View Full Version : Job trait enfeebling master
Concerned4FFxi
06-29-2012, 08:06 AM
Enfeebling Magic job trait for Rdm
Please give rdm this job trait SE, it would be similiar to thief where they get enhanced evasion job trait so that there evasion stands out among all jobs. This is needed for rdm bvecause, even with the re-make of enfeebling, rdm's rank is only slightly better than other jobs. And lets face it, there's a ton of enfeebling gear out for all mage jobs. If rdm is the primo enfeebler, having +15-20 skill over the competetion is not worth bringing a rdm. Please give rdm this job trait which gives rdm enhanced enfeebling. Perhaps it can increase the proc rate of enfeebling magic effects on a mob, or its like blm's native magic attack bonus trait, where it gives a specific amount of enfeebling magic skill/potency plus the job's superior rank.
Zerich
06-29-2012, 08:08 AM
Please give rdm this job trait, it would be similiar to thief where they get enhanced evasion job trait so that there evasion stands out among all jobs. This is needed for rdm bvecause, even with the re-make of enfeebling, rdm's rank is only slightly better than other jobs. And lets face it, there's a ton of enfeebling gear out for all mage jobs. If rdm is the primo enfeebler, having +15 skill over the competetion is not worth bringing a rdm. Please give rdm this job trait which gives rdm enhanced enfeebling. Perhaps it can increase the proc rate of enfeebling magic, or its like blm's native magic attack bonus rait, where it gives a specific amount of enfeebling magic skill plus the job's superior rank.
change enfeebling magic to magic accuracy
saevel
06-29-2012, 05:44 PM
Magic Accuracy traits would only really help nuking. The resistance system is tiered, with lower duration being the resolute of a "miss". Though the jury's still out on paralyze due to how utterly random it is.
If you had a Magic Hit Rate of 50%, then you'd still have land rate of 90%+ on most enfeebles. It's only when your hit rate starts hitting 25~30% that you see lots of resists. And once it's floored at 5% that is when things appear to be highly resistant. Basically you can either land it or you can't, very little in between.
Merton9999
06-30-2012, 03:13 PM
I'd like something along these lines for RDM. SE could do it through a job trait, or simply by setting the new enfeebling magic adjustments to greatly favor a capped A+ skill.
I have nothing against WHM, BLM and SCH - I enjoy playing them often. But that's exactly the point. I don't lack a reason to play those jobs. WHM and BLM are obvious and SCH and SMN have their niches with Embrava and PD. People may not like those but it gets me through the door on those jobs.
RDM, on the other hand, has no real place in parties. I don't know if enfeebling mastery without resistances would fix that. But, in my opinion, it's better than making an adjustment that equally benefits jobs that really need nothing right now and a job that needs something.
I still think RDM needs more practical enfeebles like many people have suggested. But if we're going to have resistances worked on for an unspecified amount of time, meaning it will likely end up to be years before new RDM enfeebles are ever introduced, I'd at least like the new resistance system to give RDM a big edge in that one lone department.
Sunrider
06-30-2012, 07:58 PM
Take care with the nomenclature. Observing the pattern of other "mastery" traits, an "Enfeebling Mastery" would wind up granting TP for landed enfeebles--though I don't know if that would be horribly bad.
RDM being what it is, continually pressing for enfeebling specialty is perhaps a bit desperate. While we sport the highest skill, RDM hasn't always had the most powerful enfeebles. Until the merit spells, NIN and BRD sported tier 2 equivalents of slow, blind, and paralyze, and until Addle, nothing we possessed was particularly unique. Indeed, RDM doesn't even boast a broad range of enfeebles; BLU has more diverse enfeebling than RDM does. To sum it up, RDM never really excelled at enfeebling, we shouldn't pretend that's the case now.
Job mechanics aside, RDM's current salient dilemma is lack of gameplay to accommodate it's skill set. Protracted melee combat, individual action, extensive buffing and enfeebling--functionally, RDM stands out most in events similar to Campaign or Bastion. Walk of Echoes had potential, but the devs made it into this poor mesh of individual and party play, which turned out more of a mess.
The players have the option of begging the devs to change RDM into something it's not in order to fit current popular events, or we can request that they introduce events where the job's powers can be brought to bear.
Llana_Virren
07-01-2012, 05:59 PM
Magic Accuracy traits would only really help nuking. The resistance system is tiered, with lower duration being the resolute of a "miss". Though the jury's still out on paralyze due to how utterly random it is.
If you had a Magic Hit Rate of 50%, then you'd still have land rate of 90%+ on most enfeebles. It's only when your hit rate starts hitting 25~30% that you see lots of resists. And once it's floored at 5% that is when things appear to be highly resistant. Basically you can either land it or you can't, very little in between.
Correction: Player-spell Paralyze. Everyone knows monster-spell Paralyze is a 90% proc rate :P
Scuro
07-01-2012, 07:17 PM
A suggestion...
RDM JA
That nullifies or greatly reduces enemy elemental and enfeebling resistances for the next spell.
(which would not be broken, if we look to Manawell as a reference that it allows the BLM to cast a spell that does not consume MP for the next spell.)
and also give RDM like Impaction or something, why not.
Just a suggestion because I like seeing posts like this that are not asking for DD things but really going for that enfeebling side of RDM!
Demon6324236
07-01-2012, 07:42 PM
Just a suggestion because I like seeing posts like this that are not asking for DD things but really going for that enfeebling side of RDM!
Eh, melee is forbidden to talk about, enfeebling was brought up many times by SE so RDMs rise to the chance to voice their opinion about it being worked on. I'm sure if somewhere in the roadmap it said something about reworking WSs possibly including RDM, and making 1 handers do more damage then RDM forums would have DD threads popping up.
Daniel_Hatcher
07-02-2012, 12:17 AM
Eh, melee is forbidden to talk about, enfeebling was brought up many times by SE so RDMs rise to the chance to voice their opinion about it being worked on. I'm sure if somewhere in the roadmap it said something about reworking WSs possibly including RDM, and making 1 handers do more damage then RDM forums would have DD threads popping up.
Was supposed to be re-working WS but that'll probably be another year or two before it's even mentioned again.
Demon6324236
07-02-2012, 07:48 AM
Yeah I remember someone saying something about it before, thats why it came to mind. Funny thing is that by the time they do it most RDMs wont care I'm sure, either we will all have Almace/Excalibur for a good WS or we just don't melee because were never allowed. Would still be nice either way, perhaps when I goto abyssea with my friends I wouldn't have to tell them everytime that RLB & Seraph don't goto RDM so I cant actually proc.
Sunrider
07-02-2012, 09:07 AM
or we just don't melee because were never allowed.
Speak for yourself.
While I'm betting they forgot all about the Weapon Skill adjustments they proposed, I'm still waiting on them more eagerly than any enfeebling tweak.
Demon6324236
07-02-2012, 09:33 AM
Speak for yourself.
While I'm betting they forgot all about the Weapon Skill adjustments they proposed, I'm still waiting on them more eagerly than any enfeebling tweak.
What I'm saying is if your a RDM who likes to melee chances are you have gotten an Emp or Relic, without them RDM has access to only 1 other good WS, our Mythic WS. So if they were to change it it would be nice, but as of now it would probably make little difference. That being said I would love to see the change as it would help any RDMs who don't have them and are turned away from meleeing due to the general idea RDM can't melee & the fact you are so limited in it without a super weapon.
Scuro
07-02-2012, 06:21 PM
/sigh here we go again...
Stay on target RDMs with enfeebling, DD is a whim that will never be soothed. And even if these changes happen, you better believe that all the other DD jobs that are the here and now, will alter to compensate for the change and STILL make them better alternatives to DD than RDM. Especially with the dawn of Rune Fencer, which sounds like the tank that BLU's can't be, hence Rune Fencer's introduction. Geomancer sounds like its introduced to make RDM enfeebles more potent by stacking with them. So honestly, just stick with enfeebles and enhancements, the reason why RDM doesn't go anywhere is because so many people are confused or still harking back to the "Jack of all trades" of what this job no longer is. If they give RDMs the ability to enfeeble better, than we might be able to see RDMs make a return to party mechanics in the community, but if they give some weight to DD for RDMs.... You better believe there will be a big counterweight to keep them out of the front lines to go to the DDS that are the here and now.
Daniel_Hatcher
07-02-2012, 07:26 PM
What I'm saying is if your a RDM who likes to melee chances are you have gotten an Emp or Relic, without them RDM has access to only 1 other good WS, our Mythic WS. So if they were to change it it would be nice, but as of now it would probably make little difference. That being said I would love to see the change as it would help any RDMs who don't have them and are turned away from meleeing due to the general idea RDM can't melee & the fact you are so limited in it without a super weapon.
So very true!
saevel
07-03-2012, 08:50 AM
What I'm saying is if your a RDM who likes to melee chances are you have gotten an Emp or Relic, without them RDM has access to only 1 other good WS, our Mythic WS. So if they were to change it it would be nice, but as of now it would probably make little difference. That being said I would love to see the change as it would help any RDMs who don't have them and are turned away from meleeing due to the general idea RDM can't melee & the fact you are so limited in it without a super weapon.
Req says hi.
Due to the gear available to RDM's, Req ends up averaging higher then CDC on anything not 5+ levels above you. The -20% attack really starts to hurt on bigger stuff though. Almace still deals more damage via AM effect even on smaller things.
So if you don't have an Alamace then you can still build a melee set using STR swords or an Xcal.
Of course realize we're discussing RDM melee, not something that's going to be done on hard megaboss fights.
ManaKing
07-03-2012, 05:02 PM
They just need to change enfeebles to be more about M.Acc. You want to be the best enfeebler in the game and wack things with a sword? Go get a Mythic.
M.Acc+
WS Lower Magic Evasion
You don't lose TP because you are switching staves
saevel
07-03-2012, 06:08 PM
They just need to change enfeebles to be more about M.Acc. You want to be the best enfeebler in the game and wack things with a sword? Go get a Mythic.
M.Acc+
WS Lower Magic Evasion
You don't lose TP because you are switching staves
Although there is a supposed change in the resistance system, the current one makes Mag Acc not particularly good for enfeebles. It's a tiered system with each successive resistance only meaning less duration, thus even if your resisted you can just reapply. It's not like melee where you get a "hit" or "miss", its more like a 100% Zanshin rate that procs three to four times per spell. You have to miss three to four times in a row for an enfeebled to be resisted. Monsters in general have a C in magic resistance, RDM's have an A+ in enfeebling. Between our natural skill, dINT and a few pieces of gear, you have an overpowering amount of magic accuracy, more then enough to land spells on anything. UNLESS SE specifically gave that NM special resistances, which they give nearly everything btw. In that case no amount of Mag Acc will help you, you've got floored M.acc (5% * 3~4) unless it's just immune then you got 0% chance.
ManaKing
07-04-2012, 08:13 AM
yup, that's why i said i hope they change enfeebling to be more about M.Acc, so we can be the best at it...
I'm not playing stupid over here, I know how resists work not to mention pretty much how everything on RDM works. Been playing with it since i registered it on NA release. Still here.
I generally post with ideas of how I would like the game to be less stagnant toward RDM and everything it does. You generally post on how things currently are. No disrespect, but i know what you're saying, it's just not relevant to a what/if discussion.
Sunrider
07-04-2012, 09:34 AM
Well if we're focusing on what ifs, I'd prefer RDM not become a cheap one-trick pony just because the players are desperate to attend events. Improving enfeebling is as important for RDM as it is for any job that enfeebles (not counting Weapon Skill procs), but it's important to remember the type of mobs we have trouble on have always been troublesome. Enfeebling has been kind of a non-entity against bosses in every FF game. If it wasn't, the bosses wouldn't be worth their title. Indeed, has a little more potential than to just hide in the backline when fighting event bosses.
It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.
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.
Demon6324236
07-04-2012, 04:29 PM
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 0.
Well if we're focusing on what ifs, I'd prefer RDM not become a cheap one-trick pony just because the players are desperate to attend events. Improving enfeebling is as important for RDM as it is for any job that enfeebles (not counting Weapon Skill procs), but it's important to remember the type of mobs we have trouble on have always been troublesome. Enfeebling has been kind of a non-entity against bosses in every FF game. If it wasn't, the bosses wouldn't be worth their title. Indeed, has a little more potential than to just hide in the backline when fighting event bosses.
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.
It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.
I agree, as I have said before, RDM was the magic tank, or at least A magic tank, back when every PLD wasn't expected to have Aegis, now tanking on RDM is gone, partly because of the hate problem, however it makes sense not to give hate tools to RDM because its not actually a main tank. However in the end like I said above, many of our damage reduction methods become worthless once you get close to or into endgame.
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.
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.
Daniel_Hatcher
07-04-2012, 08:12 PM
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!
Sunrider
07-04-2012, 09:24 PM
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.
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.
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.
Demon6324236
07-04-2012, 09:35 PM
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.
saevel
07-04-2012, 10:23 PM
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).
Sunrider
07-04-2012, 10:35 PM
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?
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.
Demon6324236
07-05-2012, 12:28 AM
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?
Sunrider
07-05-2012, 01:34 AM
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?
Daniel_Hatcher
07-05-2012, 02:13 AM
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.
Demon6324236
07-05-2012, 08:18 AM
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 (http://www.ffxiah.com/item-sets/264791) 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.
Daniel_Hatcher
07-05-2012, 08:22 AM
I cast Stoneskin in about 2~3 seconds using a gear swap into Fast Cast & Stoneskin enhancing gear (http://www.ffxiah.com/item-sets/264791) 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.
Demon6324236
07-05-2012, 08:32 AM
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.
True, honestly if anything I wouldn't be opposed to a Stoneskin 2 just for the reason it adds another spell to RDM that hopefully other jobs wouldn't get... Either way as I said I only speak in the idea that low lv mobs are already worthless against us.
If that was added though it'll be done similar to BLU in that it occupies the Phalanx slot.
That would be a problem, but I would hope SE would change that for RDM. Its pointless to keep arguing though. If they make it high enough to work well on endgame then everything else will be much too week as well. If they don't, it has to be a new spell for doing something about high level monsters, otherwise we get left with nothing, and are just as bad off.
cidbahamut
07-05-2012, 10:21 PM
I cast Stoneskin in about 2~3 seconds using a gear swap into Fast Cast & Stoneskin enhancing gear (http://www.ffxiah.com/item-sets/264791) including the hands with -15% cast time, I use it often while fighting NMs, not hard, trust me.
I want to know how you're wearing Blitz Ring on Red Mage.
Demon6324236
07-05-2012, 11:28 PM
Because I didn't actually ever pay attention to the ring itself, never seemed to matter as the only time I would use it is fast cast sets :( good point though, Ill change that, sucks there is no haste/fast cast ring for the 2nd slot in my sets for recast.