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View Full Version : New Ideas For Rdm Spells, also lets put that divine skill to use



Solito
12-29-2012, 08:04 AM
First of all this is just thoughts on some spells that could work.

Meteo
Lvl:30 MP:74 Magic-Type:Light Magic Skill: Divine
Description: A 3-Hit Multi low damage Spell, May cause severe damage

Confuse
Lvl:76 MP:80 Magic-Type:Light Magic Skill: Enfeebling
Description: May Cause the enemy to attack himself for 6 rounds.
Note* Might increase number of rounds based on Skill ?

Sap
Lvl:79 MP:50 Magic-Type:Light Magic Skill: Divine or Enfeebling ?
Description: Applies a 2-tick drain mp on enemy, Arcana & Undead Take adds a additional 5-tick
Duration of the spell based on skill ?

Bleed
Lvl:99 MP:370 Magic-Type: Dark Magic Skill: Enfeebling
Description: Sabatour Must be in Effect. Enemy takes 80-200 Ticks of damage during every melee or spell cast of the enemy, if the enemy is casting a spell it has a high chance to be interrupted, if the enemy does a tp attack the damage is reduced by 20%.
Duration: 2:00
Recast: ??

Just my thoughts :)
Let me know what you think I like input and hope to see other spells you all post.

Sunrider
12-29-2012, 10:22 PM
All they need to do to augment our Divine skill is give us Banish and Flash. Or change Dia back to Divine.

Sap is just one-half of the Disease effect (drains MP and TP over time). Frankly, I'd rather have Disease.

saevel
12-30-2012, 06:44 AM
All they need to do to augment our Divine skill is give us Banish and Flash. Or change Dia back to Divine.

Sap is just one-half of the Disease effect (drains MP and TP over time). Frankly, I'd rather have Disease.

No, just no. RDM has an E in divine / dark skill. The less we deal with those two the better it is for everyone involved.

Sunrider
12-30-2012, 06:48 PM
Who cares?

In situations where the skill is in the slightest bit critical, just step back and let someone else do the Flashing, Banishing, or whatever. When it isn't critical or when solo, they're additional handy tools.


As it is, no one seems to grouse much when discussing Bio use or subbing BLM for Chain-Stun, its just as easy to say that if poor skill makes having Divine spells a waste of time, then poor skill makes Dark spells of time. Or they could, you know, just bump this skill up a couple grades.

Llana_Virren
12-30-2012, 08:51 PM
All they need to do to augment our Divine skill is give us Banish and Flash. Or change Dia back to Divine.

We still have a Divine Skill rating so a RDM/whm would (in theory) have a higher skill than all other /whm. However, it is an all-but-useless skill considering current game mechanics. We shouldn't have Banish or Flash natively, however before any -new- spells are added to RDM's arsenal the first step is to re-engineer enfeebles to not only be relevant but to also align them to the same skill=potency formula that is applied to other magic types.

Ladyofdragons
12-31-2012, 12:52 AM
Who cares?

In situations where the skill is in the slightest bit critical, just step back and let someone else do the Flashing, Banishing, or whatever. When it isn't critical or when solo, they're additional handy tools.

As it is, no one seems to grouse much when discussing Bio use or subbing BLM for Chain-Stun, its just as easy to say that if poor skill makes having Divine spells a waste of time, then poor skill makes Dark spells of time. Or they could, you know, just bump this skill up a couple grades.

This is the problem though a lot of rdm's sit on the sidelines and let the other jobs that do it better, divine magic skill is not the fix nor will it make rdm more useful.

Ramaza
12-31-2012, 07:58 PM
Who cares?

In situations where the skill is in the slightest bit critical, just step back and let someone else do the Flashing, Banishing, or whatever. When it isn't critical or when solo, they're additional handy tools.


As it is, no one seems to grouse much when discussing Bio use or subbing BLM for Chain-Stun, its just as easy to say that if poor skill makes having Divine spells a waste of time, then poor skill makes Dark spells of time. Or they could, you know, just bump this skill up a couple grades.

I care. More solo tools aren't going to get us back into endgame events. If it isn't worth casting in a useful situation in party setup I think, at this point in the game, it shouldn't even be under consideration. We need more tools to make RDM/ shine over /RDM, not sit on the sidelines with useless divine magic spells under an E skill.

Tsukino_Kaji
01-01-2013, 04:01 AM
Or just change dia back to divine.

radicaldreamer
01-01-2013, 07:31 AM
For RDM's Divine and Dark skill, they should give us Bar-Dark and Bar-Light, and have enhancing and light/dark skill affect how much we can resist those elements by.

Bar-light or Bar-divine could lower the damage taken by things like holy and banish, and also shorten the duration of dot effects like Dia that have been cast on the RDM.


OR... Instead of another boring Bar-spell, how about Reflect Dark and Reflect Divine? (only one can be on at a time)
The spells could, at a good percent chance if enhancing is high, reflect dark or light attack and dot spells. The Dark skill and Divine skill would control what percent of the original intended damage, will actually land on the enemy. (so an enemy casting holy 2 would not get 100% of his damage back to him, but a percentage adjusted by your light or dark skill)
:cool: