares Harness.

saevel
11-25-2011, 06:10 PM
I use Enspell 2s when I use /DRK or /PLD. In aby, I like using atma of the Lion and using Enthunder II to get more DPS. Against higher defense mobs, it actually makes a decent difference. If Enspell 2s went off on every main hand hit, it would be fixed. I don't enjoy that I run around at 20-35% double attack and I don't get additional applications of Enspell 2s on my double attack procs. It just needs more damage all around to be acceptable. It's one of my chief gripes against why RDM is going so poorly.

Phallanx is awesome. I run around in close to 50% PDT all the time.

As far as Hands go, Alucinor' Mitts are the best you can get. For feet, Eurus' Ledelsens, Legs Calmecac Trousers.

The part that I hate is the chest piece. Your options for Haste are Goliard's, Nashira's, or Blood/Crimson Scale Mail that is Augmented to HQ3. None are particularly easy to get. You certainly can't pick up a pink chest piece or a Loki's like most jobs, but I'm in love with Blood Scale Mail. I always have been. If you can't get anything with Haste on it, I would go with Antares Harness.

I use Enspell II's when /DRK, their ~ok~ that way but still sorely underwhelming.

You can cap haste or nearly cap haste pretty easily now.

Head: Zelus Tiera: 8%
Hands: Dusk +1: 4% (Alc hands virtually don't exist due to the new Dyna Tav being utterly ridiculous)
Belt: Either speed belt (6%) or the 5% one off the big turtle in abyseea T.canyon.
Legs: Calmeric Trousers: 3%
Feet: Eurus' Ledelsens +4%

Will put you at 24~25 haste without using your body. For body I just use ACP body Atk / Acc. Only alternative I see is using Goliard body and the 10 acc / 12 atk feet, I'll be looking into this but not entirely sure if it's worth the effort.

ManaKing
11-25-2011, 06:31 PM
If you HQ3 Blood Scale mail you will get 3% Haste, you will get 1 of 4 specific enhancements, and you have the chance to get some other random augments. Of the 4 specific augments you can get, there is Acc, STR, AGI, and CHR. AGI and CHR are pretty much horrible, but Acc is not to be scoffed at in conjunction with Haste and STR makes this body piece one of the best Sanguine Blade bodies. The kicker is that it is possible to get even more Acc or more STR in the random augments. You could even get MAB or Atk. This is a pipe dream of a piece, but I still want it and have no intention of giving up until they make something better.

If you put Haste on the Body you can use a Brisk Mask for your Head and still get pretty close with a 6% Haste Belt. 26 Defense, 6 Acc & Atk, and 4 Store TP isn't bad.

tyrantsyn
11-26-2011, 12:28 AM
If you HQ3 Blood Scale mail you will get 3% Haste, you will get 1 of 4 specific enhancements, and you have the chance to get some other random augments. Of the 4 specific augments you can get, there is Acc, STR, AGI, and CHR. AGI and CHR are pretty much horrible, but Acc is not to be scoffed at in conjunction with Haste and STR makes this body piece one of the best Sanguine Blade bodies. The kicker is that it is possible to get even more Acc or more STR in the random augments. You could even get MAB or Atk. This is a pipe dream of a piece, but I still want it and have no intention of giving up until they make something better.

If you put Haste on the Body you can use a Brisk Mask for your Head and still get pretty close with a 6% Haste Belt. 26 Defense, 6 Acc & Atk, and 4 Store TP isn't bad.

Also it's one less piece you have to swap out during WS, which is always a bonus.

Neisan_Quetz
11-26-2011, 12:31 AM
You can't mean the blood mail... for what WS now?

ManaKing
11-26-2011, 04:16 AM
You can't mean the blood mail... for what WS now?

http://wiki.bluegartr.com/bg/Blood_Scale_Mail

With the right Augments, it is well suited toward Sanguine Blade. In the fixed Augments you could get STR. In the additional random Augments, you could get even more STR up to another 5, and/or MAB up to 8. If you get more MAB than Morrigan's then it would be better outright, because the highest scaling is off of INT, then MND, and last STR.

If they upgrade Morrigan's at some point, then it will be a fight to the death over who has the more ridiculous Augments.

If they add Haste to Morrigan's I would have such a hard time choosing between the 2 of them because I love how both of them look.

Neisan_Quetz
11-26-2011, 04:25 AM
I hate the random pool augments :/ I have no luck with those at all. I'd probably try for MAB over Str but I get what you're saying. Even then I'd rather an upgrade to Morrigan's; not that I nuke demons much but the intimidate on legs alone has annoyed me on occaison if I forget Stearc Sub for space.

Greatguardian
11-26-2011, 05:05 AM
I found the intimidate useful back in the day for spotting who was casting cures in Wlegs, lol. It was always a pet peev of mine.

Neisan_Quetz
11-26-2011, 07:39 AM
Thanks for reminding me I had a Pld trying to tanking Mahjlaef the Paintorn in W legs once before I told them take it off...