PDA

View Full Version : New Red Mage Spells



Rooj
07-16-2012, 10:24 PM
I really feel like at this point in the game, pretty much all of the tier 2 merits for Red Mage should just be given to them as regular level 75+ spells. I think that the Dia 3, Bio 3, and Phalanx 2 merits should probably stay and allow you to upgrade these spells (maybe increase defense down/attack down per tier for dia/bio), but having to merit Slow 2, Paralyze 2, and Blind 2 just doesn't seem right for the class that is supposed to be one of the best at Enfeebling.

But here's another idea. Wouldn't it be awesome to see Red Mage with the spells Slowga, Paralyga, Dispelga, Silencega, or Blindga? Perhaps these could be the tier 2 merits for RDM instead? I've never understood why these spells aren't really useable by players (yes I know some of them are). Heck I've always thought Paladin should get Flashga.

Muse
07-18-2012, 02:12 AM
Slowga, Paralyga, Bindga, and Silencega sound like a decent set of spells for RDM to get. It'd give us something that we haven't had in a while, our own spells that nobody else has, or has access too.

I'd also like to toss onto the list, Virus.

As it stands, only monsters at this time can give a player Virus. Maybe it's time some Red Mages studied their virus' and made it into a spell of their own.

Sunrider
07-18-2012, 04:50 AM
AoE doesn't really fit RDM's theme. Something like that would go to SCH before RDM got it... though Paralyga might have some farming use.

Virus only prevents the player form gaining MP while resting, which makes it useless to players since mobs don't rest. RDM should get Disease. BLU has it with Lowing, but as I understand it's not that popular among BLUs making it on the rare side, and there's no reason we can't have it as well.

Frankly, I've always wanted to see Confuse. Monsters randomly turning their own attacks on themselves for x% of the damage would be extremely gratifying.

Demon6324236
07-18-2012, 05:01 AM
I think he meant plague.

Sunrider
07-18-2012, 05:05 AM
And actually, Plague is what I meant to say, as well. Disease is the name of the actual effect.

Daniel_Hatcher
07-18-2012, 05:22 AM
AoE doesn't really fit RDM's theme. Something like that would go to SCH before RDM got it... though Paralyga might have some farming use.

Virus only prevents the player form gaining MP while resting, which makes it useless to players since mobs don't rest. RDM should get Disease. BLU has it with Lowing, but as I understand it's not that popular among BLUs making it on the rare side, and there's no reason we can't have it as well.

Frankly, I've always wanted to see Confuse. Monsters randomly turning their own attacks on themselves for x% of the damage would be extremely gratifying.

No it wouldn't. RDM at least has one AoE even if it's lame Diaga, SCH has none. (Accession doesn't count as it's a JA)

Demon6324236
07-18-2012, 05:29 AM
No it wouldn't. RDM at least has one AoE even if it's lame Diaga, SCH has none. (Accession doesn't count as it's a JA)

Yep, we need Diaga II as well, long overdue...

Merton9999
07-18-2012, 06:21 AM
I agree with Diaga II and higher tiers of Dia. I'm sick of being level NINETY-NINE and watching mobs at levels lower than me casting it.

I've always agreed with the tier II enfeebles just being scrolls too. This became especially bothersome when BLM and SCH got tier V nukes as scrolls in the 76-99 run but RDM's upgrades to job-defining spells stayed at merit level. I need to clarify that I'm glad those jobs got those spells, but RDM should have been treated the same.

Like a million people have said, change the tier II merit spells into potency and make the spells scrolls.

RDM needs Plague too - or whatever the ailment is that gradually reduces TP. The job vision from long ago suggested this for SCH, which never made sense to me for a job that has exactly 3 enfeebles, all of which require an addendum.

Sunrider
07-18-2012, 07:22 AM
No it wouldn't. RDM at least has one AoE even if it's lame Diaga, SCH has none. (Accession doesn't count as it's a JA)
RDM also only has the one AoE and happens to sport a skill with no native spells to compliment. Let's not use this particular job as an argument for consistency.

You're right in that SCH's AoE powers derive from JAs, but that just means AoE enfeeble would probably go to WHM and BLM before RDM. Again, it just doesn't fit the job's theme.

Daniel_Hatcher
07-18-2012, 07:31 AM
RDM also only has the one AoE and happens to sport a skill with no native spells to compliment. Let's not use this particular job as an argument for consistency.

You're right in that SCH's AoE powers derive from JAs, but that just means AoE enfeeble would probably go to WHM and BLM before RDM. Again, it just doesn't fit the job's theme.

As does SCH, only with RDM Dia was originally Divine, and RDM originally had Flash... so yeah!

I don't disagree with WHM or BLM, I disagree with SCH. RDM would get an AoE enfeeble before SCH.

Neisan_Quetz
07-18-2012, 01:02 PM
No, we don't need another diaga... the first one was more than enough for it's one purpose. If we were to get another Dia spell it should be a stronger single tier version.

Muse
07-18-2012, 01:09 PM
I think he meant plague.

Yeah, I meant Plague. ^^; I only thought of Virus because Viruna gets rid of both effects.

Inflicting Disease onto a monster would be fun as RDM. Besides Lowig, which I forgot about, there is only one other way to inflict this on a monster. Blade Bash: Which is a Merited SAM ability.

Rooj
07-19-2012, 04:29 AM
I completely disagree that these -ga spells don't "fit RDM" simply because RDM doesn't get access to many AOEs. That's not a very good reason to keep from giving them the spells. Every single class in the game has access to at least one AOE whether it is magic or WS.

And for the record I'd like to add Sleepga 1 to the list... 1 and no higher tiers.

Sunrider
07-19-2012, 05:28 AM
I completely disagree that these -ga spells don't "fit RDM" simply because RDM doesn't get access to many AOEs. That's not a very good reason to keep from giving them the spells. Every single class in the game has access to at least one AOE whether it is magic or WS.

And for the record I'd like to add Sleepga 1 to the list... 1 and no higher tiers.It does get access to "at least one AoE," both casted and Weapon Skill in Diaga and Circle Blade.

And it doesn't fit RDM's theme because RDM is defined by it's smaller-scale, individual actions, rather than party and alliance-wide actions. That's why you see jobs like WHM, BLM, and SCH with AoEs, and not RDM.


Though I will agree, I think I'd prefer Sleepga over Diaga as a sole AoE.

ManaKing
07-19-2012, 08:42 AM
Cleave all the things with Aeolian Edge if you are a real RDM.

But yeah, single target is generally the rule. We lack potency, not the ability to multi-target. RDM/SCH already has that covered pretty well.

Rooj
07-19-2012, 09:43 AM
Oh and freaking add Regen 3 to the list. The highest tier is 5? C'mon!

Sunrider
07-19-2012, 07:56 PM
Oh and freaking add Regen 3 to the list. The highest tier is 5? C'mon!
And scale the Regens better.

Regen 2 at 80+ is unquestionably appalling.

ManaKing
07-21-2012, 05:29 AM
We could use stun...still

Zerich
07-21-2012, 05:30 AM
You know you're just going to get "Bind II".

Karbuncle
07-21-2012, 05:43 AM
Here's a list of spells i think would make fine additions to the RDM arsenal

Plague - Reduces Enemy MP and TP.
Phalanx III - Reduces Damage of Party Memebers in Range. Stronger than Phalanx 1 by about 10 points of damage.
Slow III - Reduces Attack Speed by 75%. - Why? Because it needs to be stronger than the level 58~ BRD spell.
Paralyze III - Proc Rate Soft cap at about 35% (Higher with the JA)
Dia IV - Defense -20%
Bio IV - Attack -20%
Blind III -
Demi - Unlocked by Special Job Ability - Reduces Enemy HP By up to 50% of Remaining HP. I.e If he's at 25% HP, THe strongest it can do is 12.5% unresisted. Move can be resisted. Certain HNMs take heavy Damage instead of Cut to HP (I.E Instead of dealing a straight %, It would as powerful as about a Tier V, and instill a strong Gravity and Bio Effect. Accuracy Based on Enfeebling Skill). With Capped Enfeebling Magic, It should land on most normal monster with 95% Accuracy for 50% HP cut.

Now, Don't give me this "Waah waah merit" crap, Ancient Magic II was outdated by the cap increase, RDM Merits need to be as well if the job wants to go anywhere. With that being said, I'd like to propose this compromise. All RDM Merit spells should be learned naturally through leveling up 76+ By Use of Scrolls... and...

Category 2 RDM Merits need to be scrapped, and replaced with -

Dia Effect - Increases Defense Down Effect of Dia by 1%, and Damage over time effect by 1 per merit.
Bio Effect - Increases the Attack down effect of Bio by 1%, and Damage over Time Effect by 3 Per Merit.
Slow Effect - Increases the Potency of Slow Effect by 2% Per Merit.
Paralyze Effect - Increases the Potency of Paralyze Effect by 2% Per Merit.
Blind Effect - Increases the Accuracy loss of Enemy by 2% per merit.
Phalanx Effect - Increases the Damage absorbed through Phalanx by 2 Per Merit.

This means, RDM Cat 2 merits aren't made worthlesss by addition of new spells, and the job just got a little more appealing, if just for a few things.

Sasaraixx
07-21-2012, 09:36 PM
I agree with every single suggestion in Karbuncle's post except for Demi. That sounds a bit overpowered unless you make the accuracy rate horrible or tie it to Chainspell.

I'd also like to see RDM get MATK and MACC down spells. Also, give RDM a variant of Amnesia. Instead of locking job abilities it could have a random chance of blocking TP moves. The activation rate could be set fairly low to keep it balanced.

Neisan_Quetz
07-22-2012, 02:30 AM
Making the accuracy rate low would immediately make the spells as useless as Pavor Nocturnus, that isn't going to help at all.

Although I agree the effect could be tweaked/weakened abit lowering base spell accuracy is most definitely not the way to go.

Karbuncle
07-22-2012, 04:19 AM
Disagree entirely. The spell would be tied to a Job Ability as i mentioned already, Chainspell would be a bad idea because well, Instacasting it over and over would be rather more broken. I figured it'd be tied to a 10 minute ability like Unbridled Learning.

As far as it needing a nerf in accuracy, Disagree even more entirely, Any DD worth half a poop can remove significantly more than a mobs HP Bar in a single WS, Any BLM worth a POO can nuke for more than that spell would do on almost any enemy, 50% of a Normal Enemies HP may sound broken, But even on the level 101~106 Outside Abyssea enemies, thats still only about 2,500-3000 HP, Which is incredibly weak if you consider it, and its even weaker if the enemy is not at 100% HP.

For record, a Unresisted Magic BP can do more Damage than that, a Mercy Stroke? More damage, Ukko's Fury? Oh yeah, More damage. almost Every other job in the game has the ability to blow up that much damage in a single WS, or more. Its not really insanely powerful, its actually quite tame.

The true power of this spell would be in its HNM practices. It would be as powerful as a T-V Nuke, Which isn't game breaking, BLM's can cast that all up and down the street whenever they want without a JA Restriction. The bonus is the Strong Gravity and Bio Effect, which is why it should be tied to a 10 Minute JA.

The Bio Effect would be - 50hp/tic - Duration 1minute.
The Gravity Effect would be - movement Speed -25~50% - Evasion -30-50 (Its semi-reistable, but not fully) (Same duration as bio)

Putting it on a 10 minute timer, with the additional effects only being 1 minute duration, prevents any "kiting" from being realistic, which i don't know why kiting is a problem but apparently SE is afraid of it. Either way, This spell is way more balanced than you guys are making it sound, Its not that powerful. Its that kind of thought process that keeps RDM a mediocre pile of useless in every endgame event. RDM doesn't need a Mediocre T-IV Nuke tied to a 10 minute timer than does nothing but look pretty on HNMs, what they need are game changers that are actually useful.

My spells might not put a RDM in every event party, But its a good start, They need a unique spell as well, and I think Demi is just good, unless I'm forgotten a non-NM Mob that people regularly need to kill where Demi might be a little broken. But as it stands, Its not broken at all in the grand scheme of things.

Hopefully this explination of how i conceived it to work makes it seems less broken than you thought at first. I know my original description was not thorough, and I apologize.

ManaKing
07-22-2012, 04:50 AM
Dia and Bio could stack. We could get new tiers of enfeebles with higher potency. I would take Stun over Amnesia, since we know how stun works and how poorly new things that are implemented are balanced.

Having a strong DoT presence wouldn't be unwelcome.

Rooj
07-26-2012, 04:23 AM
Just realized theres no Bioga spell. Why not? D:

Neisan_Quetz
07-26-2012, 06:40 AM
Did I warp back to the dark ages of Bio being useful? Until it stacks with dia, it isn't useful. If you need to strip shadows, you have diaga.

You don't need it all on fodder mobs.

Karbuncle
07-26-2012, 03:54 PM
Bio will always, always, always, be useful for RDM Solo Kiting. There's very few fights where RDM solo Kite,But in those fights, Its invaluable.

For 2 Reasons

1) Strong DoT
2) Attack Down

Defense down from Dia does nothing for magical resistance, Making Bio's much stronger DoT effect, and bonus of attack down (You get hit for less) makes it the most effective spell for Solo kiting.

Again, Very few situations, But its not a dark age spell.

Demon6324236
07-26-2012, 04:52 PM
Bio will always, always, always, be useful for RDM Solo Kiting. There's very few fights where RDM solo Kite,But in those fights, Its invaluable.

For 2 Reasons

1) Strong DoT
2) Attack Down

Defense down from Dia does nothing for magical resistance, Making Bio's much stronger DoT effect, and bonus of attack down (You get hit for less) makes it the most effective spell for Solo kiting.

Again, Very few situations, But its not a dark age spell.

True but now may I ask... would an AoE of Bio truly be useful in this situation?

Honestly, seems doubtful, unless for some reason you are RDM/SCH fighting alot of mobs and using Manifestation Gravity to kite hoards of mobs while simultaneously DoTing them to death, which would be ok other than in that case you would also have Manifestation Bio allowing for the same thing but at a higher tier. Idk I'm putting to much thought into it.

Karbuncle
07-26-2012, 06:18 PM
God no, AoE Bio is a TURRRBLE idea.

Sunrider
07-26-2012, 08:08 PM
I dunno, back in the days when skilling up was really an issue, I imagine arming up with Protect, Phalanx, and Stoneskin with a Bioga followup on Mandragoras or Chigoes would have been a nice combo for Parrying or Guard.

But of course, it'd have had a rather niche use (like Diaga).

Neisan_Quetz
07-26-2012, 10:21 PM
Bio will always, always, always, be useful for RDM Solo Kiting. There's very few fights where RDM solo Kite,But in those fights, Its invaluable.

For 2 Reasons

1) Strong DoT
2) Attack Down

Defense down from Dia does nothing for magical resistance, Making Bio's much stronger DoT effect, and bonus of attack down (You get hit for less) makes it the most effective spell for Solo kiting.

Again, Very few situations, But its not a dark age spell.

The problem with being useful for solo kiting is the usefulness of solo kiting itself, which is limited to level 75 content mobs it isn't necessary (and downright slow) or for Abyssea, which is same as aformentioned problem. As soon as merit spells were removed from VW I dropped Bio3 and never looked back (I somehow still ended up using rdm after that but I digress, could have been rep'd by a Sch).

Lilia
07-27-2012, 02:22 AM
solo kiting with rdm- more or lesser good- but is now replaced from sch,
why?

kaustra!!!!!!!!!!!!!!!!!!! that one is a dot
tier5 nukes
-50% spellcost
-50% casttime
skillchain with 2 spells
rly when i need solo kite, nothing can beat sch

Rooj
07-29-2012, 12:56 AM
Why kite, when you can straight tank?

Daniel_Hatcher
07-29-2012, 03:03 AM
solo kiting with rdm- more or lesser good- but is now replaced from sch,
why?

kaustra!!!!!!!!!!!!!!!!!!! that one is a dot
tier5 nukes
-50% spellcost
-50% casttime
skillchain with 2 spells
rly when i need solo kite, nothing can beat sch

You're really basing the ability to DoT kite based on a 2-hour?

Lilia
07-29-2012, 04:03 AM
With sch ... ya :)
2-3% hp dot high endgame nms is nice

sure you dont need use 2h, 5 quicknukes and chainspell nukes is enough for kite/nuke
rly why you want go with rdm when you have sch? sch can kill much faster, and with embrava and kaustra the nms turn in a joke

sure rdm kite/nuke is good, but with poison 10-20/tick and 4 nukes , you cant beat sch

found a good example on youtube solo sch kill kaggen >.<

for my rdm i wish poison3 and bio4 but i know SE .... rdm is the BEST SoLOOOOO JOB -lol

Neisan_Quetz
07-29-2012, 04:20 AM
Well yeah even Blm is a better solo kiter than Rdm is for older mobs

Daniel_Hatcher
07-29-2012, 05:06 AM
With sch ... ya :)
2-3% hp dot high endgame nms is nice

sure you dont need use 2h, 5 quicknukes and chainspell nukes is enough for kite/nuke
rly why you want go with rdm when you have sch? sch can kill much faster, and with embrava and kaustra the nms turn in a joke

sure rdm kite/nuke is good, but with poison 10-20/tick and 4 nukes , you cant beat sch

found a good example on youtube solo sch kill kaggen >.<

for my rdm i wish poison3 and bio4 but i know SE .... rdm is the BEST SoLOOOOO JOB -lol

I wouldn't kite full stop, I could kill quicker solo-RDM by straight up fighting them, but basing things on a 2-hour is absurd.

Neisan_Quetz
07-29-2012, 06:57 AM
If you're not chaining solo fights, there really isn't a reason not to. Granted, If you are doing multiple solo fights you can argue for a faster solo job.

ManaKing
07-29-2012, 05:22 PM
RDM/NIN is durable. I'm still a big fan of just fighting most things. But as far as magic, I would enjoy higher Tiers of Poison. I would be very happy if Bio III and Dia III stacked. It might be an actual reason to bring a RDM...honestly.

Ophannus
07-30-2012, 12:25 PM
"Might" is in the .dats and has been since CoP came out. The only instance where the animation is used is when you're unlocking a Mythic WS, the Blue Mage casts it on you. It looks like you're getting hit with Thunder IV but red/blue colored lightning with a fiery effect after that resembles when you eat a meat dish food. Wish they'd implement this as a self-target "Attack Boost" spell that gives +5-20% Attack based on Enhancing Skill, would be nice for our melee for solo/lowmanning things as RDM/NIN with Almace.

Unfortunately I bet you all they're gonna implement it--as a spell for Rune Fencer. (Along with other spells in the .dats i.e Reflect, Faith, Wall)

saevel
07-30-2012, 01:11 PM
Ok we need to stop the non-sense about Bio III being "good DoT for solo kiting", it's not. It's DoT effect is based entirely on dark magic skill, something RDM gets a E in and has 300 native skill @99. /SCH DA will bring you to 404 but then your not having blinks and stuck juggling LA / DA while running.

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


Bio III DoT potency = floor(Dark Magic Skill+59)÷27)

That's 13hp/tick at naked 99 RDM, 17 as a 99 RDM/SCH with DA up. It takes 27 dark skill to raise it my one point so your looking at ~20/tick tops.

The real issue is it's duration, at 30s it's pretty much useless. You need 4/5 to get any form of use-fullness out of it, and 5/5 for it to be worth the MP cost. This precludes you from picking other, more important spells. While you can Sab Poison II then toss out a Thunder IV for better damage. And with how much enhancing magic RDM has, standing toe to toe and meleeing things to death is typically a far better strategy.

Demon6324236
07-30-2012, 01:31 PM
"Might" is in the .dats and has been since CoP came out. The only instance where the animation is used is when you're unlocking a Mythic WS, the Blue Mage casts it on you. It looks like you're getting hit with Thunder IV but red/blue colored lightning with a fiery effect after that resembles when you eat a meat dish food. Wish they'd implement this as a self-target "Attack Boost" spell that gives +5-20% Attack based on Enhancing Skill, would be nice for our melee for solo/lowmanning things as RDM/NIN with Almace.

Unfortunately I bet you all they're gonna implement it--as a spell for Rune Fencer. (Along with other spells in the .dats i.e Reflect, Faith, Wall)

Spell like that would make me so happy.

ManaKing
07-31-2012, 04:09 AM
Best you can do is Saboteur Poison 2 for 20/tick and not Bio 3 for 40/tick, because it's Dark Magic. Also, still not stacking with Dia 3....

Karbuncle
07-31-2012, 04:31 AM
Ok we need to stop the non-sense about Bio III being "good DoT for solo kiting", it's not. It's DoT effect is based entirely on dark magic skill, something RDM gets a E in and has 300 native skill @99. /SCH DA will bring you to 404 but then your not having blinks and stuck juggling LA / DA while running.

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



That's 13hp/tick at naked 99 RDM, 17 as a 99 RDM/SCH with DA up. It takes 27 dark skill to raise it my one point so your looking at ~20/tick tops.

The real issue is it's duration, at 30s it's pretty much useless. You need 4/5 to get any form of use-fullness out of it, and 5/5 for it to be worth the MP cost. This precludes you from picking other, more important spells. While you can Sab Poison II then toss out a Thunder IV for better damage. And with how much enhancing magic RDM has, standing toe to toe and meleeing things to death is typically a far better strategy.

Except 17 is better than 0, and it stacks with Poison.

If you can name me another DoT, that replaces Bio, and does more Damage over time, and the two cannot be applied together... You have a strong case. Otherwise, I'm going to stick with it having uses, No matter how you try to warp it to better suite your needs.

Its been so long i don't even remember the original argument, something about Bio-ga or bio being useless, regardless of the fact, rather its Bio 1, 2, or 3, It can be an effective DoT, as well as keep an Enemy from regening if you happen to suck and die (any DoT can though)

Poison is great, But they stack. MP Shouldn't be a huge issue, But it will be an issue if you're nuking often... So your MP Argument i think Is your only reasonable foot to stand on, In which case, I'd direct your attention to Bio II, which is cheaper and lasts longer, and still stacks with poison, and isn't wasting a Merit category spot.

(This argument is about the usefulness of Bio, not Bio 3, right?)

Neisan_Quetz
07-31-2012, 04:48 AM
Pretty sure it's Bio II vs 3, that's the only argument over bios

Other than when are you solo kiting of course.

saevel
07-31-2012, 08:57 AM
Bio II is 8hp/tick and lasts same duration as Poison II, 120 seconds and 36MP. Bio III is 30s at 1/5, to be useful you need it to 4/5 which destroys your other merit options and for absolutely no good reason. Just cast a nuke and run. The term "DoT Kite" doesn't mean ONLY use DoT's, it means to slowly kill something focusing more on defense then offense. Toss a Sab Poison II then Tier IV nuke and run, whenever the NM stops to do something you can toss another Tier IV nuke.

Currently I have for refresh

Head +2
Body +2
Legs +1 (reserved for movement speed if needed)
Refresh II +7

That's 11~12 MP/tick, with convert it's more then enough to nuke the sh!t out of whatever is chasing you. So everyone can stop using a faulty argument from level 75 capped days.

Rooj
07-31-2012, 09:32 AM
What on earth are people still kiting...........?

Lilia
07-31-2012, 09:44 AM
VW NMs :) when alli wipe

Rooj
07-31-2012, 10:34 AM
Those don't need to be kited either ;\

ManaKing
07-31-2012, 12:55 PM
What on earth are people still kiting...........?

This argument. That's why it's still not dead yet.

saevel
07-31-2012, 06:55 PM
This argument. That's why it's still not dead yet.

Agreed, nothing worth kiting now that can't be killed stand up.

Sunrider
07-31-2012, 10:54 PM
I'm trying to understand the lingering obsession with DoT kiting.

We should be trying to move away fromprotracted, tedious solos.

Rooj
08-01-2012, 01:38 AM
I think its great to have some fights that need kiting and having some jobs that have the ability to solo kite some fights that would normally take multiple people... But none of those fights exist anymore. So...

Sunrider
08-01-2012, 01:55 AM
We don't even know what this "Might" will do, let alone whether RDM will get it in any form. It's much ado about nothing.

Daniel_Hatcher
08-01-2012, 02:12 AM
Least our two-hour is supposed to increase duration and potency of magic, lets hope it's ALL types of magic.

Ophannus
08-01-2012, 03:36 AM
Translation amounts to "Increases potency of 'strengthening magic'." In other words, boosts duration/potency of Enhancing Magic. MORE REFRESH YO!

Daniel_Hatcher
08-01-2012, 04:52 AM
Translation amounts to "Increases potency of 'strengthening magic'." In other words, boosts duration/potency of Enhancing Magic. MORE REFRESH YO!

That's cool, but as I said in the 2-hour thread, they really need to decide if we're enhancers or not.

1. You won't get AoE as we feel RDM is a master of self-cast magic.
2. Oh, here, have a new two-hour that increases enhancing magic potency and duration as you're enhancers.

What!?

Sunrider
08-01-2012, 05:22 AM
Nice two hour is nice, but it's still just a two hour.

I was terrified for a moment that double potency (or triple, or whatever they decide) Refresh and Haste would mean a return to cycles... then I realized the JA wouldn't last longer than maybe a minute.

Ophannus
08-01-2012, 10:10 AM
At the very least it'll enhance Haste's potency. haste 2 ftw.

ManaKing
08-01-2012, 02:03 PM
Nice two hour is nice, but it's still just a two hour.

I was terrified for a moment that double potency (or triple, or whatever they decide) Refresh and Haste would mean a return to cycles... then I realized the JA wouldn't last longer than maybe a minute.

Yeah I can't see how this will be a shackle anymore than Embrava is for SCH. You know, the kind that gets you in the door. When you're not in party, enjoy a hopeful 20ish minutes of Super RDM. I'm looking forward to a positive result from this.

Demon6324236
08-01-2012, 02:07 PM
Make it 3 Minute duration. Doubles the effect & duration of all Enhancing Magic spells. Would make me happy.

Okipuit
08-02-2012, 07:37 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

Washburn
08-02-2012, 08:15 AM
Can't yall give rdm like a 3 tic regain spell already? Let it enhance things. Not as good as embrava, but better than adloquium. Yeah yeah debuffs, umm cool, yay. Make it useful in zergs so its desired in things like legion, neo nyzul, salvage, dynamis, voidwatch.. You know, the events people do.

Daniel_Hatcher
08-02-2012, 08:17 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

Yes, it's nice for new spells that are different, but we're after new spells for RDM, not GEO, WHM, BLM and SCH which lets be honest is the jobs that will be getting these "new" spells.

Truthfully though, I don't know why RDM's ask for anything anymore. The answer is forever: NO!

Safe bet to agree that by this logic, there will be no newer version of Slow, Paralyze, Blind etc..... Shame RDM's enfeebling will forever suck then.

PS. Just because you added an unneeded job and then couldn't think of something unique to add to it so gave it over time spells does NOT make it their forte....

If we're going to argue it over time spells was RDM's forte.... but hey!

RDM is already a powerful job, they don't need anything.... It's just all the playerbase that doesn't understand that, right!?

Sunrider
08-02-2012, 08:19 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.
Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.That feels like a cheap excuse. There are already abilities that inflict Poison, Paralyze, Slow, Blind, Defense Down, and Attack Down, but none of those stops RDM from having equivalent spells. Plague's MP/TP reduction would be the perfect compliment to Poison's HP reduction.

SCH may specialize in DoT magic, but SCH didn't originate it, nor does it corner the market on DoT magic. RDM haivng Plague wouldn't compromise SCH's abilities in the slightest.


Stronger version of Dia/Bio:Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
If the devs aren't already aware, there is ongoing contention at the very nature of merited spells and abilities. There are a myriad of reasons, not the least of which being that placing spells under merits artificially blocks the potential for any higher tiers. So long as Dia and Bio 3 remain merits, there's little hope of seeing Dia and Bio 4 under anything but future merits.

There is also major discontent with the limited point allocation for merit spells, which forces an illusory specialization on a class billed for it's diversity.

Demon6324236
08-02-2012, 08:21 AM
Is it me or is this page(7) broken?

Economizer
08-02-2012, 08:33 AM
To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

<3



Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.


Please consider unlinking these merits from the spells and making them scrolls, making the merits boost the effects of the whole spell line rather then specific spells, then giving higher AoE tiers.

White Mages and Red Mages alike would love to have Diaga II, Red Mages should have Diaga III, and you could even consider a Dia IV that merely increases the duration of the effect and maybe adds a tiny bit of DoT. Similar treatment can be done for Bio. This can all be done down the road when we have more room for spells.

---

Going a bit off topic - since many of these might not just be exclusive to Red Mage...

Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.


Enfeeble that forces enemy to face one direction.
More Teleports
Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
"Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.

FrankReynolds
08-02-2012, 09:07 AM
Is it me or is this page(7) broken?

My browser (firefox / chrome) seems to hate washburns signature for some reason. It hangs every time I scroll to that part of the page. It's weird because I've seen his signature a hundred times before and never had an issue.

I think it's great (if it's true) that they are planning some really original spells for red mage, but after reading these forums all this time, I really suspect that this is just a stalling tactic.

"Oh hey guys, we didn't completely forget to add stuff to this job... we just uh... we are making it so we can add lots of new spells and stuff... uh, for you guys... not because we need room for the new jobs. This is totally all about how much we love red mage and want it to be super unique. *wink wink"

I suspect that this response means that red mage won't get any new spells until SoA is released.

Sunrider
08-02-2012, 09:13 AM
Going a bit off topic - since many of these might not just be exclusive to Red Mage...

Can we get Blink and Aquaveil to either scale with high amounts of skill or get a second tier? This probably isn't exclusive to Red Mage though, like many things.

You're considering Reflect, also consider Float. I'd like maybe SOS versions of spells that give a super effect but only when health is low.

If there was no limitation to spell lists, we could get a ton of spells that are fun to use creatively too.



Enfeeble that forces enemy to face one direction.
More Teleports
Confuse (Like Paralyze, but hits that proc make the mob hit itself.)
"Homing" - Warp to the nearest previously visited Outpost, Staging Point, Campaign Arbiter, or equivalent.

It would be nice to see more Enhancing magic affected by Enhancing skill. Blink and Aquaveil, but Refresh and Regen manipulable by Enhancing skill as well.

BLM and WHM seem to corner the market on spatial magic, but there can't be any harm in sharing self-cast spells such as Warp with RDM and SCH, maybe with DRK as well. A "Homing" spell to this effect could be nice too.

Also, I have to ask why classes that can cast Raise on others are unable to Reraise themselves. There is likewise no harm (and plenty of benefit), in sharing Reraise with the likes of RDM and PLD... and not at levels 70+, as was done with Regen 2.


I realize a lot of these aren't new spells, but that doesn't make them great ideas for the class.

KSShaezer
08-02-2012, 09:48 AM
Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

There are already sources of Double Attack, that apparently didn't stop anyone from adding Temper.

Economizer
08-02-2012, 10:04 AM
I realize a lot of these aren't new spells, but that doesn't make them great ideas for the class.

Yeah, I kinda have a hard time thinking unique spells for Red Mage that aren't special enfeebles that others have or stuff SE has said no to, or stuff that should go to other classes (I wonder if now is a good time to pitch Reposega again). Buffs are generally something that White Mage and Red Mage share with rare exceptions (like Red Mage's Refresh, Temper, or Enspells, or Scholar's Adloquium), and SE already gave thumbs down to another tier of Enspells.

The way Reflect was suggested was actually aimed toward White Mage incidentally, but I think in exchange for the amount of shared magic, Red Mage will get it to. Kinship of certain traits shared by classes should earn Red Mages that.

All that said, Red Mage should get some more AoE enfeebles. They don't get Sleepga/Breakga, but they should get Paralyzra and Slowga. That way you need multiple classes for that crowd control, and each fills an important but logical niche. Even if somehow Red Mage ended up sharing White Magic based enfeebles with White Mage, they'd get the top tier I'd think, especially if we see decoupling of enfeeble merits to be effect based or even adding the AoE tiers as something the merits provide later.

Well, I can hope anyways.

Dreamx
08-02-2012, 10:07 AM
Is RDM ever going to be useful again?

-In before "It's useful as a paperweight".


That's my only question.

Muse
08-02-2012, 10:09 AM
Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.



What is Red Mage's forte then? Scholar has Red Mage beat on all magics but Enfeebling Magic. (Basing only off of Magic Skill Ratings here) It seems we, RDM's, are suppose to be the enhancer of the group, especially with the new two-hour that was just announced for RDM, but SCH has us beaten by leaps and bounds in this category. So that only leaves us with our one real niche. We can land, or use too, enfeebles better then every other job and make those effects stick hard.

One spell, Plague, would not balance as RDM's are born enfeeblers, and need an enfeebling spell to call their own. If not more of them. MP and TP reduction would be a nice fit into the RDM's arsenal of crippling effects.


That feels like a cheap excuse. There are already abilities that inflict Poison, Paralyze, Slow, Blind, Defense Down, and Attack Down, but none of those stops RDM from having equivalent spells. Plague's MP/TP reduction would be the perfect compliment to Poison's HP reduction.

SCH may specialize in DoT magic, but SCH didn't originate it, nor does it corner the market on DoT magic. RDM haivng Plague wouldn't compromise SCH's abilities in the slightest.


I completely agree with Sunrider's statement. There are several other JA's that inflict status effects and there is a magic equivalent for those. Why not Plague also?

Also, SCH's may "claim" to be the best in DoT magic, but are not. Helix's are unreliable, and doesn't have any other DoT's, not including Kaustra, that POP out as being the best. RDM has access to Dia 3 and Bio 3, where no other job does. Not to mention that BLM has more of a corner on DoT's then SCH with their elemental DoT's and access to the other DoT's, except Dia, without the use of a support job.

Scholar on the other hand does not natively have access to poison, dia, or bio. It has to use a support job in order to have access to these spells. So how is DoT magic a SCH's forte over the other jobs that already does it better?




As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

I'm glad to hear that we will be receiving some new spells sometime in the future. But, I'm also weary that these spells will only focus on enhancing magic, or further push Red Mage away from a party aspect. I'm also weary that these "new spells" will be all jobs, and make Red Mage even less unique then it already is.

Not to say I don't mind solo'ing on my RDM. :cool:

Lastranger
08-02-2012, 10:23 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

Well i got an idea how we can make some room for spells

Remember all those single cast spells rdm has that only we have while whm get aoe version lets delete em and replace em with something that narowly makes us slightly more party friendly.

There that should have opened up ohh about 20+ spell slots not bad for a single idea, oh and dont bother with the we not giving rdm aoe spells, its a old poor excuse, get with the times rdm needs a very big overhaul after all the new jobs released over the years because the game has changed since rdm originally came out let the old view of rdm die and reinvent it

Let us have nice buff's for self and party because cycles never coming back, let us have decent DOT spells at higher tiers then curently availible cuz no one cares if those can kill something in 2 hours when other DD jobs do the same in like 5 min solo, dont let soloist that have too much time be what the job is balanced for.

And finaly if no new tiers of enspells fix the tier 2 ones, no one will think a rdm with double enspell 1 dmg on all hits is overpowered, heck and a way to drain mp on all hits for further dmg, im sure RNf will get that now that i think of it.

Also DO A REAL MERIT OVERHAUL, a lot of mage merits are a joke, make spells into scrolls and give real merits, and reduce single element boost to acc into 1 merit for all elements and add something that u know reflects the RDM job division, also Regain would be nice and please lower level of regen 2 on rdm and give us at least level 3.

As i said theres a lot to fix so get to it, Pwetty pwease ....

Also /Comfort okiput , seems like u drew the short straw or lost a bet over there as u get all of the offical no we CANT posts today.

Raksha
08-02-2012, 11:42 AM
[list]
Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


What?

You guys realize that the only DoT spells SCH gets are helixes and kaustra right?

Blm gets more DoTs than SCH.

Quetzacoatl
08-02-2012, 11:56 AM
Goddamn it SE, why do you hate RDM so much and why must you make me want to take it off life support?!

Red mages are now on par with Puppetmasters in terms of uselessness at this point.

Mattk
08-02-2012, 12:13 PM
DoT related spells are SCH's forte? That makes about as much sense as saying Enfeebling Magic is RDM's forte...oh wait. By the way the immunobreak system sucks. I'll let you know when I get enough immunobreaks to land Gravity II before a NM gets butt raped by DD's.

Sunrider
08-02-2012, 12:36 PM
The problem with RDM's "usefulness" is that there simply aren't events that cater to multipurpose utility. If it isn't high octane healing, damage, or buffing, there's simply not enough room for it.

Campaign and Besieged are examples of events that reward multi-talented classes. The jobs that capably buff (both self and others), heal, nuke, enfeeble, and melee were the ones that received the greatest points, specialization only limited your gains.

Walk of Echoes had potential as a larger-scale Campaign-like event, but the devs couldn't decide whether they wanted to promote party play or individualistic rewards, and so it ended up largely a system where some players sacrificed for the group's victory while others reaped the benefits of that victory from a point system that favored their role.

Events like Voidwatch simply will not favor jobs like RDM without either expanding it's Weapon Skill selection, or turning it into a clone of WHM or SCH. What we need is more differentiation between the magical classes, not less.

Events like Nyzul and perhaps even Einherjar hold potential for facilitation of hybrid classes, Einherjar particularly if the devs can get over this need for monsters powerful enough to require specialized DDs. Creating something like a high-level Garrison (or more refined WoE), and peppering it with loot comparable to current popular events, would be the key to giving RDM (and other hybridized jobs) a place to shine.

Muras
08-02-2012, 01:14 PM
As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Really makes me curious what the exact limitations are. From what I can see, there's currently a total of 440 spells in the game that players can use (Including Impact from Twilight Cloak). I'm just really curious... What is the maximum? 512 perhaps...?



Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.If the devs aren't already aware, there is ongoing contention at the very nature of merited spells and abilities. There are a myriad of reasons, not the least of which being that placing spells under merits artificially blocks the potential for any higher tiers. So long as Dia and Bio 3 remain merits, there's little hope of seeing Dia and Bio 4 under anything but future merits.

There is also major discontent with the limited point allocation for merit spells, which forces an illusory specialization on a class billed for it's diversity.

I really agree with this. The merited spells and abilities made sense when the game was capped at 75, and was thought to be capped at 75 until the end of time. Since the cap increase however, some spells have been completely held back because of their merited counterparts. Protect V was one of the spells that were really messed up because of this, but at least that was fixed. However, the spell effects for Bio IV to VI (Or at least V) are already in the game, but we'll never see them because they're being held back because RDM has Bio III as a merited spell (You can find the effects on YouTube).

And they're not "considerably powerful"... They're just Bio III/Dia III. The DoT isn't significantly higher than the tier II spells (And I hear a DRK's Bio II DoT does as much, if not more than a RDM's Bio III because of their higher Dark Magic), and neither is their attack/defence down. This is expected though... It's just one tier higher than the last. I imagine Bio V would be powerful though.

Here's just a thought to pass onto the dev team... Why not just completely revamp RDM's catagory 2, and add stuff that RDM might actually like while adding the current catagory 2 spells as scrolls? Yes, I understand that this might mean some RDMs losing merits put into the spells but... Merits are easy to get now so it's not that big of a deal. And if RDMs get better abilities and spells, I think it'd be worth it. Especially since it'd mean WHM/BLM/RDM/DRK can get higher tiers of Bio and Dia.


Also, SCH's may "claim" to be the best in DoT magic, but are not. Helix's are unreliable, and doesn't have any other DoT's, not including Kaustra, that POP out as being the best. RDM has access to Dia 3 and Bio 3, where no other job does. Not to mention that BLM has more of a corner on DoT's then SCH with their elemental DoT's and access to the other DoT's, except Dia, without the use of a support job.

This is not true. I don't know why you think the helix spells are unreliable but... They're pretty darn amazing when you do the math. A helix spell lasts 2 minutes and 48 seconds, or a total of 18 ticks (Every 9 seconds instead of 3 like Bio). Even if a helix spell does as little as 60 damage on the initial cast, it'll inflict a total of 1080 damage. And that's a ridiculously weak helix. Normally a helix will land for 300-500 damage and do 5,400 to 9,000 damage over it's duration.

We can pretend Bio III does 18 per tick and is fully merited, which lasts 2.5 minutes/150 seconds. This is 50 ticks or 900 damage. This just shows that this spell isn't exactly "considerably powerful", especially at Lv99, which is why BLM/RDM/DRK should have higher tiers.

The Regen spells are also a part of SCH's "DoT" arsenal, although they obviously don't do damage. I think when Okipuit talks about SCH, he's saying that if they added Plague SCH would get it as well. Or only SCH would get it, I dunno. They did mention a while back they were planning on giving SCH an enfeeb spell that'd effect TP, although honestly I hope it's something more unique so it stacks with Plague rather than being Plague itself.

When I look at SCH and RDM, I see SCH as an enhancer/enfeebler of "Endurance" while RDM is/should be an enhancer/enfeebler of "performance". When you think of it like that, it may be easier to come up with ideas better suited for RDM. For example, they could create a spell that reduces the target's DMG rating. Not all mobs carry weapons, but they still have DMG ratings none the less. Likewise, they could give RDM a spell that boosts PT members DMG as well. +10-20 DMG to any weapon would rock.

Karbuncle
08-02-2012, 03:00 PM
Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
[/list]

mmmmmmmmmmmmmmm, Okay.

I like that they're considering adding new spells... Can we at least deliver on the premise of them being "Enhancing experts"?

Having literally NO exclusive Enhancing effects capable of being casted on other members does not make them a good enhancer. WHM has more buff Potential than RDM at this point, Its sad the job is getting all this enhancing related stuff when the job just feels like its sitting in limbo atm, no real direction.

As far as the actual quoted part goes, Bio III and DIa III are powerful, But so were T-IV Nukes, and Ancient Magic II... Which were replaced and outdated with the level Cap. I think what is boils down too is SE is scared of RDM becoming what it is in 2005, Which will almost certainly never happen again. they need to let RDM have some room to shine.

Give RDM more, Not everything, But more. Them being "Well rounded" only means its doomed. Does SE not see RDM is probably the least used job in the game for any real content? People still play it for fun and if they have no better jobs, Sure, But in almost every single Optimal or Sub-Optimal set up, RDM has no place in the party or alliance.

They have nothing of value to contribute that another job can't do better.

Honestly, my mad ravings aside... I think RDM is a dead job, and judging by SE's reactions to their spells being 'powerful', Its going to stay a dead job. I mean, Dia III and bio III's effects are pretty good, But their difference from Dia II and Bio II are negligible to the point its not worth their spot not going to a WHM or BLM.


HONK HONK There's Abilities that Plague so We're not adding plague right now!

You know, I Actually agree to this. I feel the same way about

Slow (Weaponskills and JA Inflict this)
Paralyze (Weaponskills and JA Inflict this)
Blind (Weaponskills and JA)
Silence (Weaponskills)
Poison (Weaponskills)
Stun (Job Abilities and Weaponskills)

(P.S, For the JA on Slow/Para/Blind - Despoil) All of these spells should simply be removed at this point sine there's abilities that already inflict them. I think we need to remove Lowing as well, as this inflicts Plague which is counterproductive to SAM's Merit JA doing it.

......

i'm being sarcastic, but, Camate if this is the response they gave you, Did you at least look at them funny and laugh like "Is he kidding lol?" and then they all sat there in silence and go "no." and you just walk out of the room with your head down fearing the RDM rage D:?

*Ahem* rage aside, Thanks for bringing us the update and we appreciate you taking the time to do so, Even if its bad news... Bad news is better than no news.

Luvbunny
08-02-2012, 04:18 PM
I feel sorry for Okipuit, seems like she has to deliver EVERY SINGLE bad news from the developers. Please let these so called developers to man up, grow a pair of balls, and face the costumers, the players who pay their monthly salary, and play their game, and actually know more about the jobs and how these so called jobs utilized in the game. Let them know to get off their high horse and actually play the game, and perhaps other more successful games out there and try to incorporate those nifty game play. Evolve or die. Learn from Yoshi P that lead FF14, that is a person who truly has visions and understand what it means to have an open communication with their costumers.

Ophannus
08-02-2012, 04:35 PM
I like how DoT is also SCH's forte. Apparently so is healing, nuking, enfeebling and enhancing since they do all these equal or better than RDM. Only thing RDM has is Refresh II and our merit spells. Sucks that our merit spells are what defines a class when no other job is as dependent on merit spells to be unique or useful. Most of RDM's spells are obsolete at 99 except their merit ones whereas BLM learns new nukes, WHM gets new cures, RDM get no new enfeebles except Addle(which whm gets too) and Gravity II(which is never used because everything resists it and the effect isn't noticable).

Ophannus
08-02-2012, 04:41 PM
Okipuit, there are spells we know exist in the .dat files which have been unused for over 6 years and are taking up valuable spell capacity. These spells include:

Tractor II
Curse (Used by NMs, so this is fine)
Reflect
Might
Faith
Bar-element II
Bar-status II
Bar-elementga II
Bar-statusga II
Poison IV
Poison V
Poisonaga III-V
Bio IV
Dia IV
Dia V
Diaga IV/V
Bio V
Aer(Will probably be GEO's Aera)
Baraer
Baraera
Ignis(Will probably be GEO's Fira)
Barignis
Barignisra
Terra(Will probably be GEO's Stonera)
Barterra
Barterraga
Aqua(Will probably be GEO's Watera)
Baraqua
Baraquara
Toad
Confuse
Berserk
Virus
Invisra
Sneakra
Deodoriza

That's over 60+ unused spells that are jamming up the spell capacity. Oh did I forget there are over 50-70 more unused BLU spells?

Gastric Bomb
Sandvacuum
Intimidate
Buble Shower
Airy Shield
Spider Web
TP Drainkiss
Secretion
Rage
Shakeshroom
Great Whirlwind
Aerial Wheel
Photosynthesis
Ink Jet
Sweep
Shell Guard
etc...
If the capacity for new spells is unavailable, could the dev team either:
1) Introduce these spells for their respective class and balance their effects, they've been in the unused data files since 2006.
2) Delete these spells from the spell registry and replace them with brand new spells that can be implemented immediately.

By deleting these unused spells, you'd free up well over 100 spaces for new spells.

saevel
08-02-2012, 05:35 PM
HAHAHAHA

SE at it again.

I can't even take them seriously anymore. I used to think they just misunderstood the RDM's, now I'm positive they hate us and wish us to go play BLU or SCH.

Seriously ... did they just give the fact that Dia III / Bio III are merits spell to say they shouldn't remove them from the merit list....

Just wow....

ManaKing
08-02-2012, 05:41 PM
How about some new job traits or job abilities, or are we almost full on those too?

Muras
08-02-2012, 06:33 PM
Pre-emptive tl;dr: Deleting spell effects from the hard drive won't help.


By deleting these unused spells, you'd free up well over 100 spaces for new spells.

I'm positive that those spell "effects" do not strain the game. The only time they're loaded into memory RAM (Which is the cause of the PS2 limitations) is when the spell itself actually goes off. After the pretty animation completes, the information used for displaying the spell animation is then freed from memory.

I'm not super knowledgeable when it comes to programming as I'm still learning, so I can only make assumptions as to how spells work in the game. But there're obvious things, like how each spell has an ID number, recast timer, and other information such as a boolean that tells the client if the spell is even usable. In computer science, there are a variety of ways to store information, and each number stored in the RAM can be a different type. (For the long explaination, see Integer (computer science) (http://en.wikipedia.org/wiki/Integer_%28computer_science%29) on wikipedia).

The PS2 is 128 bit, so it can have integers up to 128 bit, but that doesn't mean everything is a 128 bit integer. In order to conserve RAM (The PS2 only has 32 MBs of it) you use lower bit integers to store more insignificant data. A single 8 bit integer is 1 byte, 16 bit is 2 bytes, 32 bit is 4 bytes, and so on.

8 bit integers can only go as low as -128 and as high as 127, or when they're "unsigned" they can go from 0 to 255. Does the number sound familiar? If anyone has been paying attention, this is why people thought an expansion was impossible... Zone IDs were stored as 8 bit unsigned integers. There are a number of ways to fix this problem, and obviously SE did, but it's not as simple as just changing it into a 16 bit integer. Depending on how FF11 is coded, changing core information like this can be a real hassle.

So anyways, my point is the only stuff in memory is only the spell information itself. Spell ID, spell name, recast timer, and so on. I dunno what the exact limitation is but I'm guessing a player currently can only have so many spells learned at once (Assuming all that information is loaded at all times), otherwise the game might break because of a lack of RAM for other stuff.

So obviously there's ways to fix this, but it's not as simple as just deleting the spell effects from the hard drive which is why Okipuit is saying it'll take time since they gotta go through the code and mess with crap. If they really are loading all information up and keeping it in the RAM at all times, I imagine they're gonna change it to just loading information up when it's only needed, and only storing recasts as they happen. I mean, we don't exactly need all 440 recasts kept in the RAM at all times since we'll never be able to cast that many spells at once within 255 seconds, let alone even have the capability of it due to never having full access to all spells at all times (Although maybe GMs do?). They're pretty much "re-inventing the wheel" when it comes to spells, basically. Again, all this information is just speculation since I'm going off my limited knowledge.

At any rate, I sure wish SE was more open about the development process of the game. I study game design and whatnot so I'd love to learn about it, heh.

Kristal
08-02-2012, 06:41 PM
Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
"Unique to Red Mage" is an oxymoron...


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.
If that's a joke, it's a bad one... I didn't even have Dia III/Bio III until it was made mandatory by Voidwatch weaknesses, and even then I only put 1 rank into them for a negligable debuff that fades in 30 seconds... They are not powerfull, they are merely a pain in the ass.


As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
That would be nice. Just make sure other jobs get them as well, at a lower level, cheaper and/or stronger. It is, after all, a fine RDM tradition.

Demon6324236
08-02-2012, 07:10 PM
That would be nice. Just make sure other jobs get them as well, at a lower level, cheaper and/or stronger. It is, after all, a fine RDM tradition.

I know your not serious but I wouldn't say it still, just asking for it ><;

Kristal
08-02-2012, 07:43 PM
I know your not serious but I wouldn't say it still, just asking for it ><;

The harder we hit rock bottom, the higher we bounce back up! Burn it all, break it down. They did it before, they can do it again. Make us stronger, make us better. Exit Red Mage, enter Phoenix Mage!

cidbahamut
08-02-2012, 11:17 PM
The harder we hit rock bottom, the higher we bounce back up! Burn it all, break it down. They did it before, they can do it again. Make us stronger, make us better. Exit Red Mage, enter Phoenix Mage!
Have you not been paying attention? When we hit rock bottom we break out the shovels and start digging.

I see no hope for my favorite job. It's making it harder and harder to stay invested in this game.

tyrantsyn
08-03-2012, 12:11 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:


Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

Disappointed
understandable
good to hear
tired of it.
:D

Kristal
08-03-2012, 12:45 AM
Have you not been paying attention? When we hit rock bottom we break out the shovels and start digging.

I see no hope for my favorite job. It's making it harder and harder to stay invested in this game.

We'd pickaxes at the very least.. at best we'd hit a aquifer and drown... who has ever heard of a soggy phoenix?

Jerbob
08-03-2012, 12:47 AM
Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.
I am sick of hearing SE's excuses that other jobs can't have nice things because of SCH. That job has been the bane of my Final Fantasy existence since it was released. Of course it "specialises" in insert-spell-type-here - it's the supposed "master of tactical magic", which in a combat context is essentially all magic.

If SE genuinely want to make SCH unique (and good luck doing that with the copypaste foundation they've got to work with) then they need to focus on giving the job unique tools that aren't clearly more suited to existing jobs - enmity control was a good start, I suppose - while at the same time not making SCH 80% as capable as all of the other mage jobs combined. "Unique" does not mean "identical to everyone else BUT BETTER", which appears to be the SCH theme.

Specifically for a plague spell: It would be an enfeebling spell - a skill from which SCH only has Sleep and Sleep II, and with which it has a lower proficiency than RDM. It would deal TP and MP damage over time - and not HP, which is the only "over time" effect SCH has thus far claimed to specialise in. It would reduce the combat effectiveness of the enemy mob, something which none of SCH's native spells do (again possibly excluding Sleep, depending on how widely you want to define it). It is not a SCH spell.

I think it's also fair to say that even if these points weren't all true, the idea of not giving jobs new spells because they would be stealing from SCH, of all jobs, is taking irony to new and dizzying heights - and would almost be funny if it wasn't so ridiculous.

Stop using SCH as an excuse, SE. RDM deserves better. All of the mage jobs deserve better.

Ophannus
08-03-2012, 12:51 AM
To clear up something real quick, these NA community team are basically just translating what's posted on the JP forums from the JP community team. Most feedback/posts Camate and gang give us are not unique posts but are translated versions of JP posts. Usually if you come to this forum around 9AM EST and check the JP dev tracker, the posts for the day are there first, then 5-6h later, it's translated on the NA boards by Camate etc. That being said, it seems almost futile to send feedback because our prayers are never answered. All the 'quotes' the NA dev team use in their posts regarding posts players make and subsequent answers are just questions/answers from the JP boards which is why you rarely see the player's name in the quote. In regards to people thinking giving dev feedback on these boards is gonna make an impact, I'll refer you to the New BST Jug vote thread where 90% of BSTs in the NA/EU board voted for Scorpion and the JP forums voted mostly for Falcorr, yet the NA votes far exceeded the volume of the JP votes and yet the JP's won.

Belmonts
08-03-2012, 01:14 AM
Translation from our dear SE:


http://www.seomoz.org/images/upload/simpsons_nelson_haha2.jpg
No love for RDM's


...sad.

saevel
08-03-2012, 01:16 AM
To clear up something real quick, these NA community team are basically just translating what's posted on the JP forums from the JP community team. Most feedback/posts Camate and gang give us are not unique posts but are translated versions of JP posts. Usually if you come to this forum around 9AM EST and check the JP dev tracker, the posts for the day are there first, then 5-6h later, it's translated on the NA boards by Camate etc. That being said, it seems almost futile to send feedback because our prayers are never answered. All the 'quotes' the NA dev team use in their posts regarding posts players make and subsequent answers are just questions/answers from the JP boards which is why you rarely see the player's name in the quote. In regards to people thinking giving dev feedback on these boards is gonna make an impact, I'll refer you to the New BST Jug vote thread where 90% of BSTs in the NA/EU board voted for Scorpion and the JP forums voted mostly for Falcorr, yet the NA votes far exceeded the volume of the JP votes and yet the JP's won.

This is pretty much how it goes. The devs completely ignore the NA's other then what little Camate and crew send their way. All that happens is the CR's compile a list once a week to present to the devs during a team meeting, the devs take 5 ~ 10 min (if that) to look over it then continue on their agenda for the day. Where as the JP forums get read and talked about by the devs daily.

So yes NA/EU feedback is completely ignored right now. These forums are just a media outlet for the CR's to give us translated versions of the JP feedback.

Quetzacoatl
08-03-2012, 01:24 AM
I think SE needs to realize the gravity of the situation here (pun, uh, sort of intended I guess):

http://24.media.tumblr.com/tumblr_m84yuuBavK1r9qs6bo1_r1_400.jpg

Daniel_Hatcher
08-03-2012, 03:03 AM
I think SE needs to realize the gravity of the situation here (pun, uh, sort of intended I guess):

http://24.media.tumblr.com/tumblr_m84yuuBavK1r9qs6bo1_r1_400.jpg

That hat needs to rest on top of the gravestone at an angle.

Hashmalum
08-03-2012, 08:18 AM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.We understand this. However, there would seem to be no reason that it is difficult to add already existing monster spells such as Virus, Dispelga, or Poison III. The limitations on the number of spells also have no bearing whatsoever on the much-requested conversion of merit spells to regular spells.



Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.Actually, the fact that other jobs have it is precisely why we think we should have it. The effect already was deemed suitable for player use, it's an enfeebling effect, and we are the purported masters of enfeebling. The other jobs that have it, BLU and SAM, are primarily considered to be melee direct damage jobs. They aren't in competition with RDM for invites because their role in the party is different. No one will ever stop inviting SAM because RDM got a more useful Plague effect than Blade Bash, and no one will ever consider Delta Thrust obsolete if RDM got Virus.

Sunrider
08-03-2012, 10:02 AM
and we are the purported masters of enfeebling.
S-E has never admitted to that. It's the players that made that assumption, and on mostly false grounds.

Economizer
08-03-2012, 10:16 AM
If the capacity for new spells is unavailable, could the dev team either:
1) Introduce these spells for their respective class and balance their effects, they've been in the unused data files since 2006.

I'm certainly hoping for implementation. Regardless, they have to address the running out of space long term like they said they would.

Taking your list, let's take a look at it, well the non-BLU parts anyways.


Tractor II - Hard to believe this is in the game. I can't really imagine what it would do short of being a longer distance tractor, or another recast timer, both of which would probably be better served with job traits or adjustments, even with more spell slots.
Curse - In addition to NMs, there are player weapons that have en-Curse on them. I think a low effect for a small amount of MP might work.
Reflect - They discussed adding this. I expect it to be a WHM/RDM spell, since it was suggested and considered from the JP WHM subforums, and RDM shares spells like this.
Might - Might might already being in the game as Temper, or at a stretch, Gain/Boost-STR. An interesting take would be increasing Attack power and making it and Faith not stack. Another intesting take would be it as an upgraded version of Temper that Red Mage can cast during a 2hour.
Faith - Usually would give increased magic attack power. Given the name I think it would either be renamed or given to jobs appropriate to the name. Maybe non-self cast as a party buff if given to a job that is "bad" at nuking?
Bar-element II/Bar-status II/ga - Bar-status II spells aren't something I suspect many people will care about until we have testing that conclusively shows the original ones are actually useful, and shortening the duration of effect on something you can remove instantly doesn't count. I have a hard time seeing an upgraded tier of Bar-element spells unless it is another Arise or new merits. The exception to this would be if they stacked with the old ones like Bard spells do in order to make it so you can cover two elemental weaknesses at a time, but not double up on one. If this is the case, I definitely see RDM getting it for itself easily, and the WHM ones will be an ordeal and a half to get. In short, I doubt we'll see these.
Poison IV/Poison V/Poisonaga III-V/Dokumori: Ni - It would be about time. The SCH excuse doesn't really hold all that well because these would stack with SCH abilities.
Bio IV/V/Dia IV/V - Unlikely, but if increasing the effect is out of the question, duration is a good choice for improvement.
Diaga II/III/IV/V - We should get Diaga II at this point regardless, but if a decision is made on higher tiers of Dia, it would be nice to see higher Diaga tiers as well.
Toad - Would be interesting, but hard to know what it would really do to NMs, if anything. If it does get in, I'd love to see NMs turn into size appropriate frogs, and this should weaken them in some simple way while being funny, maybe doing what Impact does without costing an arm and a leg in MP.
Confuse - Paralyze III, but different element. Procs hurt the mob instead of doing nothing.
Berserk - I'd imagine most NMs would be fairly immune if this was mob castable, but I'd be more interested in the enhancing applications of this spell. Obviously the player casted version would be cancel-able if it blocks non-auto attacks.
Virus - Don't see why not. Effects can always be weakened if needed.
Invisra/Sneakra/Deodoriza - About time. There is no excuse not to since SCH can make these things AoE. It won't really make the game easier, just more fun since players will waste less time.


Honestly, I don't expect half of these to ever be spells.


"Unique" does not mean "identical to everyone else BUT BETTER", which appears to be the SCH theme.


Stop using SCH as an excuse, SE. RDM deserves better. All of the mage jobs deserve better.

I think this deserves reiteration, although I'll hold the speech about why for now.

Anyways, EVERYONE will should get new spells as the spell list limits are fixed. I think this will help EVERYONE be more "special" or whatever each job needs to stand alone and together. Some new spells will be shared going forward, some will not, but I think with more room for it we'll have more possibilities.


I think SE needs to realize the gravity of the situation here (pun, uh, sort of intended I guess):

HA!

Sarick
08-03-2012, 02:43 PM
Confuse Wind based would do a lot for RDM!!

Target is confused and attacks himself (instead of just being paralyzed and standing there they self inflict damage)

Amnesia?

Let red mage have flash back too, pld got phalanx

Scuro
08-03-2012, 03:27 PM
lol I love seeing when RDMs argue what certain jobs are designed to be, with the people that have actually designed the jobs, its just so cute.

Quetzacoatl
08-03-2012, 03:32 PM
I would like to actually see Confuse as a Thunder-Based enfeeble named as "Seizure," Because Charm already does the job of what confuse "does." But since we're talking classic confuse where it makes the target of the spell hit itself...I've posted this idea a few times in this section.

Summed up, it locks the enemy/player into combat mode, while the enemy/player hits themselves on an occasional chance during attack rounds, and should have a proc rate of 15-25% (30-40% with Saboteur active).

At best, it would add to the party play by making enemies DIE QUICKER! As long as it's easy to land (assuming resistance isn't an issue) and it's Exclusive to Red Mage. No, SE, making the mob hit itself does not make this a DoT spell for SCH to use. At worst, it could be one of the deadliest debuffs cast on a player character, because they won't be able to disengage while Seizured.

SE, even though it may sound like to you guys that Plague is a SCH spell, I do believe RDM deserves this spell as well. YOU DO NOT HAVE THE OPTION OF REJECTING YOUR SUBSCRIBERS' IDEAS AND SUGGESTIONS ON THE MATTER OF TRYING TO BRING A DEAD JOB BACK TO LIFE.

Lilia
08-04-2012, 01:22 AM
lol I love seeing when RDMs argue what certain jobs are designed to be, with the people that have actually designed the jobs, its just so cute.

^^ wait was you not the blu , who know for what rdm is designed?
:)

Daniel_Hatcher
08-04-2012, 01:36 AM
^^ wait was you not the blu , who know for what rdm is designed?
:)
Best to not acknowledge him, he does this now and again, I'll imagine when he's not getting any.

cidbahamut
08-04-2012, 01:55 AM
Just report his posts for trolling when he shows up and tries to cause trouble. He'll get banhammered eventually.

Sarick
08-04-2012, 02:35 AM
RDM is a tactical mage, generalizing in the most useful method to weaken/enfeeble, inflict magic/melee damage or beneficial status effects for the team.

I like these.

Confusion << Love it as a replacement for paralyze III not only does it stop the enemy attacking the tank but causes it to inflict damage on itself in the process of whatever ability or spell it's using.

Demi << If it stuck would be one of the baddest starting nukes/enfeebles in game. If I recall this when it stuck would do a straight up percentage damage to the enemy. This enfeeble alone could bring back RDM for big NM fights. Think about it. at the start of the fight being able to take off 25% of the mobs total HP with a 10 second bind would catch some attention.

Reflect << Another good one.

Plague << belongs to Dark Knight sorry.

Amnesia << Who has this enfeeble It sounds like a great RDM only enfeeble.

Death << sorry another DRK/BLM only spell.

Faith << Not my cup of tea.

Temper << Why is this double attack and not doubles melee damage and TP gained. Feed it TP..

Mini << Cut's target attack and defense down , it would have to increase evasion and /or magic otherwise it'd be overpowered.

Pain ペイン << Inflicts Blind, Silence, MP drain and Poison on the target

Berserk バーサク Inflicts Berserk on the target, increasing their physical strength but decreases their ability to defend reducing defense.

Ravage >> Adds a dispelling dot that constantly removes a beneficial status effect every 5-10 seconds.


Just a few things they could add that already exist in FF in one way or another.

Sunrider
08-04-2012, 03:00 AM
Plague << belongs to Dark Knight sorry.Exactly where did you get that idea?

Sarick
08-04-2012, 03:06 AM
Just seems like an arcane dark magic. Not saying RDM wouldn't use it.. I'd rather have something like confuse, Dimi and ravage. Who's to say ravage couldn't have the plaque like effects as well where it randomly Dispels, causes HP damage, MP damage or TP damage.

Scuro
08-04-2012, 03:19 AM
^^ wait was you not the blu , who know for what rdm is designed?
:)

The difference though, is that my idea of what a RDM is, is actually correct in that it is a back line job, instead of the RDMs which will tell you, it COULD be a frontline. I just find it funny how all these RDMS are all up in arms about the whole "WTF DoT spells are SCH ONRY!?" when we got helixes, regens, klaustra, and embrava; so pretty safe to say we got that on clutch. Yet what is even more funny is that not even SCH has that spell, BLU does. So its pretty safe to say if SCH doesn't have such a spell, good luck trying to get it on RDM.



Best to not acknowledge him, he does this now and again, I'll imagine when he's not getting any.

Nah, I just find coming to RDM forums are a great laugh and usually filled with idealism and hopes that hold the job back entirely, if anything this is my cigarette after sex lol.

Also, my posts are not "Trolling" mine state an opinion that RDMs think they know all about what the job should be because of what it was back in the day and because it USED to be called "The Jack of all Trades" which it is not referred to these days outside of the wiki's initial description. My opinion states that RDMs simply would step all over other jobs and disrupt game mechanics, just so the job could be worth a damn. And to be frank, if its going to be worth anything it can't step on others. Thats why I'm still around in the forums for not trolling ^^

Sunrider
08-04-2012, 03:25 AM
Just seems like an arcane dark magic. Not saying RDM wouldn't use it.. I'd rather have something like confuse, Dimi and ravage. Who's to say ravage couldn't have the plaque like effects as well where it randomly Dispels, causes HP damage, MP damage or TP damage.
I'm trying to understand why you think it would be Dark magic and not Enfeebling. Is it the name?

In that case, I don't see a reason why poisoning your opponent sounds any less sinister than inflicting disease. They both sound malicious.

Scuro
08-04-2012, 03:36 AM
On a more serious note


RDM is a tactical mage, generalizing in the most useful method to weaken/enfeeble, inflict magic/melee damage or beneficial status effects for the team.

I like these.

Confusion << Love it as a replacement for paralyze III not only does it stop the enemy attacking the tank but causes it to inflict damage on itself in the process of whatever ability or spell it's using.

Demi << If it stuck would be one of the baddest starting nukes/enfeebles in game. If I recall this when it stuck would do a straight up percentage damage to the enemy. This enfeeble alone could bring back RDM for big NM fights. Think about it. at the start of the fight being able to take off 25% of the mobs total HP with a 10 second bind would catch some attention.

Reflect << Another good one.

Plague << belongs to Dark Knight sorry.

Amnesia << Who has this enfeeble It sounds like a great RDM only enfeeble.

Death << sorry another DRK/BLM only spell.

Faith << Not my cup of tea.

Temper << Why is this double attack and not doubles melee damage and TP gained. Feed it TP..

Mini << Cut's target attack and defense down , it would have to increase evasion and /or magic otherwise it'd be overpowered.

Pain ペイン << Inflicts Blind, Silence, MP drain and Poison on the target

Berserk バーサク Inflicts Berserk on the target, increasing their physical strength but decreases their ability to defend reducing defense.

Ravage >> Adds a dispelling dot that constantly removes a beneficial status effect every 5-10 seconds.


Just a few things they could add that already exist in FF in one way or another.

Reflect is more of a monster based spell, and will probably go to BLU or Geomancer apparently since its all about stasis spells,

Plague doesn't belong to DRK, it actually belongs to BLU, please check Lowing and Delta Thrust,

Amnesia, pretty sure thats a mob spell, and pretty sure it would go to BLU

Death, nope that is not a DRK spell because its already a BLU spell called Mortal Ray

Faith, if its the whole magic boost thing, than cool, but from what people have told me what faith would be as a Regain, Haste, Regen spell, probably not going to ever happen thanks to Embrava for SCH's unless SE feels it will help balance RDM and SCH out, which to be frank, I would be pissed this not being a 2 hr, and it would need to be drastically weekend from Embrava since we SCH's have to pop a 2 hr just to use the damn thing. But Magic boost, thats cool.

Mini sounds interesting, got no disputes with that business

Pain..... sounds a lot like BLU's Bad Breath, oh ya thats because it pretty much is, and I doubt such a spell will actually be implemented.

Berserk.... well thats a JA, so doubt such a spell will actually see the light of day

Ravage LOL!!!! Ya Right! Keep dreaming! Unless thats a 2hr spell, something that unlimited will NEVER see the light of day.

And to the above, if sneakra/invisra/deodarizra were to be in place, I seriously doubt it would go to RDM, it would go to WHM, ya know... with the whole Protectra/shellra spells natively and the whole bar spell thing. That and that one thing where WHMs are the ones that can AoE spells with out /SCH while RDM pretty much only single person casts.

And Curse? That would be seriously doubtful unless it had a Super high miss rate like BLU's Mortal Ray, I seriously doubt they would allow you to just cast and land with ease that spell because it would literally cut down killing mobs to half the time and would be just over all over powered.

All the rest, meh that seems fair.

Daniel_Hatcher
08-04-2012, 03:56 AM
Reflect is more of a monster based spell, and will probably go to BLU or Geomancer apparently since its all about stasis spells, AND OTHER RUBBISH

You truly enjoy talking nonsense. It has NEVER been a Monster spell, and neither is Amnesia (while we're at it, interesting detail: NM's can be mages and cast White Magic like Amnesia and Reflect it's not an Enemy special ability it's actual magic), that said it will go to Rune Fencer, you know the Magic Resistant "tank."

Take your pro-BLU rubbish to the BLU forum. We have no interest in your nonsense here.

Sarick
08-04-2012, 05:19 AM
Scuro

It's just like every other spell that was more or less Job specific going to other jobs. Why would it matter if some of those monster type spell abilities translated into new spells for RDM?

RDM had Cure V > was later made WHM only.
RDM Had Flash > was later removed because PLD was added.
RDM Had Phalanx > Was given to PLD
RDM Has Paralyze > WHM is very effective with paralyze to get ahead you need the merited tier II version.
RDM Has Slow > WHM is just as effective at sticking a good slow as RDM, you need tier 2 to get advantage.
RDM Has Addle WHM gets it too.
RDM Has Blind, Yadda yadda yadda the list go's on...

You see the pattern here. Just because blu can get it through a monster ability or spell doesn't equal it being blue specific. There are so many spells that don't identify RDM anymore. THe BLU spells identify the job by coping monster abilities. RDM can have spells that do the same thing and not encroach on blu.

I think you should go back to the BLU forum and stop messing with the RDM forums because you're not out of the loop like RDM is when it comes to endgame VW events. People want a BLU for triggers you don't see them asking for RDM anymore because the job isn't as wanted.

Quetzacoatl
08-04-2012, 07:43 AM
Scuro is BLU because he has BLU Balls behind dat computer screen.

Seriously though, do not feed the idiots.

Ophannus
08-04-2012, 11:51 AM
Berserk.... well thats a JA, so doubt such a spell will actually see the light of day

Before Berserk was ever an ability that enhances attack in a Final Fantasy game, it was a status ailment that made your character uncontrollable and would only autoattack; spells and abilities were restricted. If it was implemented in this game as a mob spell, it would be very similar to charm in that you can't input any commands but unlike charm, you would auto-attack the mob. Like charm, if you aren't engaged, you'll draw your weapon and engage now. So going by the animation of the spell in the .dats, I can see that it resembles an enfeebling spell, it looks detrimental not beneficial. I can see mobs putting up badass spikes then berserking your alliance, forcing you all to die to spike damage. Seems to powerful to be a player spell because if it was, it'd be like Amnesia and Silence combined lol.

Demon6324236
08-04-2012, 11:59 AM
Before Berserk was ever an ability that enhances attack in a Final Fantasy game, it was a status ailment that made your character uncontrollable and would only autoattack; spells and abilities were restricted. If it was implemented in this game as a mob spell, it would be very similar to charm in that you can't input any commands but unlike charm, you would auto-attack the mob. Like charm, if you aren't engaged, you'll draw your weapon and engage now. So going by the animation of the spell in the .dats, I can see that it resembles an enfeebling spell, it looks detrimental not beneficial. I can see mobs putting up badass spikes then berserking your alliance, forcing you all to die to spike damage. Seems to powerful to be a player spell because if it was, it'd be like Amnesia and Silence combined lol.

An easy fix to that is make it also raise the attack speed and power of whatever is effected with it. You will still stop them from using TPs & Spells but the damage from normal attacks would make it somewhat balancing. For enemies using it on players, if they are doing something cruel like you suggest, making you stronger wouldn't help you to much because not to long after, you will be dead from your own attack, which would be even faster due to the attack speed being faster.

Scuro
08-04-2012, 04:21 PM
You truly enjoy talking nonsense. It has NEVER been a Monster spell, and neither is Amnesia (while we're at it, interesting detail: NM's can be mages and cast White Magic like Amnesia (Scuro: Name an NM that casts specifically "Amnesia" because last time I checked those were all TP moves that inflict it but yes go on) and Reflect it's not an Enemy special ability it's actual magic), that said it will go to Rune Fencer, you know the Magic Resistant "tank."

Take your pro-BLU rubbish to the BLU forum. We have no interest in your nonsense here.

Hmmm its almost like one way you get Monster abilities, is if its a spell.... Oh ya because that is how you get BLU magic, like Firespit (Which is why you can't get it off of just ANY Mamool, you have to get it off the Magic Mamools because only than does it work like magic) and etc. Just had some fun whipping that one back.

Wait, you're level 6.... why am I even wasting my effort to debate with you, when you didn't even give a real argument other than stating that monsters use said abilities as magic (which is exactly how BLU gets their magic) and than just insulted me.... Ya not worth it lol.

Scuro
08-04-2012, 04:38 PM
Scuro

It's just like every other spell that was more or less Job specific going to other jobs. Why would it matter if some of those monster type spell abilities translated into new spells for RDM?

Scuro: Say that again to your self... really slowly, mkay now think about it how do BLU's get their spells..... No not from an NPC..... ya Monsters, so its almost like..... if a monster does something that is ONLY used by unique sets of monsters that it should belong to BLU. Its like that makes sense. Now lets see here, does a RDM get fat tp store? Nah because thats SAM and RNG.... ya kind of unique to them. Does RDM get steps and waltzes.... nope that sounds a lot like a DNC.... now do you see how the trend works? RDM's spell abilities are either limited to RDM unique things like Temper or Refresh.... Or to WHM or BLM spells NOT things that belong to mobs.


You see the pattern here. Just because blu can get it through a monster ability or spell doesn't equal it being blue specific. There are so many spells that don't identify RDM anymore. THe BLU spells identify the job by coping monster abilities. RDM can have spells that do the same thing and not encroach on blu.

Scuro: Thats because RDM never had spells that "Defined it" aside from Refresh because it is a class designed to use both WHM and BLM, and not to be a specialist, which is a big problem in a game that is pushing for specialist jobs and exiling vague general jobs. Also do you see how that is ignorant? "Ya just because it comes from a monster doesn't mean we can't have it!" No.... thats exactly what that means, thats our turf, and you're not welcome, now would I be willing to let go of things like disease, sure why not, but if anything its going to go to a SCH before it goes to a RDM. Yet RDM is not welcome to said spells, at all. Thats like when RDMs were trying to get DD RDM to work and wanted to integrate something that would work like steps and act as a DNC..... No.... That is not you're field, nor you're expertise. You don't' see SE giving RDM death.... Nope because its a mob spell, and because it goes to whom? BLU. Do RDMs get terror spell? Nope because it goes to BLU, do you see the general trend there, mostly all of the time if its used by a mob, just take a shot in the dark as to who it is going too.

This is you again...

I think you should go back to the BLU forum and stop messing with the RDM forums because you're not out of the loop like RDM is when it comes to endgame VW events. People want a BLU for triggers you don't see them asking for RDM anymore because the job isn't as wanted.

Scuro:
For starters I wasn't in the RDM forum, it was posted on the front page of the forums, thus my intrigue, two I'm here to help level out what is reasonable for RDM and why. So you all don't get too out of control with you're wild ideas. And if you really think because I'm not a "RDM" I shouldn't be able to speak in said forums, just give me a few days, I'll hit 99 on it and than I'll be back here and doing the same thing anyway with that justification, even though the idea of leveling such a pointless job bothers me but if its for the sake of discussion, so be it.




Scuro is BLU because he has BLU Balls behind dat computer screen.

Seriously though, do not feed the idiots.

Yo bro, I ain't even jelly, child (/slowclap good job bringing up irrelevant RL info into this discussion), I know how much I get and I'm fine with it haha so just keep spouting out you're trolling garbage when you call me out for being a troll, thats not hypocritical at all or anything.... Oh ya it totally is.

FrankReynolds
08-05-2012, 03:19 AM
Yo bro, I ain't even jelly, child (/slowclap good job bringing up irrelevant RL info into this discussion), I know how much I get and I'm fine with it haha so just keep spouting out you're trolling garbage when you call me out for being a troll, thats not hypocritical at all or anything.... Oh ya it totally is.

Dude, your in a red mage spell thread going on about Blu magic. You don't get to call anyone troll, as You are in the wrong forum entirely. Please stop derailing and post this stuff in the appropriate forum unless you are going to post some suggestions about RED MAGE.

On topic: An enfeebling spell that significantly lowers a mobs resistance to weapon skill damage specifically and stacks with Dia would be a good way to get red mage into large group zergfest content like VW and Legion. Or any setting really.

Adding special red mage only affects to currently existing enfeebles / buffs would also be a cool option. IE. adding a high probability of a stun upon initially landing para2, or adding a plague effect to poison when cast by a red mage, or adding magic resist down to gravity 2.

Rooj
08-06-2012, 10:26 AM
Why are people so interested in keeping NMs from using TP moves via whatever method they can muster? Is the game really that hard for people?

Sunrider
08-06-2012, 10:45 AM
Have you ever done Voidwatch?

that aside, I think TP moves is one of the few enfeebling categories left unexplored. We have items that enhance Weapon Skill accuracy and damage (gorgets come to mind), it might be interesting to see enfeebles that do the same for mobs, be they Voiwalkers or otherwise.

Rooj
08-06-2012, 11:10 AM
VW is not hard...................

Demon6324236
08-06-2012, 02:15 PM
VW is not hard...................

Because of Fanatics... do a run at VW without having anyone with Fana fight a T3+ VWNM and tell me how it goes.

Rooj
08-06-2012, 02:37 PM
These people.

Crimson_Slasher
08-06-2012, 04:31 PM
Im gone a few days and in prances a galka sputtering nonsense! Who let him off his leash?!

In seriousness you have already openly and publicly stated multiple times Scuro that you have no intention of ever playing redmage, and have not played redmage. As such, you have no investment in our discussions and offer nothing constructive. If your intention is sinister in nature and seeks to be desctructive, then you had best expect to be ignored. You have not offered any means to actually fixing the job and have only demonized the players who do want to play in some other capacity other than refresh/cure/haste whore.

Backline or frontline is up to the player playing, and while ive not been the most fair to those i disagree with, i can tell when someone is just here to pick a fight. You came to have people contradict you and simply turn their statements around in some game to make yourself look like a winner. I am not interested, and would prefer you to move along.

You also have not recieved one like in these forums so outside of bringing in your own support, you are not supported here. Say what you will and respectfully go back where people actually want you?

Rooj
08-06-2012, 04:59 PM
Backline or frontline is up to the player playing,

and the players they play with. Most people are not going to let a RDM run up and melee NMs (with reason).

FrankReynolds
08-07-2012, 01:16 AM
and the players they play with. Most people are not going to let a RDM run up and melee NMs (with reason).

Who are you? Scuro's baby momma? Why are you even in this thread? There are plenty of threads where people are complaining about drop rates and / or difficulty in VW, where your trolling efforts would be far more fruitful. Use the search function. Troll like a pro.

saevel
08-07-2012, 08:43 AM
She / He is another troll from that place we don't speak about. Just like Scuro their here to try to start drama so they can get cool points.

Just add them to your ignore list, works wonders.

Rooj
08-07-2012, 02:48 PM
The hell just happened?

Rooj
08-07-2012, 03:10 PM
There are plenty of threads where people are complaining about drop rates and / or difficulty in VW

I'm not gonna talk about drop rates, but I'll certainly say that the MAJORITY of players are NOT skilled players. That's a simple fact taken from statistics posted by many companies who develop MMORPGs, showing that only a small fraction of players can beat the "hardest" content. I can guarantee you 95% of the people posting in this thread have never beaten Legion.

Quite frankly I'm really tired of playing with low skill players. They plague me everywhere I go... I am always a top ranked/rated player in every game I play but low skill players are always holding me back. Think about it. If most of the players aren't skilled, who is it that controls gameplay and balancing? It's these players. This is part of the reason that MMOs will never be truly balanced, because of the gap between a skilled and unskilled player. And I don't mean any insult by any of this.. you can't deny that each player has their own level of skill, and that the majority of players lack a high level of it.

Here's another fun fact: most of you don't even play your Red Mage. It's the only class I play, unless someone needs my Treasure Hunter and therefore I play this character instead. So, sadly I have to tell you that you should stick to your simple Blue Mage and leave Red Mage to those that can handle it. Some of the things that have been suggested to fix this job are just embarrassing.

Demon6324236
08-07-2012, 04:08 PM
Just so you know, I play other jobs but I play RDM more than all other jobs combined. So if you think any of my ideas are bad tell me straight up and take them to heart, because what I say, isn't of someone who doesn't know/play the job.

Neisan_Quetz
08-07-2012, 08:09 PM
What the hell? I've stopped playing Rdm because I have no reason to bring the job pretty much anywhere, not because I hate it.

tyrantsyn
08-08-2012, 01:17 AM
And yet none of this has anything to do with the topic........

FrankReynolds
08-08-2012, 08:41 AM
I'm not gonna talk about drop rates, but I'll certainly say that the MAJORITY of players are NOT skilled players. That's a simple fact taken from statistics posted by many companies who develop MMORPGs, showing that only a small fraction of players can beat the "hardest" content. I can guarantee you 95% of the people posting in this thread have never beaten Legion.

Quite frankly I'm really tired of playing with low skill players. They plague me everywhere I go... I am always a top ranked/rated player in every game I play but low skill players are always holding me back. Think about it. If most of the players aren't skilled, who is it that controls gameplay and balancing? It's these players. This is part of the reason that MMOs will never be truly balanced, because of the gap between a skilled and unskilled player. And I don't mean any insult by any of this.. you can't deny that each player has their own level of skill, and that the majority of players lack a high level of it.

Here's another fun fact: most of you don't even play your Red Mage. It's the only class I play, unless someone needs my Treasure Hunter and therefore I play this character instead. So, sadly I have to tell you that you should stick to your simple Blue Mage and leave Red Mage to those that can handle it. Some of the things that have been suggested to fix this job are just embarrassing.

Okay, we get it. You're really good. We don't deserve to play your game. Now please go away. We have all been informed of your greatness. You may continue to bring your campaign of greatness to the next thread.

Rooj
08-08-2012, 11:56 AM
Sigh. Why are FFXI players so emotional?

ManaKing
08-08-2012, 12:37 PM
It's an emotional game that is social in origin?

Also, I take my RDM almost everywhere, even to Legion. I CSS all the things. Am I evil plague on my alliance for bringing my RDM? IDC.

Rooj
08-08-2012, 12:49 PM
its an.......................... emotional game..................................???????????????????????

???????????????????????????????????????????????????????????????????????????????????????
??????????????????????????????????????????????????????????????
???????????????????????????????????

Rooj
08-08-2012, 12:51 PM
Aaaaaaaaaanyway, you take your RDM /almost/ eveywhere... where do you NOT take it?

Demon6324236
08-08-2012, 01:07 PM
Aaaaaaaaaanyway, you take your RDM /almost/ eveywhere... where do you NOT take it?

Only places my RDM doesn't go is to things I absolutely need that people wont accept my RDM, such as Aello shouts. I normally end up on PLD for them, now if it were Qilin, I can do without Qilin, so I tell people either I come RDM, or I don't come. My ls knows I do everything on RDM better than most people in my ls do on any job so they don't really care either way. Thats just me at least.

ManaKing
08-08-2012, 03:47 PM
Any place I can't. Then I take BST and still have a good time.

Lyberty
08-08-2012, 10:09 PM
The problem I see is that BLU and SCH are SE's new babies and RDM is the older son that is already all grown up and for that it doesnt get presents anymore... Come on guys... RDM is super outdated and deserve better than what you guys are giving to it. I dont even play RDM anymore because in all seriousness we havent gotten a cookie for ages and Im not happy about it at all... Hey devs, I got it, you dont like RDM... Its fine just kill it already and stop the torture.

/retires RDM.

ManaKing
08-09-2012, 04:51 AM
RDM could get a couple of enhancing spells and maybe an enfeebling spells. That's about it. We'd be better off asking for job traits and abilities.

RDM is a 2nd rate Healer and Nuker, not in potency, but in spell selection and it always has been, so getting new heals or nukes isn't going to happen, unless it's something like Impact, which most RDMs don't have anyways.

Divine has always been a joke and Dark Magic is a side note for Bio 3, which has done little but earn us the disdain of the general community.

Enfeebling would be nice, but everything we ever get is either benign or castrated as soon as it is found to be effective. Dia 3 is our only good enfeeble because it can't be resisted. Everything else is subject to the whims of rules that make absolutely no logical sense. Gravity 2 has landed on absolutely nothing worth landing it on ever and it was designed that way.

Merit 2s are as bad as BLM's merit 2s in that they don't matter. They reduce white damage. Too bad the general community doesn't care about white damage and the reason for that is because SE never made them. They will make NMs that will TP your face off and kill all your friends too, but a NM that has substantial white damage does not exist.

If you remember when you could pull hate with Blind because it actually generated more hate than general DDing, then you remember what enfeebling used to work like. Also blind was worth casting because mobs could miss. I used to really like enfeebling, but it's a train wreck that isn't worth crying over because the game moved past the need for it.

I still play RDM because I enjoy enhancing magic. Enhancing magic, much like Dia 3, can't be resisted. SE is also mildly more generous with our enhancing because our combat and magic skills are generally sub par. I don't care if it takes me 2 minutes to buff every time i get to a zone. I turn into a strange hybrid that doesn't die easily and puts out decent numbers. With good gear you can even do good numbers.

Brave and Faith are both really good idea of how to let RDM switch 'stances', but honestly I don't think you should be switching stances. The point of RDM is that it has semi gimped skills because you can use them when you want. You don't intentionally start off worse than others so that you can specialize to be effective. Specialization is something you are good at and get better at to be effective. What we need is synergy.

Examples of Synergy:

We need Enfire III that deal twice as much damage as Enfire I. It needs to lower the magic evasion of fire for the mob we hit with it, and it needs to raise our affinity to fire by a reasonable (read this as balanced) amount so that we can nuke harder against them. It needs / to be lower priority than useful additional affects like the ones from Excalibur and Ephemeron. They need to apply to all hits so we actually get a damage increase that can keep us closer to the majority of players that want to hit things with weapons.

Occult Accumen would make it so we could nuke while not slowing down our TP gain. We wouldn't have to sacrifice damage for other kinds of damage. It's funny that DRK, which won't nuke, and BLM/SCH which won't WS for the most part get OA, but RDM does not. We are suited for it. We are a jack of all trades. We steal things from other jobs that mix magic and melee. We should be on this.

Spontaneity Upgrade. It would be nice if we could use Spontaneity to create level 2 SC properties. Example. Cast Water 4 on a mob, follow it up with Blizzard 4 via Spontaneity. You create, Distortion. From here you have 2 options. Magic Burst OR you can Requiescat and create Dark SC. Magic Burst off this as well. The reason why we should get this is because RDM can use every type of level 2 SC property if they are equipped with an Excalibur. Our versatility is something we should be able to take advantage of.

Do things like this and at least we will get looked at as something other than a silly job that is outdated.

Kieron
08-10-2012, 01:44 AM
The problem I see is that BLU and SCH are SE's new babies and RDM is the older son that is already all grown up and for that it doesnt get presents anymore... Come on guys... RDM is super outdated and deserve better than what you guys are giving to it. I dont even play RDM anymore because in all seriousness we havent gotten a cookie for ages and Im not happy about it at all... Hey devs, I got it, you dont like RDM... Its fine just kill it already and stop the torture.

/retires RDM.

Why does it seem like the Rdm community wants Rdm to be a god at everything a second time around? It shouldn't even be close to Blu at melee yet Rdm can hit a 36% DA/2% TA rate along with enspells. Enfeebles are better; healing is better; enhancing is better; nuking is better compared to Blu and to top that off, everything is done at a fraction of a second with fast cast. Rdm is essentially a brick wall when it come to damage mitigation (See: Ryuotas abyssea buff-less Azdaja solo). That's a pretty nice feat. for an advertised "hybrid mage."

I understand wanting a job to have more but to claim "Blu is SE's baby and Rdm is the forgotten stepchild" is a bit too farfetched. Blu still has issues with physical spells being worth a damn on high level monsters. Some spell's still don't function properly and the Blue magic attack formula is piss poor.

Now Drk, War, Sam and Whm... have fun debating on who's the favorite child here.

Neisan_Quetz
08-10-2012, 02:25 AM
Um Idk what version of XI you're playing, but it's not the version of XI most other people are playing.

If people wanted damage mitigation we wouldn't have Pld's complaining about how useless the job feels.

Not sure why you brought up blu's physicals spells being a problem on higher monsters when Rdm has a problem with everything on higher monsters.

Kieron
08-10-2012, 03:03 AM
Um Idk what version of XI you're playing, but it's not the version of XI most other people are playing.

If people wanted damage mitigation we wouldn't have Pld's complaining about how useless the job feels.

Not sure why you brought up blu's physicals spells being a problem on higher monsters when Rdm has a problem with everything on higher monsters.

The physical spells bit was used as an example for player's who claim as if Blu is leagues above Rdm and that Blu has been given the limelight by SE. Neither have been given proper attention and that's only talking about Blu and Rdm. Other job's have been left in the gutter as well. Right now Blu is often used as a proc job and that's it.

Any job that's not War, Sam, Drk or Whm (I suppose Sch now as well) have a problem with everything on higher monsters.
They're weaker and not wanted. Enfeebles don't matter anymore besides Dia III and that's not even needed; Enhancing has one name: Embrava; Healing is covered by Whm's superior curing.

Due to the way the game has shifted, you're better of either quitting Rdm and going for something else (or stop supporting these developers?). Things change and Rdm isn't the only one with such issues.

Demon6324236
08-10-2012, 03:23 AM
Why does it seem like the Rdm community wants Rdm to be a god at everything a second time around? It shouldn't even be close to Blu at melee yet Rdm can hit a 36% DA/2% TA rate along with enspells. Enfeebles are better; healing is better; enhancing is better; nuking is better compared to Blu and to top that off, everything is done at a fraction of a second with fast cast. Rdm is essentially a brick wall when it come to damage mitigation (See: Ryuotas abyssea buff-less Azdaja solo). That's a pretty nice feat. for an advertised "hybrid mage."

I understand wanting a job to have more but to claim "Blu is SE's baby and Rdm is the forgotten stepchild" is a bit too farfetched. Blu still has issues with physical spells being worth a damn on high level monsters. Some spell's still don't function properly and the Blue magic attack formula is piss poor.

Now Drk, War, Sam and Whm... have fun debating on who's the favorite child here.

Now you say all this but it goes back to a simple fact, RDM gets little use in endgame outside of Chainspell Stun at this point. All of the things you say it has going for it can either be ripped apart by endgame NMs, or it is to weak/limited to be deemed of use. Going piece by piece for instance.

Enfeebles are better: Enfeebling in endgame is currently useless, everything either dies to fast for enfeebling to be of use or... yeah, thats about all, even if it wasn't the case immunity would still bring things to a grinding halt for enfeebling.

Healing is better: SCH & WHM rule the healing world, you would almost never bring a RDM to do this because of this fact.

Enhancing is better: Many mobs remove many buffs, or absorbs many buffs, from the player. At the same time, this is an extra 40 seconds to buff up between fights and lasts a max of roughly 13 minutes long.

Nuking is better: SCH & BLM rule the nuking world, you never ask a RDM to nuke, not even for procs. RDM nukes are weak, missing T5, and misses alot of procs that other jobs have, in endgame there is no reason to have a RDM in a nuking position.

Rdm is essentially a brick wall when it come to damage mitigation: This only goes so far, it depends how high the base damage is. If a mob hits you normally for 100 damage, you can take that down to a small number of about 10 with the use of a -50% PDT set & a high enough Enhancing Magic Phalanx. If a mob is hitting for 400s like alot of endgame mobs do with standard attacks, you have a -50% PDT set which puts it at 200, then Phalanx leaving it at 160ish. RDM can mitigate damage like a pro so long as the original number is roughly 100 or less, every bit it goes up past that hurts more and more because Phalanx becomes less and less powerful against it.

RDM DDing: This is looked down upon by many, the idea of a mage DDing seems impossible. In most endgame the idea is not even considered let alone put into practice, and there are various reasons why. In every event you need DDs, but many are time restricting, this time restriction is something that instantly works against RDM. RDM is a slow job to kill or be killed in many cases, if you are set to DD however, you still have to buff. Events like Nyzul can not be worked with so well because of this, you end up standing around casting spells for the 1st 40 seconds, and halfway through the run as well, so its a fail on your part. In VW, many people hate when people do not empty the box, let alone watch a mage buff themselves alone for 40 seconds. ADL & Legion a RDM is expected to CSS, not DD. These are only some examples, but all are true and accurate, and reasons why RDM is left.

The reason why people want more for RDM is because we do not want to be BST, BST is left out of endgame, or very rarely put into it. Just like BST, RDM is a god in lower level content, and can do a ton solo that others can not. The problem is that not all RDMs want to solo only, they want to do endgame as well, and this is where RDM completely loses its grip.

Ideas such as Faith, and Brave, are ideas to open 1 of the 2 fields up to RDM, nuking, and meleeing, so that when needed a RDM can perform these roles correctly and well, so that RDMs can be allowed to partake in endgame without much trouble and adapt to a role of choice for the situation.

Kieron
08-10-2012, 04:12 AM
@ Demon -- See above post. I'll re-iterate some of what I said.

Nuking: Nuking is only for BLM and SCH due to power, you are correct. There is no need for a Rdm there.

Enfeebling: What enfeeble do you actually need in order to win? Literally none of them are needed to win a fight in current end game (sans knowledge of Legion as I haven't had any experience with it.)

Healing: Rdm main healing back in the day was used because of their ability to conserve and manage mp. Convert along with Refresh was all you really needed to work a merit party at the wajoam camps. Mp management is no longer the huge issue it used to be for other mage jobs. Whm's can have a Refresh Idle set and sub Rdm for refresh and convert. This effectively cancels out the need for the Rdm once favored ability to manage mp the best.

Enhancing: Embrava. That's it. The fact that temper couldn't be cast on other's was already a slap in the face. That said, I'd still be one to say temper wouldn't have earned Rdm a spot in a party.

Soloing: (See: Ryuotas) he shows how powerful a rdm's damage mitigation can actually be by utilizing fast cast -> Stoneskin, /nin and PDT-.

DD'ing: Rdm will never see a spot anywhere as a DD no matter how badly anyone wants to see it. No spell will earn you a slot over a Drk/Sam/War/Mnk. 2h jobs are vastly superior to one handed jobs. It's how the game is coded to work; their Ratio cap is even higher than one-handed jobs. This also goes for THF, PUP, BLU, BST, NIN, DNC etc.

End Game: End game is pretty much a proc job/not used for everyone else but the suggested jobs. BST at least has Dynamis and even that was nerfed for them.

Ending conclusion: There is no need for a job that "can fit every situation" when the real situation now-a-days is zerging. There also trends in this game, like every other MMO. Players find the classes who are the best, if they don't fit the bill, you're out.

Demon6324236
08-10-2012, 05:36 AM
Trust me I have seen the solo videos you are talking about, I actually talked to him on AH.com for a time and told him how good of a RDM I think he is. My point on damage mitigation still stands however, it only goes so far, the larger the damage the less useful a RDM's abilities become, and eventualy they become useless. But all in all my point was for endgame RDM is lacking, thats why spells are asked for, the majority of my reply was based on the idea of one of your 1st things you said.
Why does it seem like the Rdm community wants Rdm to be a god at everything a second time around?And my reason in a very short way is, we dont, we just want to be of use in endgame, and are trying to find a way of doing it.

Ideas to restrict TP attacks, or generally enfeeble a mob, are attempts to use our strongest skill as a way in, but these sadly wouldn't work even if added probably because SE would make all of the mobs we need it on, immune. Ideas of DDing are not completely impossible, I myself DD as a RDM quite well, in cases I have done better than heavy DDs in VW, the point is that for it to be something more likely to be acceptable is we would need to have to have a spell making our attack & our accuracy higher, because these are the problems that mainly get in our way besides simply being a 1 hand job.

As for fitting in all situations, I completly agree, we currently have nothing like it. If SE were to make an event with completely random events taking place inside, where one could not prepare for it, and it changed every run, then RDM might have a place in it. But it comes down to if they would make such an event correctly. Zergs are the main thing that stop this kind of content, because SE has made things so impossible that everything needs a form of invincible in a way to survive. So even if an event like this were made, it would likely end up a PD/Embrava Zerg attempt whenever you tried to do it.

Kieron
08-10-2012, 06:45 AM
That may have been too much in the first statement. What I really meant was the community's indecisive suggestions towards Rdm requests. Some want Rdm to be a great DD, some want to be at least on par with sch nuking, some want healing capabilities closer to the level of Whm and then there are the ones who want their enfeebling and enhancing to be relevant(this is perfectly reasonable.)

Back in the day Rdm was great at tanking, kiting, Pvp, soloing, enfeebling and enhancing. I was a Rdm main and I dabbled in DD'ing but largely focused on enfeebling and enhancing. I then quit the game around Abyssea's release, a year later I return and rdm is deemed worthless. So i went with my other jobs but it was unfortunate that Rdm fell so low.

Unfortunately due to the design of this game, when one job comes up, another one gets the boot. Whm > Rdm now compared to Rdm > Whm 6 years ago. Sam got dropped hard for War during Abyssea's prime. It's just the nature of this game. If you're not one of the best DD, you're not wanted; if you're not the best healer, you're not wanted.

I'd like some unique content but that probably won't be happening. Either it's the dev's fault(more likely) or the limitations of this games engine. Setting up a zerg is that much easier than having a well constructed fight. Who knows what's going on behind the scene but what is currently happening now, 11 other jobs are having similar issues to Rdm in current end game.

P.S.: Parsing in VW leaves too many possibilities in the equation. Someone may have to proc, have died in battle, etc. A one-handed job should never beat a 2 hander unless they are really, really bad. Math should prove who is the victor in a controlled run with best gear sets.

ManaKing
08-10-2012, 07:19 AM
Most RDMs want all of RDM to be better because it is all lacking. If you doubt me, then tell me what RDM is currently up to par on and I will probably laugh at you.

Also, you know what they difference between BLU and RDM really is? BLU have solid DPS for a dual wielder and stopping power because of chain affinity and physical BLU spells. Does that matter for all content? No, but does it matter for some? Yes.

BLU > RDM is blatantly obvious for anyone who actually took the time to build a RDM for either damage or support. What you are only ok at, we are horrible at by comparison. So guess where that leaves us? Shit out of luck. Also we don't have our own special procs for new content so we aren't desired on merit of our job type alone.

That being said, near the top of the gearing for RDM, we come back into a place that looks like a decent DD for dual wield standards. But that's with an Empy/Relic. Not without one. You still have SSC to fall back on, we have temper and enspells..... I hope you can see why the comparison isn't all the peachy.

Kieron
08-10-2012, 08:03 AM
Most RDMs want all of RDM to be better because it is all lacking. If you doubt me, then tell me what RDM is currently up to par on and I will probably laugh at you.

Also, you know what they difference between BLU and RDM really is? BLU have solid DPS for a dual wielder and stopping power because of chain affinity and physical BLU spells. Does that matter for all content? No, but does it matter for some? Yes.

BLU > RDM is blatantly obvious for anyone who actually took the time to build a RDM for either damage or support. What you are only ok at, we are horrible at by comparison. So guess where that leaves us? Shit out of luck. Also we don't have our own special procs for new content so we aren't desired on merit of our job type alone.

That being said, near the top of the gearing for RDM, we come back into a place that looks like a decent DD for dual wield standards. But that's with an Empy/Relic. Not without one. You still have SSC to fall back on, we have temper and enspells..... I hope you can see why the comparison isn't all the peachy.

The DPS is hampered in VW when we have to hold spells to proc, Physical spells are absolutely horrid in VW due to level correction and weak attack formula. Yes there are other method's but those ultimately slow the groups progress down. 1 minute to switch a spell then proc is a lot of time. PUGS generally do not pick Blu for Nyzul, ever. War/Drk/Sam or go home. Legion I have no experience with but I highly doubt Blu is welcome there either. Vorpal blade and Requiescat are comparable, both jobs suffer without an empy. If you didn't notice, the community in this game has a go big or go home mentality.

Since I'm bored of debating on this subject. My suggestion? Quit the game, save yourself 12.95 and add it to your savings account, the dev's obviously aren't listening. Tell your issues to PUP, BST and DNC mains, jobs who generally haven't seen the light of day in an end game event since release. They'll certainly get a kick out of your position now.

Lastranger
08-10-2012, 08:38 AM
That may have been too much in the first statement. What I really meant was the community's indecisive suggestions towards Rdm requests. Some want Rdm to be a great DD, some want to be at least on par with sch nuking, some want healing capabilities closer to the level of Whm and then there are the ones who want their enfeebling and enhancing to be relevant(this is perfectly reasonable.)

Back in the day Rdm was great at tanking, kiting, Pvp, soloing, enfeebling and enhancing. I was a Rdm main and I dabbled in DD'ing but largely focused on enfeebling and enhancing. I then quit the game around Abyssea's release, a year later I return and rdm is deemed worthless. So i went with my other jobs but it was unfortunate that Rdm fell so low.

Unfortunately due to the design of this game, when one job comes up, another one gets the boot. Whm > Rdm now compared to Rdm > Whm 6 years ago. Sam got dropped hard for War during Abyssea's prime. It's just the nature of this game. If you're not one of the best DD, you're not wanted; if you're not the best healer, you're not wanted.

I'd like some unique content but that probably won't be happening. Either it's the dev's fault(more likely) or the limitations of this games engine. Setting up a zerg is that much easier than having a well constructed fight. Who knows what's going on behind the scene but what is currently happening now, 11 other jobs are having similar issues to Rdm in current end game.

P.S.: Parsing in VW leaves too many possibilities in the equation. Someone may have to proc, have died in battle, etc. A one-handed job should never beat a 2 hander unless they are really, really bad. Math should prove who is the victor in a controlled run with best gear sets.

Thing is Rdm has been lacking in proper updates since release of Smn / Blu /Sch , much probably due too the devs thinking rdm was overpowered, making them fear any change that would further boost rdm.
When they released the enspell-2 series it was gimped so it only did dmg on main first hit witch was an idiotic move.

If anything we got superscrewed on merits that could have been the big strongpoint for deciding witch path/type rdm u wanted to be, instead we got spell's that after level cap raise is keeping us from getting upgrades of those spells.
Merits should have been about boosting each of the 3 roles rdm are a mix of, White magic enhancing / Black magic Enfeebling / Magic Melee

Fearing that rdm would steal Whm place they seem intent on never ever giving rdm access to AOE enhancment, even to the point where they willing to waste spell spots just so rdm can get self only spell's, yet most rdm will tell u they dont want Cycles of single types spells because its ineffective in a Party setting
Same with Blm allways getting the Aoe of enfeebles rather then Rdm.

As much as i hate seing ides coming from rdm pages ending on new jobs, i remain hopefull that one day the dev's might get to work and redo Rdm adding both new spells enhancing/enfeebling as well as fix enspells-2 and mayby even add some Ja to be used to further boost enspells for those who play melee, also it seems melee gear is a bit lacking in newer 99 content.


I know Rdm is a hybrid but i disagrea that it should be forever weaker then any one of it's components, rather it should have been made so that with gear + merits u could fullfill that role and compeete with others on a level field ( that said im not sugesting rdm being healer but enhancer in white magic, not nuker but enfeebler in Black magic and enspells to be the main dmg dealing effect when meleeing bringing rdm closer to DD's)

the fact that Rdm forum is overflowing with sugestions is in itself a good indicator that something needs to be done with the job and im not talking Graivity 2 spells here ( although the evasion down boost is nice ) , no 1 thing will fix it, but if redesigned with the new content in mind as well as new job's that have come and will come we remain forever hopefull.

PS. u should know no one ever quits FFxi forever, it allways draws old players back eventually .......... . . . .

Rooj
08-10-2012, 09:50 AM
the fact that Rdm forum is overflowing with sugestions is in itself a good indicator that something needs to be done with the job

Every class forum for every MMO is cluttered with complaints about how underpowered/broken their class is, despite how utterly wrong they usually are.

I don't think that RDM is as weak as everyone is making it out to be, but I do think it could use a little boost. Problem is, and this always happens with hybrids, is that people just can't deal with the fact that they can't do certain roles as good or better than other classes. You've got people on here asking for RDM to melee as good as MNK, to nuke as good as BLM, and to heal as good as WHM. Why? It will never make any sense for RDM to be equal to other jobs in those areas... This is the price you pay when you play a jack of all trades class. Everything that you can do will never be as good as the class(es) that specialize in those roles.

There are 2 things that really annoy me about RDM right now... 1. is having so many buffs but the durations not really scaling well with the amount that we have. It would be nice to have longer durations or maybe some way to combine some of our buffs into fewer spells. And I'm only talking about self buffing here... casting spells on other players is a whole other story.

Number 2 would be having to use a magian staff to do decent nuking damage. This is pretty annoying when you're meleeing. I still don't understand why there were no sword versions added with similar stats as the staves. I suppose I could only nuke after WSing, but losing even 10 TP for it is kind of bleh. I think that the en-spells should be reworked a little to also directly increase the spell damage of the element. Correct me if I'm wrong, but I believe +1 affinity on the staves equates to about +10% damage, so you get +60% spell damage from the magian staves. I'd say a 33% increase to spell damage from an en-spell would suffice. And make it so it only works when using a 1 handed weapon, so we can't get a total of 93% from using the en-spell and the staff together.

Sunrider
08-10-2012, 12:21 PM
You keep blaming RDM's hybridization woes on people with unrealistic expectations. However, this doesn't explain why the job simply doesn't get used in events. The curse of the hybrid isn't in it's players hoping for more, the curse lay in perennially being passed over in favor of more specialized classes.

And one thing needs to be put to rest: melee proponents are not interested in "meleeing as good as MNK." That was an ignorant, sensationalist statement in 2004, and it's an ignorant, sensationalist statement now. Any nutjob expecting that should be properly ignored as such.

But, we don't think a significant improvement in RDM's melee capability be in any way threatening to specialist DDs. WAR isn't threatened if RDM got native Double Attack, RNG isn't in threatened if RDM got native Acc. Bonus or if En-spells were applied to ranged attacks, PLD wouldn't be threatened if we could hold hate better or if we had A Sword Skill. Not a single DD would be in danger of losing invites if RDM's En-spell damage were boosted. MNK isn't in trouble if RDM could Counter attacks. NIN isn't threatened if our Parry were improved. None of those jobs would lose relevance, RDM would simply be a little better.



But I do agree with you on your latter points. S-E is far to conservative with buff durations. They keep trying to solve RDM's lack of powers with new buffs, but all they do is add to an already taxed cycle. I wouldn't mind having to cast a full macro bar of buffs if their base duration was a minimum of six minutes. Composure was a nice start, time to improve upon it; draw out the duration of the spells natively.

It would also be nice to see a mechanism introduced freeing RDM from the necessity of staff use. Either native M. Acc Bonus with more M. Atk Bonus traits, or something similar to BLU, tying our spell potency to our swords' damage ratings. En-spells could certainly stand to do more, perhaps offer affinity while in effect, like a single-person weather effect.



In the end, whatever RDM gets, the job still isn't a specialist. The only way it will have a place in events is to make events where it's place is assured. RDM stands out in events that reward multi-talents and less defined roles. Battle fields like Campaign and Besieged are where RDM's non-specialized talents see the greatest reward; specialization only comes up short. Walk of Echoes had potential, but the setup catered too much to party dynamics. Then next event in which RDM will be welcome will have to allow for more dynamic play and more individualistic rewards.

Economizer
08-10-2012, 12:45 PM
Now you say all this but it goes back to a simple fact, RDM gets little use in endgame outside of Chainspell Stun at this point.

Summoner's new 2hour will allow it to chainstun AoE with Ramuh's Shock Squall right?


Whm's can have a Refresh Idle set and sub Rdm for refresh and convert.

Hey look it's this mistruth again!

Good White Mages don't sub Red Mage unless you need something else Red Mage can do like Gravity or easier Dispel access. Scholar sub has more benefits including MP management on par or better then /RDM.

And if White Mages couldn't manage MP without an outside Refresh source, people would just bring White Mage + Bard, or Scholars instead of both.

There is a sizable gap between jobs that can cast Cure IV natively and those that cannot. There is not a sizable gap between being able to cast Cure IV and Cure V/VI in the vast majority of situations, but there is much bigger gap between being able to cast Cure IV and being able to case Curaga spells. I contend that at this point SE could delete Cure V/VI (and at any point SE could have deleted or never made Cure VI and not a single good White Mage would be affected in a major way, the spell sucks) and White Mage would still be fairly effective due to Curaga spells (and Afflatus Solace allowing them to barely keep up with Scholar's weather advantage).


If you're not one of the best DD, you're not wanted; if you're not the best healer, you're not wanted.

Healing doesn't work the same way, healing works with the bare minimum to get by - then you prioritize anything that ends the fight quicker. The problem isn't that White Mage is better at healing since there are many fights you can just get by with Cure IV and no Cure V/VI or Curaga spells, the problem is either that you can get by with subjob healing in those cases, or that another job that can heal is better at ending the fight quicker in some way. I'd bet it is usually the second one as well.

Since Scholar can heal (and heal better) and end the fight quicker then Red Mage, what Red Mage needs in order to be selected for parties is to be able to end fights quicker then Scholar (somehow I doubt White Mages end fights, where either are adequate to heal, quicker then Red Mages between enfeebles and nukes). There are a few ways you can do this, either increase Red Mage's direct DD compared to Scholar (unlikely between skillchaining nukes and being able to cast tier V spells), or increase Red Mage's buffing ability compared to Scholar (unlikely if 2hours are used; test server testing of RDM's new 2hour indicates against this as well), or increase Red Mage's enfeebling ability compared to Scholar.

I think it is way more likely that Red Mage will become better at ending a fight in comparison to Scholar or even White Mage then it is that Red Mage will become better at healing in relation to its current ability. The only way I could see a major change in this standing (so basically, not talking about Red Mage getting Regen III and maybe even IV like it should get) would be for either Afflatus Solace or Aurorastorm to be subjob useable (if either is to happen, both should happen to retain some parity, but any of these is unlikely).

Hopefully this lengthy explanation helps dispel the ever popular myth about the job, but for anyone wanting an abbreviated soundbite - Red Mage falls short never because of specialists, but because of stanced hybrid jobs like Scholar and Blue Mage that fill the niches Red Mage would fill otherwise while being better at the roles Red Mage does.


Fearing that rdm would steal Whm place they seem intent on never ever giving rdm access to AOE enhancment, even to the point where they willing to waste spell spots just so rdm can get self only spell's,

So stupid. Even if they didn't want Red Mage to get the same spell effects they could have at least given them both the same spells then given White Mage a job trait that makes the buffs AoE to save spell slots. It isn't even like the Protect line where you can cast them on other people (which has obvious tactical uses).

Like many others I'm not sure I really agree with SE on this one, and it even makes me question the reasoning behind barspells a bit too.


Number 2 would be having to use a magian staff to do decent nuking damage. This is pretty annoying when you're meleeing. I still don't understand why there were no sword versions added with similar stats as the staves..

Kinda maybe pushes the idea of a high level (90+) "Chatoyant" Shield of shorts, doesn't it? You'd be giving up Dual Wielding, but you'd be gaining magic damage. It would be a logical tradeoff. It would also make the Enspell tier II make a tiny bit more sense, especially if they got the benefit off of magic affinity that nukes do.

Such a universal affinity shield might drop stats like cure potency and stat boosts in exchange for an Occult Acumen stat or a stat similar to that that works with all spells as well, thus making it a very nice tradeoff with Dual Wield. The shield could even be limited to jobs that use shields like PLD/RDM/WHM (and maybe BST/THF/WAR) if it would be too powerful in the hands of BLU/BLM/SCH/SMN for example.

saevel
08-10-2012, 02:27 PM
WHM has Curaga III / IV along with Solace and Emp +2 legs. That pretty much solidifies them as the absolute greatest healer in the game. I actually get pissed when WHM's don't use Curaga III / IV, it's that amazing (/SCH obviously).

And RDM ... yeah it's been screwed over on all aspects. SE's attempt to keep the job from being "very powerful" has resulted in it simply being dead.

Rooj
08-10-2012, 02:45 PM
Oh, I am loving this idea of shields that greatly increase magic damage. Very nice. It would be neat to have the option of having both an ice sword and ice shield to really up your Blizzard's damage, or perhaps a thunder sword and an ice shield to have a little versatility. Interesting.

Frankly I much prefer sword+shield over dual wield...

Kristal
08-10-2012, 04:52 PM
Tape a chatoyant staff to a genbu's shield and make it RDM only! :D

Demon6324236
08-10-2012, 05:12 PM
Summoner's new 2hour will allow it to chainstun AoE with Ramuh's Shock Squall right?

Wouldn't doubt it. Just another nail in the coffin at this point. We lost all use in VW, have no use in Neo-Nyzul, have no ability to tank anymore for Neo-Limbus bosses(which was possible at 75...), soon we lose elemental auto-attacks because of Rune, and lose/lost Magic Defense tanking all the same. Now, as you pointed out, we will probably be losing our CSS, so really what is there for RDM at this point.

Economizer
08-10-2012, 05:33 PM
I kinda doubt we'll see affinity swords as much, although there has been an affinity dagger before so I don't really have history on my side like I normally do. Still, players can get a weapon that boost magic attack or magic accuracy, although these don't really do so hot for doing more damage currently since the game tends to favor all out melee or all out magic (unless you're a Blue Mage more or less).


Frankly I much prefer sword+shield over dual wield...

It is a massive tradeoff since Dual Wield is so good, but assuming the shield is worth it (I contend that unless it is a shield that gives all elements for affinity it wouldn't be as effective, especially since it is unlikely to be on par with the best affinity staves) you can get some interesting results.

For example, Red Mage can get access to Sanguine Blade (arguably, RDM should get this natively) which helps survivability by subbing Paladin, Blue Mage, Warrior, or Dark Knight. None of these get Dual Wield, which is a major tradeoff normally. But if Red Mage had an affinity shield that gave something like a 15% boost to all magic, it would be more of a tactical decision, since you'd be trading a chunk of melee damage and speed of TP gain for a 15% damage boost to Sanguine Blade. If affinity also boosted enspells (like it should, since weather and day can impact your enspell damage) you'd also get a small boost on that, but really it wouldn't add more then 10~15 damage at best.

Shields have to be absurdly powerful to offset Dual Wield in practice, either by adding a large amount of defensive buffs, offensive buffs, or a mix of both (2% Haste or 1% Triple Attack doesn't cut it SE). Outside of Paladin, shields just don't give enough of these buffs to justify using them over Dual Wield or Staves. Someday I hope to hear that the best shield a non-Paladin can get isn't a level 74 Shield that you get off Genbu or Verdelet.


and make it RDM only! :D

Well, I'd hope that other classes with shield skill could use it too (RDM will get more usage then other magic using shield users like PLD or WHM), although I'd really like it if all 1h jobs without Dual Wield could get a shot at this as well, like Bard and Corsair, since I've been sitting on this concept for a while (well, I'm not the only one to have come up with the idea anyways). While I could see this going Red Mage only depending on the theme and what it is called (and definitely could see a spruced up RDM exclusive version that takes the enhancing magic and temper of a Red Mage's blade to 11), I'd be sad that shields didn't improve for the rest of us shield users that SE has forgotten.


so really what is there for RDM at this point.

I was gonna say the Red Mage's glorious hat, but I'm not sure if the Athos's Chapeau counts toward stealing exclusivity on that since it is green.

ManaKing
08-10-2012, 06:17 PM
Since I'm bored of debating on this subject. My suggestion? Quit the game, save yourself 12.95 and add it to your savings account, the dev's obviously aren't listening. Tell your issues to PUP, BST and DNC mains, jobs who generally haven't seen the light of day in an end game event since release. They'll certainly get a kick out of your position now.

No, I'm good with playing this game because I'm actually good at it. I can take a job that is mediocre and actually play really well with it and have a good time. What I can't take is people who are already well off, complaining because they are bad and think that they have a respectable opinion. BLU is fine. You're wrong. You just don't understand how good you have it. At least when Scuro comes in here, he understands that he's a braggart because BLU is above average. That's why he makes such a good troll.

Also BST is awesome if you're an awesome BST. But it doesn't sound like you have any experience with being awesome.

Wah. BLU gets invited to VW for free stuff because it has it's own procs and got carried through aby because of it too. Wah. Life is so hard.


Oh, I am loving this idea of shields that greatly increase magic damage. Very nice. It would be neat to have the option of having both an ice sword and ice shield to really up your Blizzard's damage, or perhaps a thunder sword and an ice shield to have a little versatility. Interesting.

Frankly I much prefer sword+shield over dual wield...

Hopefully you're aware that dual wield blows sword and shield out of the water as far as over all damage goes. I'd be fine with sword+shield if they make it worth our time. You would have to get a lot of bonuses on that shield to make up for the 30% Dual Wield that we lose by not being /NIN+Suppa. It's possible, but not probable.

Calatilla
08-25-2012, 07:30 AM
S-E has never admitted to that. It's the players that made that assumption, and on mostly false grounds.

Having the highest skill in that particular area does kinda point towards being a master in it.

Sunrider
08-25-2012, 01:36 PM
Having the highest skill in that particular area does kinda point towards being a master in it.
Before merits, the only class with tier 2 Blind/Paralyze was NIN, BRD had two tiers of Slow in Elegy, which are more powerful, NIN could also use it's nukes to reduce the target's elemental resistance long before RDM got tier 2 En-spells. BRD also had the first and--for a while-- the only light element sleep in Lullaby. On the subject of Sleep, only BLM got Sleepga, we have to sub it. PLD and WHM got Flash, DRK and BLM got Stun, and, again, we have to sub those jobs for access. BLM had native access to the elemental DoTs, before Group 2 merits both WHM and BLM had access equal to RDM in Dia and Bio 2. All this was before the introduction of jobs like BLU and SCH, which came with their own more unique and sometimes powerful enfeebles.

BLM and SMN have higher native INT, WHM and SMN have higher native MND, have access to more exclusive, specialized equipment, and so could augment enfeebling potency better than RDM. Enfeebling was (and even more now), rubbish on most high-level bosses and all HNMs; it was not uncommon to get stories of WHMs and SMNs landing Slow or Silence at the same rate as any RDM.



If RDM is the supposed "master" of enfeebling, why was Gravity our only exclusive spell? Why didn't we have any AoE enfeebles? Why did it take so long to get tier 2 Blind/Slow/Paralyze and Dia/Bio 3? Why would a master have to merit for spells, three of which other jobs got natively? Why is an "enfeebling master" good on trash mobs but rubbish on bosses? Why are jobs like BLM, WHM, SMN, and NIN landing similar effects with equal accuracy and/or greater potency? Why has it been progressively harder to enfeeble anything in the years since Aht Urgan released?



People weren't inviting us to parties for enfeebles, they were doing it for Refresh. Highest Enfeebling skill is about the only thing RDM ever had going for it, which was never much to begin with.

Muse
08-25-2012, 04:13 PM
If RDM is the supposed "master" of enfeebling, why was Gravity our only exclusive spell?
A lot of the Red Mage spells were given out to other jobs after the fact. There was a list a few pages back, one of which included Flash.

Also, before SCH came around, RDM and BRD were the only jobs with Dispel.



People weren't inviting us to parties for enfeebles, they were doing it for Refresh. Highest Enfeebling skill is about the only thing RDM ever had going for it, which was never much to begin with.

My old dyna group brought RDM's for Sleepga's and for the enfeebling of monsters. This was back at 75 of course, but prove that's what a RDM was highly proficient at. An SE rep has even stated that they wanted RDM's to be enfeeblers. (See my signature) Also, many of my RDM buddies recall being enfeeblers in dynamis, limbus, sky, etc. So we yes, RDM is an enfeebler at it's core.





But this is off topic from the overall point of this thread... This thread seems to have been off topic for a few pages now...


I like the idea of Amnesia being given as a Red Mage only spell. I was playing another Square game the other day and was like. "Wow, Lock would be a good addition to Red Mage." Which is just Amnesia with a different name. lol.

Temper: Making this a single target wouldn't break anything in the game. Nor would it give us any real niche to join a group as stated before. But it would give us something to use for those of us who like to play RDM with our friends, or in the event we get a pt, like VW, as RDM. Even if we'll just be stuck in the mage pt with BLM's, SMN, NIN, BLU. Think BLUs would like to have Temper cast on them during VW? Don't worry... I laughed about it too. lol



Lost my train of thought for some spells I was thinking of earlier... I'll come back to post once I remember them...

Babekeke
08-25-2012, 07:49 PM
People weren't inviting us to parties for enfeebles, they were doing it for Refresh. Highest Enfeebling skill is about the only thing RDM ever had going for it, which was never much to begin with.

You obviously never had a Salvage group at 75, where RDMs were not only invited JUST for their enfeebling, but often 2 RDMs were invited, 1 to unlock with first magic cell that merited phalanx 2 and dia 3 for on the trash mobs, and a 2nd for 5/5 para 2 and 5/5 slow 2 on the harder NMs and in particular the bosses.

As for SMNs being able to concentrate more on enfeebling potency gear than a RDM? It doesn't really even deserve a response!

A good RDM is still good. If you suck on RDM, it's because YOU suck at RDM!

ManaKing
08-26-2012, 03:15 AM
Essentially this is true. Enfeebling was amazing before people hit 75 because you were fighting IT mobs that you needed to cut down to size. In an environment like salvage, where you aren't just fighting BOSS mobs with ridiculous TP moves that they can throw whenever and are immune to enfeebles, you do very well.

But those are the environments everyone is in now. Even if we go back for my salvage, RDM still needs love, but we won't be as lacking as we are normally.

CapriciousOne
08-31-2012, 11:50 PM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.



Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

I swear it like everything we say goes in one ear and out their bunghole. Despite the so called "Power" of these spells they are MERITED which no spell should be in my and pretty much everybody else opinion as well. I would suggest that the spell list mechanics be revamped to adjust by level and tier. In other words once I am high enough level to cast say Protect V shouldnt there be some way for us to remove/hide the lower tier versions in game anyway because lets be real unless we level sync down to somebody we never use the lower tier of the same spells anyway. And considering the 10s of thousands of experience it takes to get those levels at this point in the game not many people are willing to sync down now anyway. In addition meriting to increase potency and duration should be more an effect of skill than having to merit anyway. Man if I could I would fire whoever told you to feed us this bs immediately.

Oh I also wanted to add a comment in reference to the UNIQUENESS BS of RDM as quoted in the response to plague effects. Pardon my french but WTF are you talking about? In the game manual that came with this game when I paid for it YEARS after its actual PS2 release after months of trying to find a new copy of it, you billed RDM as the "Jack of All Trades" meaning it can do a little bit of everything, as well as the ability to make our allies "like demi-gods" or some other. Looking at that and the state of affairs now, I was kind of expecting being able to say AoE one or both tiers of enspells to my allies against mobs with elemental weaknesses, or may AoE self-buffs like Phalanx/Stoneskin without /SCH.

In any case there is very little that is "UNIQUE" about it in the first place because it sort of borrows from all other jobs in some respect anyway. The strength of Red Mage was the ability to leverage ALL of its skills to defeat mobs which is why I chose that job as MY FIRST JOB IN THE FIRST PLACE because I thought it was essential to have as many tools as possible to deal with whatever situation comes my way and be able to adjust on the fly. In additon now that people are able to sub RDM now half out job is no longer unique bc all other jobs can make use of some of our "UNIQUENESS" now.

In addtion to that some of the many ideas that have been given by the RDM community have either been completely ignored or repurposed for other jobs altogether. For instance I know I've given an idea for AoE enfeebles like paralyga, slowga, etc to help out in many BCNM situations where mobs are highly resistant or completely immune to sleep and help keep us a spot in endgame content but yet that idea seems to still go ignored. Even still maybe that is for the best because as soon as you would give it to us about 90% of the mobs would just be resistant or immune to it just as fast.

While in general I have always enjoyed the plots and storylines of your offline version of this game, and this FF11 online. so far I must say if your customer service especially with the RDM community is downright failing. PLAIN AND SIMPLE.

Ophannus
09-06-2012, 03:09 AM
Would be hot if Composure granted a bonus potency to Regen,Refresh,Enspell and Spikes potency seeing as how Light Arts makes Regens ridiculously strong and Dark Arts adds a bonus to Helices.

Karbuncle
09-06-2012, 03:46 PM
Would be hot if Composure granted a bonus potency to Regen,Refresh,Enspell and Spikes potency seeing as how Light Arts makes Regens ridiculously strong and Dark Arts adds a bonus to Helices.

I actually really f**king love the idea of this.

Can make it a powerful Self Effect: I.E-

Regen Effect: +5 HP/tic
Refresh: +2MP/tic (1) - +4 MP/tic(2)
Spikes: Spikes Damage +25% - Spikes Effect Rate +10%
Enspell: Enspell Damage +25% - Enspell Accuracy +25%

And, RDM Empyrean +2 Set could grant these Buffs to others at a smaller rate, based on how many pieces... Like say... With Refresh.

2 Pieces - +1 MP/tic
3 Pieces - +2MP/tic
4/5 Pieces - +3MP/tic.

This way, Its a Pretty decent self buff, and RDM Empyrean augments it to be a pretty nice Party/Member helping buff too. Since RDM+2 already passes on some effect onto (73%~ Duration bonus?) onto others, It would be the same with this adjustment!

These are spitballed ideas, But i really like what you suggested. - All of my Likes.

Tanama
02-04-2013, 08:34 PM
EDIT: Apologies for the necro bump but I felt the need to provide some feedback regarding this topic.


Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.
That's fine. I'll be patiently waiting for this.



Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.

Development Team, please reconsider this. Red Mage really needs to be more versatile with it's enfeebling spell selection. As masters of enfeebling magic it would make a lot of sense to add this spell to RDM's arsenal. I can see parties and alliances wanting RDM not only for Dia III, Slow II, Paralyze II but also for Plague! The Plague spell itself would kindle RDM's disintegrated flame.

About DoT-related magic being Scholar's forte, --Well, Virus is an enfeebling effect so it falls under Red Mage's forte of inducing status ailments along with Dia, Bio and Poison. Plague has Red Mage written all over it.




Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.


As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.
Okipuit, I must ask, are higher tiers of Dia, Bio and Poison not part of Red Mage's growth timeline? Or did the development team decide to place a cap on those spells even after Seeker's of Adoulin is released?

Also, it has been six months since you wrote this response I'm replying to. May you shed some light on these new spells that are going to be added?

Tadacho
02-07-2013, 07:31 PM
Diaga II, Biora, Biora II, Silence II, Bind II, Dispel II (capable of dispelling 2 effects) Plague, Amnesia <-- RDM needs enfeebles that are wholly exclusive to them

Poisonga, Paralyga, Blindga, Silencega, Slowga etc. would be great aswell, or even just an ability similar to Manifestation that makes the next enfeebling spell cast AoE in exchange for lower magic accuracy.

New ability - Immunobreak - the next enfeebling spell you cast will fully immunobreak the enemy's resistance to that spell.

Rustic
02-09-2013, 02:26 AM
Pssh, there's a zillion suggestions for new spells in this forum. Dunno if they ever even get looked at.

A packaged ATK/DEF down combo spell that doesn't DoT the target.

Ditto Slow + Paralyze + Silence, Blind + Gravity + Dispel. And a nastier version towards L99 that packs the L75 meritables into a single dose of pure nasty. RDM's are supposed to be the easiest to use and most powerful of doing in Enfeebling spells.

Time matters to an RDM more than anyone else, simply because originally, Red Mages were designed to DO lots of things, even if not as well as one specialist does. If we can lob multiple enfeeblements in a single casting, that's a step in the right direction- especially since this also means we can JA-buff multiple status effects in a single dose as well.

Eitheta
05-08-2013, 04:19 AM
Rather than give RDM upgraded versions of existing spells, I think it should be made to stand on its own with a few unique things.

REFLECT

It could either be extremely useless or extremely broken. Maybe both! Reflect is self target only, and bounces all spells back at the caster. All spells cast on ones self fail while reflect is up, so you cannot be cured or buffed while it's enabled. Also, unlike most "buffs", it cannot be cancelled, so once you cast it, you commit to it, and it stays on until it wears off or you die.

MINI

This debuff reduces attack and defense, and shrinks the mob's character model.

TOAD

Well... does exactly what it says it does. It turns the target mob into a toad. Toad has similar properties to death, in that it has a low chance of succeeding, and bosses and NMs are immune to it.

STOP
Similar to Break, it totally stops the enemy, but they cannot take any damage while it is in effect.

DEATH
High MP cost, high recast, very low success rate.

FOG
Inflicts amnesia.

tyrantsyn
05-09-2013, 12:54 AM
Not to be that guy, but this is way past beating a dead horse.
This is more like a hole in the ground where the horse use to be with a pile of broken bat's lying all around it. And where the ground is so pulverizer that even the rock's have been pounded into a fine dust. This is a hole where dreams die and SE comes by to pick up idea's for other job's. It's a sad place with a tombstone on it with every player's name on it that ever contributed to the ideal of making RDM a Master of his own job. And to grow like every other job in the game.

Arek
05-09-2013, 01:32 AM
I was thinking of that lately. BLM got his ultimate spell "Meteor", WHM got "Arise". I think RDM should have this ultimate spell and was thinking of "Stop" since RDM is near a Time Mage in FFXI. Not sure of the real effect though.

Tanama
05-09-2013, 05:17 AM
Also, Massacre Elegy for Bards.

ManaKing
05-09-2013, 08:24 AM
Enspells against Adoulin Mobs that take extra magic damage is pretty nifty and Gravity II can be landed if you have a decent to good enfeeble set. RDM was considered when they were planning for Adoulin. They also include not 1 but 2 swords of proper standing in case we want to dual wield, which we do. I'm sad to see my Excalibur go, but I'm happy with the environment I was allowed to give it up in. It is very RDM friendly.

Elemental magic being upgraded soon would be another plus.

zataz
05-11-2013, 05:37 AM
all id like for my rdm is float <,< no more quake or stone spells for me <,<
ill show those worms who's boss

Kristal
05-17-2013, 04:48 PM
Rather than give RDM upgraded versions of existing spells, I think it should be made to stand on its own with a few unique things.

REFLECT
I would make it more like Liement, a 10 second buff that annuls the first offensive magic spell but instead of healing the RDM it inflicts the same amount of damage on the target.

MINI
Attack&Defense, sure. But character models can't shrink in FFXI, only be replaced. (THis would break lock, interrupt casting, etc). So I'd say no to that last bit.

TOAD
Again, model changes are bad.

STOP
Too similar to break. Instead, make it a debuff that negates and blocks any and all haste and slow effects, including those gained from gear, traits or spells. (Dual Wield and Martial Arts excluded.)

DEATH
Great for pesky links, however it would make it more of a utility spell with normal cast, recast and success rate. The target essentially despawns rather then dies, as if pulled out of it's area and unagrod. This ensures it respawns shortly after with no rewards whatsoever.

FOG
Could just call it Amnesia, and like gravity would only work on regular mobs.

A line of spells that I have rarely seen anyone suggest are Negaters. Like Banish on undead negating Damage Taken-, RDM could get a line of spells that does just that on other stats on other monsters, but only if there is something to negate. Things like Physical/Magic Damage Taken, Double/Triple/Quadruple Attack, Fast Cast, etc. Only one of these could be active of a mob. (The Stop suggestion above would be such a Negater.)

Karbuncle
05-18-2013, 01:10 AM
TOAD
Again, model changes are bad.

Toad's already in the game though, I just dunno how it'd work on Enemies >_>.

(well, "Toad" the spell is only in the dats, but we can be Toaded by Toads :D)

Daemon
06-09-2013, 01:40 PM
I think SE should allow Redmage to cast TEMPER or give us TEMPER II as a single spell on party members like phalanx II.

A Haste II spell would be nice right about now that cap is 99 of course there are ways to counter issues of making the spell too over powered. For one, they could make it so songs, other haste related buffs do not stack. Allow haste II have a longer duration but also prevent the spell from being over written by other haste spells. Also I noticed ton of mobs can overwrite haste with slow and not allow you to re haste until you erase slow first, so Haste 2 would be nice if we can overwrite slow.

As for new spells that other jobs don't have here is my suggestion:

Some new enhancing spells would be nice. Kinda like the stuff you see on equipment.
This would sure put redmage back in the game if we could...

Enhance Cure Potency 10% (Casts on whm)
Enhance Elemental Magic +15 (Cast on Nuke Job)
Enhance Enhancing Magic +15 (Cast on Sch)
Enhance Dark Skill potency 10%
Enhance Parry Skill 10%
Enhance Charm Accuracy 10%
Reduce Spellcasting time of party member by 5%
(And so on... These are just examples)

(I mean you gave most mage jobs Boost stats spells, why not give rdm back it's swag with these type of boost or enhance for a duration spell?)

Instead of taking away what could be a red mages job from temp items...
Protection spells for Doom, Death, Terrorize would be nice.

Resist spells could work too. Can also prevent this from being over powered by making it "Occassionally Resist"
Resist stun 10%
Resist bind 10%

I understand a lot of gear out there for this but there's a big difference between permanent gear, most definitely outdated wasting space in auction house, doesn't work for all jobs or sorry to say but looks too ugly to wear or the gear is low level and did i already mention outdated? Plus people just don't have the inventory space to be carrying every piece of gear. If Redmage could utilize certain spells it would only be limited for a short time within the party anyways. If it can stack with gear, certain gear or limited then that would be a big plus. But mainly these would give redmage a unique type of work in the party.


A spell that would allow party member to resist for 1 spell would be cool.
(Like allow member to resist 1 enfeebling magic spell)

I'm Sure SE could make this work, I mean if there is an issue where people might think this will unbalance the game, they could catagorize these spells so each person could only wear one and not multiple buffs by overwriting the current buff.


A spell that could either remove weaken status or speed up the process after death. This would be awesome, I can see redmage being invited to every single event for just this 1 cause.

As a person who plays mostly mage jobs. It's boring just shell, protect, cure, raise over and over... Lol give us some new ways to play our jobs differently :)

More spells mean players would have to balance between mp cost, time management, and a variety of different strategies during event.


Oh and please for the love of life remove the "Completely Immune resist"
If we spent all this time leveling to 99, capping our skill, collecting the "proper" gear then please allow us to use those spells. I can understand mob building a resistance over time or highly resist certain spells but to "completely resist is making the spells completely useless"

It's quite embarrassing being 99 scholar with capped merit on Modus Veritas and 9/10 misses on bosses...

Demon6324236
06-09-2013, 03:38 PM
I think SE should allow Redmage to cast TEMPER or give us TEMPER II as a single spell on party members like phalanx II.See I will always disagree with this idea, no matter why it comes up its never a good idea in my opinion, its just another buff we would be cycling around in parties like Haste, I could do without that myself. The point of the spell is to make RDM's melee suck less so that it could have a better front line presence, one people completely ignore, by giving us Temper as a spell we can cast on others its simply catering to that kind of person yet again, the same way our AF3 did when it got all mage stats and they ignored melee because the player base jumps on anyone who shows even the slightest bit of care for RDM melee.


A Haste II spell would be nice right about now that cap is 99 of course there are ways to counter issues of making the spell too over powered. For one, they could make it so songs, other haste related buffs do not stack. Allow haste II have a longer duration but also prevent the spell from being over written by other haste spells. Also I noticed ton of mobs can overwrite haste with slow and not allow you to re haste until you erase slow first, so Haste 2 would be nice if we can overwrite slow.So far as Haste II goes, they already said something about adding it earlier, I forgot where, might have been the Dev post in this thread but to lazy to search for it honestly.


Some new enhancing spells would be nice. Kinda like the stuff you see on equipment.
This would sure put redmage back in the game if we could...

Enhance Cure Potency 10% (Casts on whm)
Enhance Elemental Magic +15 (Cast on Nuke Job)
Enhance Enhancing Magic +15 (Cast on Sch)
Enhance Dark Skill potency 10%
Enhance Parry Skill 10%
Enhance Charm Accuracy 10%
Reduce Spellcasting time of party member by 5%
(And so on... These are just examples)

(I mean you gave most mage jobs Boost stats spells, why not give rdm back it's swag with these type of boost or enhance for a duration spell?)So far as boost spells go, we have those already in the form of gains, they are simply single target like most of our enhancing that is not shared with others.


Instead of taking away what could be a red mages job from temp items...
Protection spells for Doom, Death, Terrorize would be nice.An idea similar to this, but not exactly the same, a spell enfeeble which removes Enfeebling effects from a mobs attacks, stronger ones like Doom, Death, or Terror, would require Sabo, but in the end it would be a similar effect and an enfeeble.


A spell that could either remove weaken status or speed up the process after death. This would be awesome, I can see redmage being invited to every single event for just this 1 cause.That would be for WHM, same with your idea of resisting a single spell which already exists in the form of Divine Caress


As a person who plays mostly mage jobs. It's boring just shell, protect, cure, raise over and over... Lol give us some new ways to play our jobs differently :)See that's part of the problem with your posts on RDM man, you think of it only from a mage perspective as many people do, there are enough mages, SCH fills the only mage spot a RDM really could or should as a pure mage. I have said it many times and continue to repeat it, our magic side is fine aside from some unique spells for Enfeebling or Enhancing, more Enfeebling than anything as the majority of the Enhancing spells we need are tied to melee adjustments we also need.


Oh and please for the love of life remove the "Completely Immune resist"
If we spent all this time leveling to 99, capping our skill, collecting the "proper" gear then please allow us to use those spells. I can understand mob building a resistance over time or highly resist certain spells but to "completely resist is making the spells completely useless"Very few if any new mobs have had this since Adoulin actually, I would not be surprised if it was their way of testing it like with the level correction idea to see how it would work, if it works well, they might spread it around like they said they would with level correction.


It's quite embarrassing being 99 scholar with capped merit on Modus Veritas and 9/10 misses on bosses...That is unrelated to RDM.

Daemon
06-10-2013, 01:10 AM
See I will always disagree with this idea, no matter why it comes up its never a good idea in my opinion, its just another buff we would be cycling around in parties like Haste, I could do without that myself. The point of the spell is to make RDM's melee suck less so that it could have a better front line presence, one people completely ignore, by giving us Temper as a spell we can cast on others its simply catering to that kind of person yet again, the same way our AF3 did when it got all mage stats and they ignored melee because the player base jumps on anyone who shows even the slightest bit of care for RDM melee.

Red mage Melee suck less was thrown out the door long time ago because of gears adding Double, triple, quadruple attack etc that RDM can't even wear.

You are looking at Red mage only from Melee POV. Redmage is still a mage class job. It doesn't hurt to have another extra spell to cast on other people. "Especially a spell unique that other mages dont have." It doesnt have to be another spell to cycle through like haste given that redmage in general is known for being the enfeebler/stunner in most situations, we know MP cost of spells are expensive and SE could set timers to prevent the spell from being over used, but atleast give us new spells that could allow us to help support others in party. You don't see RDM hired to cast Phalanx II on everybody as first priority. With this job having the fastest "fast cast" I don't see how this would be a bad idea. Temper in general isn't powerful enough to be a WOW factor, maybe if it was Triple attack or something higher like Quadruple attack then that would be a "Wow let's get a RDM". It only grants double attack occassionally. Something SE already watered down by giving everyone better gear that RDM can't even wear like Eponas Ring?


How many people do you see rush to invite Red Mage to be the "Front Line Job"? I barely even see people invite us for Backline job and this is the reason why I suggested this. I also thought temper was added to help RDM "solo" better.

It would be nice to be invited for other types of support spells other than Haste. Most invites I've gotten people expect me to be main healer and haste as Red Mage >.>



So far as boost spells go, we have those already in the form of gains, they are simply single target like most of our enhancing that is not shared with others.

Read what I said again. I said new enhancing spells that would add something like Cure Potency 10% for a duration. Etc.
RDM Gain Spells are the same as whm boost spells, and now GEO has all these stat buffs too. I did suggest something different.



That would be for WHM, same with your idea of resisting a single spell which already exists in the form of Divine Caress

And Regen I-IV spells are only for WHM too right? >.>
Divine caress is not a spell... It is a Job Ability.


See that's part of the problem with your posts on RDM man, you think of it only from a mage perspective as many people do, there are enough mages, SCH fills the only mage spot a RDM really could or should as a pure mage. I have said it many times and continue to repeat it, our magic side is fine aside from some unique spells for Enfeebling or Enhancing, more Enfeebling than anything as the majority of the Enhancing spells we need are tied to melee adjustments we also need.

Well the title of this thread is "Red Mage Spells"

I'm not suggesting SE give us another Mage job, I'm suggesting how they could make the mage side of the job better >.>
Not all of us play Red Mage as a "Front Line Melee Job" like you, there are some of us who still do play the job as a mage. Infact all redmage AF and gear stats are aimed toward making the job be a better tank or mage.

We use to be known as the only job that could Refresh until SE gave other jobs the same, we use to be invited to be the enfeebler/kiter, then SE added Resist, Completly Immune/Resist to all NMs taking away another useful job we use to be hired for... Gravity spells doesn't even work on what 99% of the bosses in game now before Adoulin release.

There was a time redmage "was" unique and special... There was a time all spells worked regardless... Now it's just another one of those jobs being pushed aside that people began to care less about.

I was there back in the day when we were invited to every single event to refresh mages. We were so popular that people put us as first priority for exp parties, BCNM, HNM, in the days when it was almost impossible to solo bigger things that we can do now.
I was there when we were invited to be the Kiter for HNM, our ability to tank decent damage and slow down bosses with gravity so other jobs could rest MP or give people time to unweaken from death.

When SE took these things away from us, they took away the fun and now we are "just another mage with the same ability other jobs can do" or what other jobs can provide through subbing RDM because quite honestly what other spells beyond level 49 is good enough to define RDM as a "Must" in a party? Gravity 2 broken, Temper is a solo spell, dia II has been good enough to manage without RDM, Bio II has been good enough to manage without RDM. Phalanx can be AOE through Accession. Enspells don't make a big enough difference to WOW people.

Seriously SE needs to give us either something that no other job can do or give us more powerful spells that noticeably makes a difference.

Where are the high numbers we are accustomed to seeing in all other FF games? I saw a video last year of a blm dealing over 50k damage on FF14, no brew, only regular spell.

Everyone loves big numbers...



That is unrelated to RDM.

I know that. I just pointed out that it's embarrassing to be a level 99 and can't even land a maxed merit ability let alone how pointless it is to make us level to 99, max skill, spend millions of gil and countless amounts of precious time to get AF, Relic+2 or any other gear specific to the job only to be "completely immune or Resisted"

To me it's a huge waste of time. What's the point of trying to reach the highest goal if it doesn't even work?

Damane
06-10-2013, 06:26 AM
@daemon: save your breath, i tried to convince people here, that buffing at least the mage part of RDM would fix the job in a appropriate direction so it would be usefull again. People dont want to listen to that. I even suggested changes that would bring RDM SCH and WHM in line together with each mage having its unique big 1 spell for a buff. But yeah save your breath its not worth it.

ManaKing
06-10-2013, 07:29 AM
It's really not. They are fixated on being a BLU and throwing CDC instead of having their own niche. They ask to be on DEX gear so that they can clog their inventory space and not have enough room to be a well geared mage.

I've asked for magical melee fixes that incorporate things like better enspells, Occult Accumen, and magic attack based WSs like Uriel Blade from Campaign and all they want to do is talk about RDM should be BLU. It gets rather tiring.

Apparently wasting time talking about WSs we are the worst at using is more constructive to them then focusing on our gear and coming up with solutions that would compliment our strengths.

Demon6324236
06-10-2013, 09:33 AM
They are fixated on being a BLUWhat I want and ask for is as much about being a BLU as all of the magic adjustments are about people wanting it to be a SCH. Do you know why I focus on melee when I ask for adjustments? Because it deserves to be part of the job, it is built into the job yet poorly utilized in every way. What happens when RDM's melee falls even further behind its magic? Meleeing becomes even more worthless, because then on top of everything else your expected to do you have more spells to cast and more to keep watch for.

Let me give you a for instance, say I could cast Temper on everyone with the same recast as RDM, its effected by Enhancing Magic so cant stack FC gear as easily. In the list of what I have to do, Cure, Haste, Blind, Para, Slow, Addle, Gravity, Dia III, maintain Pro/Shell, and maintain my own self buffs like Gain-MND for Enfeebles. On top of all of these things I already do while maging you are talking about adding another buff which I have to throw in the cycle, Temper, and some other things as well like new buffs for other mages or new enfeebles that are slight variations on current ones. At no time in my dreams I could I melee in this situation because of how much casting I am doing, let alone if they added more spells because more spells is more backline time, and in the end, I do not know if I could fit these spells in anyways because of how busy I am in truly hard fights like the Morimar T4, the first NM I have had to fight in a long time that made me feel like RDM backlining had a reason for existence anymore.

But do you want to know the flaw in all of this? As I just pointed out, RDM has to much to do in a real fight for it to melee. We have nothing to solve that, which is problematic because its the reason RDM can not do it well when supporting as much as it really should be. If the only way to move RDM into parties is to leave melee behind and boost its magic then its something I would rather not have, because that's not RDM, RDM is supposed to be the mage with a blade and some real combat ability, even if its not a WAR or a SAM. So I have to ask, if all my adjustments want to make the job into BLU, why is it all of everyone else's adjustments don't want to make us into SCH? Because that's basically the same thing, I ask for better melee, well, when you take it down to the basics BLU is a job which can melee well, and cast some useful spells, SCH is what? A job with access to white and black magics, guess what RDM does in the magic department...

This entire part is basically to you all, not aimed at any one person. I hope you all understand what I am trying to get across, that if you buff the magic side of RDM without including its melee side into it in a useful and powerful way then melee falls even further behind. I personally get enough shit from people because I melee as a RDM and thanks to how the job is currently I am looked at as though I said "Hey guys I'm coming on SCH to melee, I have my TP & Shattersoul right here along with my 99Emp I made so my SCH does more damage!" because that's how poorly RDM melee is thought of by most it seems.


They ask to be on DEX gear so that they can clog their inventory space and not have enough room to be a well geared mage.Ya know what, yeah, I want that DEX gear, more importantly, I want real light DD gear, gear that BLU has? Maybe, probably because its put on the light DD gear, is it a hybrid? Yeah, it is, so are we, seems good and ripe for comparison if you ask me. You wanna know what I really want out of this? Its not DEX gear, or STR gear, or even some other things like Crit Damage, what I want, is some good TP gear, I find it hard to believe that asking for some better TP gear is such a bad thing! Look at our TP set, best set, just got an upgrade, new 9% Haste Belt, with NQ you can swap out Brego Gloves for Fea's, some extra STR & DEX, literally 2 STR, and 7 DEX, while we lose 9 Accuracy. That was our upgrade, an inadvertent melee upgrade for RDM. Show me the other melee gear we got, the DW earrings that cant live up to Brut/Supa on RDM? The new DA earrings that are only good for KoR, DB, and nothing more on RDM?

I might seem to favor melee more than magic on RDM when I ask for adjustments but I like to think I have a reason. Its a component built into the job, something we are supposed to be able to do in some respectable form. Instead, our melee gets scraps for gear, random mage pieces like Shedir body with its Haste, Attack, and Accuracy, or Rubeus Spats with its STR, Haste, and Accuracy, they stand out above others. We have some other random pieces we get occasionally like Bregos, or Kudzu, which are enough to let us know they think RDM can melee, but refuse to do anything for it.

So please, inform me as to why I should not be fixated on the melee being fixed up a bit first, I would love for someone to show me how its caught up to our magic so its not simply being left behind if we got this sort of change. Better yet, when you come up with these spell ideas, think of melee too, because in most of them its always the same, melee is all that's focused on, or magic is all that's focused on, why not be true to the job and do both!? Come up with magic that enhances our melee more than it does already to balance it out, as well as ideas to enhance our melee directly, then it would be fine. But just magic enhancements, no, that makes melee even worse, because there are even more things your doing than before, leaving less time to fight up close, taking that away from the job, and as I have said many times before, turning us into SCH, but with some slightly altered features.

ManaKing
06-10-2013, 11:47 AM
Yeah, we're still not on Light DD gear and you still haven't accepted that yet. There is a ton of MAB to exploit, but apparently you can only see the need for DEX. We don't have Dex bonuses on our magic like BLU. The only thing we need DEX for is a WS that doesn't really do work outside of Aby.

None of our WSs really do work and they never will because all of our native ones are physical, while we are clearly a mage. Doesn't mean we can't fight. Doesn't mean Temper doesn't do wonders for our TP gain. But after we get TP, we blow it on subpar damage.

We will never do better numbers than any actual DD so long as we are dependent of physical WSs. Our TP phase numbers are always going to suck because that's the way the job was designed.

If you want to keep arguing this, then just remind me what set we are always put on when they break it down into heavy, light, and mage.

We aren't a light DD. We shouldn't be on light DD gear. We are a mage. We should have WSs that make use for a mage to excel at.

Demon6324236
06-10-2013, 12:32 PM
Yeah, we're still not on Light DD gear and you still haven't accepted that yet. There is a ton of MAB to exploit, but apparently you can only see the need for DEX. We don't have Dex bonuses on our magic like BLU. The only thing we need DEX for is a WS that doesn't really do work outside of Aby.Allow me to attempt to make this clear.

I WANT TP GEAR NOT DEX GEAR!

Besides that, CDC is still going to be our best WS outside of Abyssea once we can use it on Excalibur because unless Attack is very low on our side, Req loses to it, and KoR sucks by compare even with the gear gap we have with STR/MND and DEX.


None of our WSs really do work and they never will because all of our native ones are physical, while we are clearly a mage. Doesn't mean we can't fight. Doesn't mean Temper doesn't do wonders for our TP gain. But after we get TP, we blow it on subpar damage.Even if we had magic WSs which were actually good we would have crap for TP damage still which brings down our overall DPS.


We will never do better numbers than any actual DD so long as we are dependent of physical WSs. Our TP phase numbers are always going to suck because that's the way the job was designed.No kidding, part of what needs fixed as it correlates into an overall problem with the jobs melee performance. Our DPS is trash while TPing and our WSs are not all to good either because the only ones we have good gear for are bad WSs in general due to a few defects in them.


If you want to keep arguing this, then just remind me what set we are always put on when they break it down into heavy, light, and mage.Yeah, I know, that exact reason is why our melee is trash, and even though some few jobs like PUP or BST get put on 2 sets sometimes without much reason, RDM is never given that treatment, why? Who knows, but its annoying as hell and why I always ask for the gear, because there is no reason we should not have it when other jobs do get 2 sets at times, I mean look at RUN, they got 2 sets too, they got the exact two sets I always wanted too, magic, and light DD... Another slap in the face from that job!


We aren't a light DD. We shouldn't be on light DD gear.We are a hybrid, a mix of light DD and mage, yes, and we are screwed on 99% of gear that would help us be more relevant. Does that mean we are not a mage? No, we are, but we are also a melee job, a side of us which as you pointed out, is greatly ignored by SE when it comes to gear. Shown since level 75 cap was broken, the amount of melee relevant gear before and after is vastly different, as is the quality, while every other job has shot way up in what stats they get, we have slowly crawled up. Before the cap was broken jobs enjoyed some ok amounts of haste, nothing by todays standards, but at the time RDM was actually on quite a bit of good gear. Were we top DDs? No, but so far as lighter DDs go we had some nice gear actually, as we have moved on to the current day most light DDs have a wealth of Double and Triple Attack gear, some Quad attack gear even, though its not in the same numbers as DA & TA. Whats RDM got for those kind of stats? Well, the only good piece of Triple Attack gear I can think of honestly is... Calmecac Trousers, a piece of gear which lowers the vital stat in charge of actually hitting the enemy, a stat we generally lack to begin with! These kinds of differences are what put us behind. Imagine what a piece of gear like the Thaumas body would do, nice amount of Acc, tons of multi-attack, sounds like it would be amazing, but to bad, SE does not give us good melee gear, only scraps like Kudzu, which remains our best.


We are a mage. We should have WSs that make use for a mage to excel at.I would be happy with a mage WS that does not suck, but we need more than a single WS to fix our melee problems.

Daemon
06-10-2013, 02:02 PM
So please, inform me as to why I should not be fixated on the melee being fixed up a bit first

Because this topic is NOT about the Melee aspect of the job. This topic is about NEW RED MAGE SPELLS

You are taking us way off topic

Demon6324236
06-10-2013, 02:29 PM
I am fine with new spells so long as they do not interfere with the melee aspects of the job, Temper being cast on others is the primary thing I had a problem with of all ideas ever given because it does just that, the same thing with the obvious lack of people coming up with ideas for melee enhancement spells. Such as your list where nothing enhances melee at all, thus, leaving it behind and unbalancing the jobs features even further.

Daemon
06-10-2013, 02:58 PM
I am fine with new spells so long as they do not interfere with the melee aspects of the job, Temper being cast on others is the primary thing I had a problem with of all ideas ever given because it does just that, the same thing with the obvious lack of people coming up with ideas for melee enhancement spells. Such as your list where nothing enhances melee at all, thus, leaving it behind and unbalancing the jobs features even further.

The reason I gave the suggestion to allow us to cast Temper on Melee in the first place is for the purpose of us being more useful than just being needed for Heals and Haste and most of the time people do prefer to hire other jobs over us because they can do the same exact things we do and more making us really not needed.

Adding a new category of Enhancement spells for stuff you see on gear would give us better purpose. I just laid down a basic example rather than write a book on my last post and didn't get into real detail. So yes I did make the suggestion.

Like it would be nice to have a spell that can enhance weapons, like sword skill (and all other Melee skill) +15 for a duration, , parry +15 etc, hence why I said Cure Potency 10% for a duration, Fast Cast +5 for a duration. (examples of stats you see on gear/weapons)

Although these stats are included on gear, so are STR, AGI, INT etc. yet we have boost spells, we just never had any spell to enhance a good majority of the awesome stuff you see on gear other than Temper (That only Redmage can use.) Again this was unique to Red Mage before SE gave all other jobs gear with Double/Triple/Quadruple Attack gears. Also Corsair has Fighters roll which gives Double attack anyways- yet other rolls are used than this so allowing us Redmage to cast Temper on party members would only help make the spell more useful and beneficial to others than having it alone for RDM only.

Even mages have blithe mantle, pole grip, brutal earring, windbuffet belt which these 4 combined surpasses Temper. So this spell really doesn't make Redmage unique anymore. As you said RDM is way behind and left out on a lot of DD gear. I did say on another post however that its pretty ridiculous that RDM can equip a level 99 staff yet only use a level 1 ws which misses most of the time.

Anyways.

I also really don't think this interferes with the Melee aspect of the job, it enhances our job and allows us to give people something others can't give. The power and choice lies in your hand to who you want to give it to. Like how we can give Phalanx II to a Paladin in case the person doesn't have time or is placed in a situation where he/she cannot recast it. How would Temper be any different? Not like we will be casting this on any of the Mage jobs. Most likely we would be casting this only on jobs that give best results. And I did say that SE could set a long recast timer to prevent us from over casting it.

Also I didn't feel like taking the time to look at Cor, bard, sch, blu and write something by mistake that those jobs can already enhance like Cor allowing Critical Hit rate etc.

If Red Mage could cast Temper on others, do you not think people will love Redmage for that? I'm just tired of people saying "Sorry we don't need Red Mage, do you have any other job that can help the party?"

What's the point in having Temper by yourself when the reality is that RDM will never out damage any DD. it's not big enough spell to make RedMage impressive enough to encourage people to invite us for that specific ability. And there is plenty of Double, Triple, Quadruple attack gear that other Melee can surpass Temper with anyways, if anything Temper would just give us the ability to provide more power to the DD we cast it on. So Redmage having Temper alone in this day in age doesn't really put us on par with DD anymore.

A Bard / Redmage can give Ballad 1/2/3 + Refresh, Cure 4, Haste and yet do more.
A Scholar /Redmage can give Refresh/Phalanx/Enspell tier 1/Haste and yet do more.

This is why we are suggesting that RDM be given some better unique support spells that no other job can do that way atleast we can participate in more events than now.

Also I already understand what Redmage can do best. Being the master of enfeebling magic. Redmage has the highest ability to fast cast compared to all other jobs allowing us to be a great nuker. I stated that SE should remove the "Completely Resist / Immune so we can actually do what our job is suppose to be the king at, enfeebling.

No one invites us to enfeeble bosses because Gravity is completely resisted which makes us completely useless. And other jobs can Blind, paralyze, Slow, silence, Dia, sleep making redmage really not needed when other jobs can get the job done and do more.

We also have the privilege to wear more -pdt gear than any other mage job. Making us to be the best survival job compared to other mages. This was great when we were able to be the kiter for events when Gravity actually worked.

You are looking at RDM as one aspect of game play. I'm looking at it as multiple aspects of gameplay. I just didn't get into the Melee topic because this thread is not about that.

Not everybody will multitask every single aspect of any job. For example, Blue mage "could" set several spells to be supportive to party yet be crappy as a DD, vise versa.

Scholar can play the support roll or the nuking roll but very hard to play both rolls at the same time being that the limit of strategems make it difficult.

Of course it will be hard to be melee/support/enfeebler/stunner/nuker all in one etc. but that's the beauty of having the option to choose what path or build for the specific situation at hand.

It doesn't mean you need to be a jack of all trades for every single purpose.

The way RDM is built now pretty much is a self solo type job who really lacks at being a great support needed for 18 man alliance events. My argument is that while it was good to be this way before the cap went above 75 and before SE gave our special abilities to other jobs like refresh, it needs to have something better at 99 that can give a better reason to include us in the group other than haste/cure4/Protect/Shell especially since we are left out on pretty much the majority of content.

I'm not disagreeing with you on the Melee aspect of what you are talking about. Just this isn't the thread to be discussing all of that.

saevel
06-10-2013, 08:45 PM
Ohh look ... this conversation again. Did we enter a temporal distortion field and go back to the year 2005?

Every argument anyone can possible create has already been done to death. RDM sucks right now, it sucks because the dev's have nerfed all three of it's designed aspects. RDM is a combination of Warrior, White Mage and Black Mage. This is a design that goes back long before FFXI was created and SE kept it here for "flare". Of course they didn't want RDM to be the best in any one of those categories so they nerfed the sh!t out of it in all three which turns RDM into a nearly useless job.

That can only be fixed through a very concentrated redesigning of the job. Better melee gear and a wider range of self-cast spells that enhance various aspects of the job. I used to say give RDM unique minus-stats enfeebles, but SE took that idea and created GEO. So yeah I don't expect anything to happen to RDM anytime soon, deep inside the SE devs wish it would just vanish.

Almalieque
06-10-2013, 09:46 PM
Can you imagine if SE gave the spells/abilities of SCH and/or GEO to RDM as opposed to creating those jobs?

Pebe
06-10-2013, 10:22 PM
In the current endgame, red mage as a fine place in delve mega boss parties. All mobs in delve are fully enfeebable and you have to land certain enfeebles on certains mobs in order to activate their gimmick to kill them. rdm/blm is also a good back up healer and support of the sch/blms on stun rotation and the geos who are standing in range of everything. My perfect third party for the mega boss battles would be geo geo sch sch rdm pld.

Demon6324236
06-10-2013, 10:28 PM
Delve is the only event RDM is good in right now, and mostly because enfeebling is required for most NMs in some way.

Daemon
06-11-2013, 02:41 AM
In the current endgame, red mage as a fine place in delve mega boss parties. All mobs in delve are fully enfeebable and you have to land certain enfeebles on certains mobs in order to activate their gimmick to kill them. rdm/blm is also a good back up healer and support of the sch/blms on stun rotation and the geos who are standing in range of everything. My perfect third party for the mega boss battles would be geo geo sch sch rdm pld.


Yes we all know this, that's why we said SE should get rid of the "Completely Immune / Resist" off everything else so we can actually do our job as intended or give us better spells at 99.

Damane
06-11-2013, 06:02 AM
In the current endgame, red mage as a fine place in delve mega boss parties. All mobs in delve are fully enfeebable and you have to land certain enfeebles on certains mobs in order to activate their gimmick to kill them. rdm/blm is also a good back up healer and support of the sch/blms on stun rotation and the geos who are standing in range of everything. My perfect third party for the mega boss battles would be geo geo sch sch rdm pld.

I am sorry but SCH/RDM (and soon GEO/RDM with native enfeeb skill after update) are doing and will do a better job then RDM on delve related things. The only time you would take a RDM into delve is when refresh II and addle matters. I am takeing my sch/rdm with my m.acc trial staves any day over my RDM. It cures better, it has better AoE control and it can stick the debuffs even much better then my rdm because of klimaform + stormspells and then there is impact, which costs way less MP on SCH due to stratagems and has a way higher stick rate on sch to land then on rdm.

So no RDM isnt usefull at all atm if you have very competent well geared SCHs.


@those people wanting melee RDM:
go change your job to a melee if you are so hard on for melee things.

Protey
06-11-2013, 10:54 AM
here you go Demon6324236: Temper 2, an enspell, that gives DA to party members like sambas do from DNC.

Demon6324236
06-11-2013, 01:24 PM
If it was an effect that was given only so long as the RDM was also meleeing it would be fine, hell, might encourage people to let RDMs melee, good idea.

saevel
06-11-2013, 07:44 PM
Can you imagine if SE gave the spells/abilities of SCH and/or GEO to RDM as opposed to creating those jobs?

Everything in those jobs were suggestions made to augment RDM to make it more "viable" vs the dedicated mages. Even most of BLU and DNC is from the older RDM discussions we've had. SE's been using RDM discussions for a very long time as a free think tank for job ideas. My personal belief is that SCH should of never been created and instead had it's JA's passed around. LA/DA should of been given to RDM with some of the stratagems going to WHM and BLM respectively. The fact that SCH gets a JA that boosts elemental damage while BLM doesn't is hilarious.

Daemon
06-12-2013, 12:09 AM
So no RDM isnt usefull at all atm

Chainspell Stun is the only real useful thing we have left for RDM (That's if it's not completely Immune/Resisted)

Demon6324236
06-12-2013, 12:19 AM
Even that has more limited use than ever before, SCH can stack up Haste & Fast Cast to the extent they can stun with Tabula Rasa almost as fast as RDM can CSS I believe, that's how linkshells did Legion, they had SCH come for Embrava and then while TR was still up the SCH stunlocked the NM.

Daemon
06-12-2013, 12:56 AM
Even that has more limited use than ever before, SCH can stack up Haste & Fast Cast to the extent they can stun with Tabula Rasa almost as fast as RDM can CSS I believe, that's how linkshells did Legion, they had SCH come for Embrava and then while TR was still up the SCH stunlocked the NM.

At what sacrifice? You can't expect 1 person to be a 1 man show for every situation. Sch needs enhancing set for embrava, then switch over to haste/fast cast gear to be the stunner. In every party I've been invited to be scholar, I was assigned 1 roll be it main healer or stunner, but not all rolls.

Can't give entire party phalanx/refresh/Haste if subjob is /BLM for stun.

Doesn't mean RDM is totally useless just because SCH can "almost" stun just as fast as Red mage Chainspell. Dia III is still the best Dia spell in game, and Redmage doesn't struggle as much enfeebling as other jobs do. Because RDM have higher stat gear in the enhancing/enfeebling department than other mages means less gear, less gear swaps.

RDM spells last longer than other jobs because of composure/Increase Enhancing magic effect duration gear.

Yes Scholar can use perpetuance, but at the cost of 1 strategem making it difficult to give everyone in party a long lasting buff.

We should all be argueing the bad sides of the job but don't destroy the only little good sides that's left.

Damane
06-12-2013, 06:53 AM
Chainspell Stun is the only real useful thing we have left for RDM (That's if it's not completely Immune/Resisted)

thats replaced by 2-3 sch/blms haveing marches haste and stratagems. not to mention sch/blm have way less resist rates on stun due to better dark magic skill then rdm. (this is considering ally fights).

This is what I suggested considering RDM WHM and SCH against each other:
http://forum.square-enix.com/ffxi/threads/33391-Temper-%28A-request%29?p=437021&viewfull=1#post437021

Daemon
06-12-2013, 10:47 AM
thats replaced by 2-3 sch/blms haveing marches haste and stratagems. not to mention sch/blm have way less resist rates on stun due to better dark magic skill then rdm. (this is considering ally fights).

This is what I suggested considering RDM WHM and SCH against each other:
http://forum.square-enix.com/ffxi/threads/33391-Temper-%28A-request%29?p=437021&viewfull=1#post437021

Replace is one thing, completely useless is another. ADL at 50% HP I use Chainspell stun in a low man party and haven't lost yet.

Delve NMs at 10% HP using Chainspell stun has done wonders.

As for Dark magic, there is gear for this.

Red mage can cap Fastcast way easier than SCH or any other mage. And SCH cannot have max Occ Quickspell due to not being able to wear Dalmatica.

Demon6324236
06-12-2013, 10:53 AM
Doesn't mean RDM is totally useless just because SCH can "almost" stun just as fast as Red mage Chainspell. Dia III is still the best Dia spell in game, and Redmage doesn't struggle as much enfeebling as other jobs do. Because RDM have higher stat gear in the enhancing/enfeebling department than other mages means less gear, less gear swaps.My point was that for stun locking NMs RDM is still losing interest and use because SCH can basically do the same now days. Back when Chainspell stood out it was a real reason to bring RDM, now other jobs can do nearly the same. Does that mean I am saying its useless? No, I am just pointing out that its another of those advantages we have lost over time because of high levels of gear. Kind of like how PLD lost some of its use thanks to such high PDT gear DDs can reach because they can take more damage than ever before. If jobs could not stack it up that high for recast then it might be a better reason to bring RDM, but now that people have other options its not as big of a reason to take RDM.

Daemon
06-12-2013, 12:00 PM
My point was that for stun locking NMs RDM is still losing interest and use because SCH can basically do the same now days. Back when Chainspell stood out it was a real reason to bring RDM, now other jobs can do nearly the same. Does that mean I am saying its useless? No, I am just pointing out that its another of those advantages we have lost over time because of high levels of gear. Kind of like how PLD lost some of its use thanks to such high PDT gear DDs can reach because they can take more damage than ever before. If jobs could not stack it up that high for recast then it might be a better reason to bring RDM, but now that people have other options its not as big of a reason to take RDM.

Yes I know scholar can do a lot of things. But it's not God, and SCH is not an easy job to play. It requires a lot of gear, a lot of macros compared to redmage. Which one of the 2 jobs do u think can survive longer? 5 strategems limits how fast a scholar can do things. By the time SCH cast 3 spells redmage can cast more than 5.

SCH doesn't have as much DD gear options and cannot equip a good majority of the aug gears that RDM can. For solo purposes Storms give +7 stats, redmage gain spells can give +25. (INT/MND for enfeebles, VIT for tanking when mob agros is where RDM wins over SCH or any other job)

Someone said earlier they can make Mag. Acc delve gear for enfeebles, RDM doesn't even need to struggle getting yet more gear for this.

To even come close to stacking fastcast gear to RDM is even a huge challenge (And Redmage has the ability to have highest Occ. Quick Spellcasting over SCH) and yes it makes that much of a big difference. Still Chainspell stun is instant cast, can't go faster than that and even if you did stun does not overlay if the mob is already stunned. You get that message that says "Has no effect"

SCH has to wear Haste/Fastcast gear for stun, RDM doesn't.

SCH has to go through a job ability to make buffs stick longer each spell, redmage doesn't. Which is another reason why redmage can do other things faster than SCH.

As I said, we should be arguing about the bad sides of the job and not destroy what good sides are left because its these kind of posts that other people see and assume that RDM is completely useless and this is one of the reason why people don't want us in party.

Otherwise keep giving praise to scholar lol.

saevel
06-13-2013, 01:43 AM
If your CSSing ADL your doing it wrong.

Really wrong.

Daemon
06-13-2013, 03:20 AM
If your CSSing ADL your doing it wrong.

Really wrong.

Using any jobs ability in a low man party is not wrong. If that's the case then using embrava, soulvoice and every other jobs 1 hour would be wrong too?

We don't use Chainspell stun everytime we fight ADL, we use it when the situation is needed. The point was redmage is not useless.

Damane
06-13-2013, 07:37 AM
Using any jobs ability in a low man party is not wrong. If that's the case then using embrava, soulvoice and every other jobs 1 hour would be wrong too?

We don't use Chainspell stun everytime we fight ADL, we use it when the situation is needed. The point was redmage is not useless.

sadly the job is useless, last time I have seen CSS been used in any LS event was several months ago.

Daemon
06-13-2013, 08:10 AM
sadly the job is useless, last time I have seen CSS been used in any LS event was several months ago.

To you it maybe useless, and most likely from the looks of it, you've never even seen a really good redmage to think that it is.

It still does well in WOE in the areas where some of the enfeebling spells still work. And as other people said redmage is doing perfectly fine in delve areas since none of the spells are completely immune/resisted.

To say the job is useless is seriously a wrong statement. That would mean Cure 4, Haste, Refresh 2 and every redmage enfeebling spell is useless as you are saying right now and that Chainspell stun does absolutely nothing.

If so then why do the majority of mages sub redmage? Convert is useless? What about fast cast trait?

Demon6324236
06-13-2013, 09:11 AM
If so then why do the majority of mages sub redmage? Convert is useless? What about fast cast trait?That's part of the problem, from a sub-job you get one of our few limited Enhancing spells(Phalanx), our only unique Enfeebling spell(Gravity), and our best Job Ability, of the few we have, access to all but 1 Enfeeble if you do not have it already(SCH mainly) and access to our most powerful trait, that even though its a lower tier, is a massive boost to hitting the cap or getting closer. As a sub, we give to much away.

Daemon
06-13-2013, 10:32 AM
That's part of the problem, from a sub-job you get one of our few limited Enhancing spells(Phalanx), our only unique Enfeebling spell(Gravity), and our best Job Ability, of the few we have, access to all but 1 Enfeeble if you do not have it already(SCH mainly) and access to our most powerful trait, that even though its a lower tier, is a massive boost to hitting the cap or getting closer. As a sub, we give to much away.

Ok but that still doesn't mean RDM is useless. SCH doesn't have haste. When do you see anyone hire a mage to sub RDM for gravity?

Demon6324236
06-13-2013, 11:46 AM
Ok but that still doesn't mean RDM is useless. SCH doesn't have haste. When do you see anyone hire a mage to sub RDM for gravity?Never, but then again, until Adoulin it had no use anyways.

Daemon
06-30-2013, 06:39 PM
Good evening!

As we are approaching max capacity for adding magic we are in a situation where it is difficult to add new spells on a short-term basis, and this is not only limited to red mage. To clarify, this doesn’t mean we cannot add new magic, it just means we first need to address the expansion of the magic spell capacity, so this will take a bit of time.

Next, in regards to some of the suggestions and requests we have been seeing.


Plague effect enfeebling magic spell:
Since there are already abilities that add a plague effect, we don’t really feel a necessity to add it to red mage’s arsenal. Also, since DoT-related magic spells are scholars forte, this wouldn't be something that is unique to red mage.


Stronger version of Dia/Bio:
Red mages already have Dia 3 and Bio 3 from merit points which are considerably powerful version of these spells.

As mentioned previously, the Development Team is looking into adding new spells that will be quite different from the current list available.

Soooo... This was posted 8 months ago?

Demon6324236
06-30-2013, 06:57 PM
Don't forget this one which is almost 7 months old!

Greetings everyone!

I have a couple responses from the development team in regards to your feedback. :)


I think a spell like Regain. 10 ticks w/ max enhancing for rdm would do wonders. Add regain brd songs, and buff the attack speed, attack, and defense songs on bard.

This might be possible, but in order to avoid another situation like Embrava it would require some thinking to implement it properly. While nothing has been decided as of yet, we’d like to add Haste II in this case.


At the very least, Bard needs another tier of March and a Regain song.

We are planning to add a higher tier March in the future. However, this is a ways off, and this would be a song that not everyone would be able to get.

As for a Regain song, we do not have any plans of implementing one.

Daemon
06-30-2013, 07:51 PM
Don't forget this one which is almost 7 months old!

Dang buy the devs some coffee, give them some red bull or something.. Need to speed it up, Some of us are getting old ... How long we gotta wait? Til retirement? Afterlife?

shantaru
02-26-2014, 08:09 AM
nice your thinking of fixes but im end game rdm and pls read the forums on haste II by another and my post on rdm NEW IDEAS listing spells and JA needed to be once again accepted by the server community as not worthless, inferior job, or pls dont BRING rdm whatever you do...... that just not right! compre my ideas to what not as making rdm geo AOE but the JA (AOE 5 min timer 1 cast AOE of the gainspells per skill/cap 500 skill, haste II up to 20% pehaps nowbased on skill/cap 500 for duration and maximum haste II effect. this is all stuff rdm at level 99 needs 2 JA's and a few spells that are well reasoned additons to rdm (not to game ) since brd and cor will always be the superior JOB effects , doesnt mean a proper FIX on rdm wont make it possible for 6 party to do cor or RDM now (and rest like always) or BRD and RDM, since se is good with cor and brd both boosting party thorugh roof a RDM fix like im thinking would make it possible to bring a rdm and (cor OR brd) now to a proper 6 person party on AAHM diff 119+ mode as an example withouth all saying wt hell is rdm doing here it worthless....