View Full Version : Do you think RUN should get Temper?
Ophannus
08-22-2013, 12:09 AM
Having such a high skill in Enhancing and being a frontline tank that uses Enhancing/Divine Magic primarily, would Temper not be a great spell to have? Sure RDMs would be a little hurt that one of their exclusive spells is now shared but giving RUN a self-cast Temper isn't the same as SCH getting Phalanx when /RDM and AoEing it. It would help RUN's DPS as a tank and make them more competitive and it totally fits their style. RDM and RUN don't compete for the same party slot anyway so I don't see it really interferring with RDM much.
Could give RUN Temper at level 55, and then give them Temper II(Sabre) at 97. Sabre could either give a higher Double Attack % or a smaller Triple Attack%. Neither would stack since they'd both give 'Multi-Strike' buff. Temper could be a 20% DA, and Sabre/Temper II could be a 10% TA, obviously Temper II/Sabre could be a 3min recast and cost a lot of MP. Additionally could just give RUN the Temper spell and give them a piece of AF2/AF3 armor that enhances the effect and makes it into Triple Attack. A multi strike spell on RUN coupled with Embolden would really make them able to hold hate a lot better.
dasva
08-22-2013, 12:06 PM
I think at least some melee job should get some use out of it lol.
dragmagi
08-22-2013, 07:55 PM
Rune should get haste sneak and invisible also.
Deifact
08-22-2013, 08:18 PM
Can we add GS and GA skill to rdm too? Might aswell make RDM and RUN the same considering how similiar they are already
Tanama
08-23-2013, 12:47 AM
Do you think RUN should get Temper?
Yes, I wholeheartedly do.
dasva
08-24-2013, 05:51 AM
Can we add GS and GA skill to rdm too? Might aswell make RDM and RUN the same considering how similiar they are already
I have the sinky suspcion that run is basically a combination of most of the suggestions on what was needed to fix rdm and make it useful so now both are kinda like half a job lol
Alistaire
08-26-2013, 06:47 PM
If RUN had been in the game when Temper was made, they should've gotten it first; RDM second.
skullreaper
08-27-2013, 01:56 AM
Red Mage has always been a jack of all trades master of none so lets take everything it has :D
-Temper
-Phalanx II
-Composure
-Gain spells
-and all their cures
heck just delete red mage from the game files and rename all of the red mage text to "Rune Fencer" problem solved and in the past all of red mage text could be renamed to scholar lol.
*Sarcasm*
Deifact
08-27-2013, 06:20 PM
Red Mage has always been a jack of all trades master of none so lets take everything it has :D
-Temper
-Phalanx II
-Composure
-Gain spells
-and all their cures
heck just delete red mage from the game files and rename all of the red mage text to "Rune Fencer" problem solved and in the past all of red mage text could be renamed to scholar lol.
*Sarcasm*
Don't forget to give Rune Fencer all our enfeebles, including tier II as normal spells not merits. And elemental spells. And give them convert too. And Chainspell. And native Fast Cast XXII.
Meoww
Delvish
08-28-2013, 03:28 AM
You guys have it all wrong. Rune Fencer takes all of RDMs melee abilities while SCH takes all of it's mage abilities. Between the two, you essentially split a RDM down the middle.
Ophannus
08-28-2013, 02:31 PM
SCH was everything magical that RDM should have been. RUN is everything JA and melee RDM should have been.
Seriously, RDM should have had runes. Ever play Final Fantasy: Dimensions? Red Mage has Magic Blade as a job ability. Weather spells and Helix spells would have been excellent support spells for RDM since we don't get potent cures or nukes. RDM could have been a pro enfeebler with also master of DoT and HoT. Let the WHM and BLM be the best healer and nuker pound for pound, but RDM could have been great with Regens and DoTs. The Arts/Strategems would fit with RDM's nature as being a mix of white and black magic and being able to occasionaly AoE a cure or enfeeble would make up for not having curagas or sleepgas. Seriously, why does RDM get higher enfeebling, but BLM gets Sleepga/Breakga? Scholar to this day is really an unnecessary job. The only things that made SCH useful since the day it came out was substitute healing when nobody had or could come WHM, Modus Veritas glitch, Embrava onry then gtfo and stun locking. Hardly any of SCH's finer points really made much of an impact on endgame strategy. While SCH isnt completely useless I do wish some of it's more useful abilities and spells were just given to RDM. RDM at the time had Chainspell/Convert/Composure, thats it.
We had room for Light Arts/Dark Arts and Strategems(could rename these JA to fit RDM and give it a non-book animation) Could have given them Battle Arts too which gave them A- Sword/Shield/Dagger and enhanced attack speed/att/acc so they could stand in as a melee fighter too but only 1 art active. It would have been sweet. Now we just have so many classes, theyre all watered down. All of Dancer's dances save for waltz could have alternative names and have been funneled into THF as Dynes/Banditry/Thievary abilities. All the 'Steps' could have been Bandit-Abilities, they dont even LOOK like dances so it could have worked too. When you use Box Step, you swing your dagger at the mob and some red sparks come out. How could that not have worked as a THF ability? It would have given THFs a more Rogue-like gameplay and make them do something between SA/TA/WS's. DNC abilities like Steps/Flourishes/Jigs could have all easily been THF abilities or NIN abilities. SCH's arts and spells could have been split amongst RDM/WHM/BLM. Swordplay and Foil could have been PLD abilities. I know they add jobs to increase sales but more doesn't equal better. Specialists will always be better than generalists, this is why DNC/THF/NIN/BST/BLU/PUP and to a lesser extent RUN/DRG/RDM hardly get any action and jobs like PLD/DRK/MNK/WHM/RNG/SAM/WAR get all the love, because those jobs are the best at what they do. In small 6 man groups, hybrid jobs are better. A party of [DNC BLU PUP RDM DRG SCH] has wayyyyyy more flexibility than say a party of [WAR DRK MNK WHM SAM RNG] but when you have an alliance, those hybrid jobs are extremely devalued because in a large group, when you need 8 damage dealers, bring a subpar damage dealer like dnc which is a hybrid healer/dd when you already have enough healing? Obviously you'd take the job that is DESIGNED to deal JUST damage over a job that was DESIGNED to deal less damage but then has other tools/gimmicks?
tl;dr
delete SCH and RUN and give it all to RDM cuz RDM was here first and RDM has been in more FFs than SCH and RUN combined.
dasva
08-29-2013, 11:38 PM
You guys have it all wrong. Rune Fencer takes all of RDMs melee abilities while SCH takes all of it's mage abilities. Between the two, you essentially split a RDM down the middle.
And geo has all the enfeebles rdm has been asking for for years. So more of a 3 way split
Ophannus
09-04-2013, 03:55 PM
And BLU has our light melee armor, Dual Wield and A- sword skill with our EX weaponskills too. 4 way split!
Babekeke
09-04-2013, 04:25 PM
And BLU has our light melee armor, Dual Wield and A- sword skill with our EX weaponskills too. 4 way split!
BLU gets Swift Blade?
Alpheus
09-04-2013, 04:36 PM
No but RUN does XD
Though that was probably the point >.>;