View Full Version : Dispel II
hollowsgrief
03-21-2011, 02:16 AM
I would like to see a higher teir dispel added for RDMs, being as there are some mobs and NMs out there that spam buffs on themselves, its kind of annoying having to cast the same spell on them over and over again. Maybe a higher teir dispel that removes up to three buffs or something of that nature.
Kwate
03-21-2011, 04:31 AM
good idea, but definitely not needed.
Vraelia
03-21-2011, 07:53 AM
I agree to this. And I have also mentioned this already in a thread. I would love to see Dispel II. I mean we got Dispel I like in the 30's. And Other jobs has a Dispel effect, (even THFs ffs lols {JA}) I think us RDMs should get another Tier of Dispel. :)
<Yes, please.>x1,000. <Thank you.> :)
hollowsgrief
03-21-2011, 09:17 AM
Of course then again, you know that if SE did give rdms dispel II that schs would cry that they didn't get it lol.
Rambus
03-21-2011, 09:38 AM
I can understand the advancment concpt but what would it's purpose be? dispel buffs that are normally not dispeled?
Vanar
03-21-2011, 11:13 AM
I second this... maybe include this for those mobs that normally resist debuffs. Like orthrus and a bunch of other Abyssea NMs. I can understand not being able to dispel effects as a BLM/RDM while lowmanning... but when a RDM with 442 skill +50 Macc 110 INT fully geared with Full macc/INT atma, can't land dispel.. this is where dispel 2 would shine. As RDM in these fights I'm just a healer which is annoying. I gear myself to the T for enfeebling magic and take pride in my hard work to get there.. only to be reduced to fast casting Cure IV every 2 seconds.
I can understand the advancment concpt but what would it's purpose be? dispel buffs that are normally not dispeled?To dispel multople buffs at a time i would imagine.
Supersun
03-21-2011, 06:54 PM
I wouldn't mind a dispel that can actually strip Ice Spikes from Soulflayers.
Nacht
03-21-2011, 06:56 PM
I wouldn't mind a dispel that can actually strip Ice Spikes from Soulflayers.
Finale works. Flayers just resist dispel (and I guess other dark based spells)
Supersun
03-21-2011, 06:57 PM
Finale works. Flayers just resist dispel (and I guess other dark based spells)
by "a dispel" I meant a dispel that we have. Yes I know finale works XD
Nacht
03-21-2011, 06:59 PM
oh... well then... carry on...
Seriha
03-21-2011, 07:11 PM
I'd just be happy with a 2-3 buff wiping version. Fighting sandworms can suck when you need to dispel 50 different buffs after they suck 'em off your party. :/
Vraelia
03-21-2011, 09:12 PM
Of course then again, you know that if SE did give rdms dispel II that schs would cry that they didn't get it lol.
Let them cry. Lols. RDMs were the original Dispelers (Besides BRDs) We need another Dispel spell. And, I am sure if we got Dispel II, BRDs would get Magic Finale II. But, if it is just RDMs and BRDs getting another Tier to Dispel, I wouldn't mind.
Koren
03-24-2011, 02:17 PM
How about Dispel II not only getting rid of an effect like normal, but also locks the target out of receiving the buff again for a certain amount of time? Say you're fighting a NM that casts Shock Spikes on itself. You can Dispel II it and for 2 minutes, even if it casts Shock Spikes again, it'll not get the effect. Think it may have a little more utility than a random 2-3 buffs removed, more so if you get a spam-happy buffing mob that wastes TP trying to strengthen itself.
Seriha
03-24-2011, 05:29 PM
2 minutes might be a bit too long, but 30s could be workable. Kind of the inverse to WHM's status healing offering an 80% resist chance with their Divine Caress ability.
Supersun
03-24-2011, 09:17 PM
Maybe instead of Dispel, a spell version of Aura Steal would be interesting.
Not sure how practical it would be to program, but a spell that inflicts a debuff opposite whatever you dispelled would be nice as well. Like if you dispel a Berserk effect it gains a -atk debuff instead. Extra points if it blocks the buff from being reapplied for the duration of the debuff.
Seriha
03-24-2011, 09:39 PM
Well, BLU does get Voracious Trunk, so Aura Steal in spell form does exist to some degree. The latter idea makes me think of Reverse, where in XII a cure spell would hurt you while damage would cure you. While a debuff of the same name shouldn't carry that effect, reversing the effect of personal buffs could be interesting. Just tricky deciding what it'd do for things like Stoneskin or Spectral Barrier.
Supersun
03-24-2011, 09:53 PM
A debuff that causes the monster to take double damage for X amount of HP?
and Blink could be a debuff that grants the effect of a 100% zanshin to whoever is hitting it until the players miss X amount of times against the monster.
Insaniac
03-24-2011, 11:24 PM
Digressing a bit but what if in conjunction with a buff stealing spell, RDM got a JA that gave them an aura, similar to an avatars favor, that applys the some or all of the RDMs current buffs to everyone in a small radius. This is probably overpowered but it would be pretty cool =)
Seriha
03-25-2011, 03:48 AM
The aura idea is something myself and others have bounced around in the past on Alla. Basically limit it to buffs that function solely on duration and make the range itself something like 5 yalms. That should allow you to cover all melee on a single mob with your own Haste, Enspell, Phalanx, Spikes, and so on, while granting you the time you wouldn't need to spend casting on them to actually contribute damage. The cost being 1 MP per buff every tick should probably be an additional balancing factor. Naturally, once they move out of range, buffs go poof unless they were the individually cast versions.
Insaniac
03-25-2011, 06:09 AM
A perpetuation cost makes sense I guess. This would be a great way for SE to get RDMs on the front line like they have been trying and failing to do for the past couple years.
Supersun
03-25-2011, 08:45 AM
5 yalms might be a bit too small when fighting some of the really big monsters and you want to hit people in front and behind the monster.
The only issue though is SE seems pretty dead set on releasing a buff that only affects our melee, but I don't think this would be terrible if it only affected melee range. If you are meleeing you need time to swing. If you are in the back then you don't really the extra time anyway. Most back line Red Mages I see practically stand around doing nothing half the time.
Insaniac
03-25-2011, 09:00 AM
We call those RDMs bad players. I'm assuming by 5 yalms he meant radius making it 10 total which should be enough to hit either all front line or all back line on any specific mob as long as people care enough to position themselves. Composure + Regen II aura would take a bit of the sting out of not having cure 5 yet/ever. There's a lot of interesting possibilities popping up in my head.
Supersun
03-25-2011, 09:18 AM
You know you would have to be standing in the middle of the monster to get the full effect of the 10 yalm diameter. Given that is pretty impractical on some mobs and the Rdm will be either in front or the back (or sometimes the side) a 5 yalm radius might be a bit too small since the radius is really what you are working with (though thinking about this I could see this backfiring horribly as a AoE refresh tool that forces the Rdms AWAY from the monster)
Seriha
03-25-2011, 03:53 PM
I actually meant 2.5, total radius being 5. For most monsters the effective max melee range is 3 yalms. The few that break this are indeed larger mobs (or at least camera weird like Dhalmel), but if it is something like a wyrm, you'd have your DDs on one leg with your tanks on the other... at least in terms of the old game.
Basically, you could hit most people meleeing a single mob if you're at its side. The only ones who'd possibly miss out would be those close to max distance within your frontal fan. If you bumped it up to 3/6, this would still happen in a fractional sense, but I don't think demanding some situational awareness of your melees is a bad thing. I know when I'm on THF, I always get mad at those who stand at max distance while I'm trying to land a TA.
Insaniac
03-25-2011, 05:20 PM
While I don't think a 5 yalm diameter would be terrible there's really no reason to not make it 10. You still wouldn't be able to hit mages and melee at the same time without them all being in AoE range.
Seriha
03-25-2011, 09:02 PM
The point is mainly that if you're forced to be in melee range, may as well melee. Upping it to 5/10 gives more incentive for people to start telling you to stay back.
In the event you're in some mage heavy party, you can either carry on with the cycles as normal, or they can be more mindful of their enmity while hanging around you to prevent sudden mob turns and one-shots. You'll also be given more time to nuke, cure, enfeeble, or whatever.