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View Full Version : take rdm out if ffxi



elqplau
12-15-2015, 04:57 PM
Rdm so gimped it not even fun to play...if u don't 'heal''buff''debuff' you can't do anything why bother giving us swords when they are useless? I've got a su2 blurred sword capped merited weapon combined totatal of 646 attack at 868 and defence 863 and that does me no good I can't hit even first their nm's in eachan..I may as well get an onion sword for all the good it does...I don't ask to be super melee but I play solo so I don't do the brd/whm/cor thing...I started the game rdm at least could defend itself now its less than useless...please fix rdm

Shirai
12-15-2015, 06:14 PM
And what other gear, besides the weapon, do you melee in exactly?

Daisansha
12-15-2015, 09:06 PM
Rdm so gimped it not even fun to play...if u don't 'heal''buff''debuff' you can't do anything why bother giving us swords when they are useless? I've got a su2 blurred sword capped merited weapon combined totatal of 646 attack at 868 and defence 863 and that does me no good I can't hit even first their nm's in eachan..I may as well get an onion sword for all the good it does...I don't ask to be super melee but I play solo so I don't do the brd/whm/cor thing...I started the game rdm at least could defend itself now its less than useless...please fix rdm

Don't know what RDM you play, but the one I play on is very powerful. With zero buffs, no food, just the plain gear on, I have 974 accuracy and 1,034 attack in my normal TP set. I am almost always taking hate and end up tanking because my swords are swinging at about hundred fists speed. I suggest you work on your gear more. Get a good main hand sword that will do good WS damage (Murgleis, Excalibur, augmented Colada or augmented Claidheamh Soluis) and offhand something like Demersal Degen+1. For your armor, I suggest Taeon augmented with accuracy/attack +20/+20, triple attack+2, and STR/DEX +7/+7. If you can swing it, get Carmine Cuisses +1. Also look into getting Combatant's Torque, Windbuffet Belt +1, Bleating Mantle, Suppanomimi, and Eabani Earring. Get your Job Points up to 1,200 so you have Temper 2 (I have 40% or so Triple Attack with spell + gear). RDM is overly strong right now.... so much so that along with some other jobs (BLU, BST, GEO, PUP, SCH, SMN) I'd say it needs to be nerfed.

shaduf
12-15-2015, 11:51 PM
Rdm so gimped it not even fun to play...if u don't 'heal''buff''debuff' you can't do anything why bother giving us swords when they are useless? I've got a su2 blurred sword capped merited weapon combined totatal of 646 attack at 868 and defence 863 and that does me no good I can't hit even first their nm's in eachan..I may as well get an onion sword for all the good it does...I don't ask to be super melee but I play solo so I don't do the brd/whm/cor thing...I started the game rdm at least could defend itself now its less than useless...please fix rdm

strange you are saying that, RDM is still playing an important part in events game, what set gears do you use?

dasva
12-16-2015, 02:08 AM
Rdm so gimped it not even fun to play...if u don't 'heal''buff''debuff' you can't do anything why bother giving us swords when they are useless? I've got a su2 blurred sword capped merited weapon combined totatal of 646 attack at 868 and defence 863 and that does me no good I can't hit even first their nm's in eachan..I may as well get an onion sword for all the good it does...I don't ask to be super melee but I play solo so I don't do the brd/whm/cor thing...I started the game rdm at least could defend itself now its less than useless...please fix rdm

Um what you could get stats like that solo before ilvl even came out. Heck defensively I had higher stats like that in my rdm solo/tank set back at 75.

As far as hitting nms go I'd suggest getting a full set of ilvl gear and some of it with acc just like everyone else has to to hit. If you gear up really well you can actually be a super melee. Check out Protey's vids. Guy melee rdm solos all kinds of stuff that most jobs simply can't

Also we have trusts now so you can still be a buffer or a nuker or whatever when solo.

elqplau
12-16-2015, 02:17 AM
ATM mostly gear from revives teon/tech can't get to much gear have a hard time even doing wkr

Shirai
12-16-2015, 02:38 AM
Sounds to me, as others say, like a gear problem. Something you'd also have if you were going on a real melee job. (No, not going there)
If you want to hit things of those levels consistently then you better prepare to suit up, weapons alone aren't enough.

As Daisansha sais, get some Skirmish gear and augment it, replace those SU2 weapons with some proper swords and augment those too.
(That said, you can skip most of the SU1/2 line, almost none of that gear actually is "Superior")
He is rather specific about what to get and how to augment it too. Oh, and invest in food.
Yes, it's going to cost time and likely a lot of gil, if you aren't willing to make that commitment you'll have to make due with only being able to whack the lower tier stuff because the big game isn't made to be defeated that easy.

Raydeus
12-16-2015, 09:22 AM
Wait, how are you having acc problems with Taeon gear on (I'm assuming you have a full set properly augmented here), you get so much extra acc from it and other sources I've already forgotten about our B skill rating.

Urthdigger
12-16-2015, 09:39 PM
I think it's less that they should remove RDM, and more that they should remove melee. Trying to melee anything of a decent level nowadays is just asking for a bad time.

Ketaru
01-06-2016, 11:41 PM
It's definitely a gear problem. With Composure and Gain-DEX up, I have just over 1000 accuracy without food. A bit of my gear is still outdated as well, since I just returned in November but had a lot of help catching up. My Taeon augments aren't the best and my Despair gear isn't finished. With a few changes here and there, I think I could get the accuracy to even hit Apex mobs reliably (Tenzen, however, is being a prick and won't drop Ginsen, for example).

If anything, RDM's melee rather overwhelmed me when I returned. We now have all the best Sword weaponskills without having a sub not-/NIN, have access to melee gear comparable to more dedicated DDs, and have opportunities to make even modest weapons that lend to both melee and spellcasting, such as Vampirism? With the best gear available, I hear it is even possible to just spam weaponskills endless, effectively doing back-to-back Light skillchains. And, because of the job's hybrid skills, we can even magic burst those skillchains, which is entirely the point of skillchains these days.

I think the job is doing pretty good. It just doesn't fit the currently dominant paradigm of SCH, GEO, BST for all pickup events. But players' attitudes are hardly the job's fault.

elqplau
01-12-2016, 12:01 PM
ATM mostly teon gear but trying for better can't really do anything soloing caps slow but people only want bst for that..when I do find a decent place its always taken over by bst zergs then I have to go somewhere else...as I said at least give us the chance to defend ourselves... I can take hate from most if I try but I'm immediately KO'd...its harder 'not' to grab hate than to get it

dasva
01-13-2016, 01:34 AM
Use your defensive spells and DT gear. Rdm has always been one of the most resilient non tank jobs and at times even more resilient than the tank jobs

Hyrist
03-13-2016, 01:30 AM
Don't know what RDM you play, but the one I play on is very powerful. With zero buffs, no food, just the plain gear on, I have 974 accuracy and 1,034 attack in my normal TP set. I am almost always taking hate and end up tanking because my swords are swinging at about hundred fists speed. I suggest you work on your gear more. Get a good main hand sword that will do good WS damage (Murgleis, Excalibur, augmented Colada or augmented Claidheamh Soluis) and offhand something like Demersal Degen+1. For your armor, I suggest Taeon augmented with accuracy/attack +20/+20, triple attack+2, and STR/DEX +7/+7. If you can swing it, get Carmine Cuisses +1. Also look into getting Combatant's Torque, Windbuffet Belt +1, Bleating Mantle, Suppanomimi, and Eabani Earring. Get your Job Points up to 1,200 so you have Temper 2 (I have 40% or so Triple Attack with spell + gear). RDM is overly strong right now.... so much so that along with some other jobs (BLU, BST, GEO, PUP, SCH, SMN) I'd say it needs to be nerfed.

I realize this thread is dated, but I'm returning to the game and I've been working on getting my RDM back in shape. I noted this this post specifically as some goal points for my frontline gear and had wondered how much of this could actually be soloed with Trusts.

To state clearly; I'm wanting to do progress as far as I can on my own so I am at the best I can be when asking others to accept my playstyle to assist in improving it. (I'm just flatly not interested in back-lining on my Red Mage.)

So, primarily what I'm looking for is a route to take towards this goal. My goals are to have multiple sets to switch between during what instances they are needed. (TP set, WS set, various caster sets.) And work to improve them. Research, sadly only gives me a vague idea of what the end goals are, not so much what gear and events done will lead me into what capacity to get things done on my own.

So any help here would be greatly appreciated. Thanks.

Hyrist
04-13-2016, 03:30 PM
An update for those wondering.

Taeon, Claideamh Solius is soloable, though expensive to do alone. But this will get you entry level on gear as you work up.

Demersal Degen, Bleating Mantle, Carmine Cussies +1 and Combaant's Torque's are NM dependent and are currently out-of-reach for me as a soloist. I'll need to get a dedicated group for these things. Bleating Mantle, however, IMO looks to be replaceable now with the Augmented Ambuscade Cape with melee augments in them. I would figure DA +10, Accuracy +20 and Dex +20 outweigh what the loss of Triple Attack +2 could bring you in this case.

No word yet on Eabani Earring as I have not attempted the Escha Zi'tah boss. My idea is I will have to watch for crowds and co-op into this open event with my own trusts.

Windbuffet Belt +1 is AH buyable, but about 3 mil on Asura. I was lucky and got into a Walk of Echoes with a couple of Blue Mages doing a Surge walk 13 and it dropped for me there.

A word, however on A. Skirmish Gear and augments.

Dusk-anything, let alone Dusk Tips, which are required for the Damage Augment on the sword, as well as the +STR/DEX on armor pieces are incredibly rare and at a premium on Asura. This may take a lot of farming to get even a single piece to drop and I would recommend finding a farming group of similar interests to go with for repeat runs of Yorcia Weild A. Skirmish - as you will want plenty of Leaftips for attempts at triple-attack +2s for each Taeon piece regardless.

Taeon still remains our best 'easy to approach set' due to the focus and customization of stats. Though keep in mind gears like the Dispair set beat it out until you get max augments, which will take quite some time.

That said, while I'm woefully lacking on attack, I am at 904 based accuracy before buffs (including composure) or food and can easily see reaching the 974 Mark just by hemming up some of my lower rolls on stats, and augmenting my JSE Sword offhand for a sizeable boost in accuracy there. I'm already swinging quite frequently with my current augments and self buffs alone (Temper I still) and with support trusts, I get that 'Hundred Fists' Speed swings fairly easily.

In summary, there is a true sense of progression here for those who which to improve their front-line performance that will make you feel stronger and appreciate the work you are putting into it.

Athen
04-15-2016, 07:16 AM
Demersal Degen, Bleating Mantle, Carmine Cussies +1 and Combaant's Torque's are NM dependent and are currently out-of-reach for me as a soloist.

If you have your heart set on a Bleating Mantle, Unity can be entered solo, and Ironhorn Baldurno is level 99, so you shouldn't have any trouble soloing him, especially with trusts.

Hyrist
04-17-2016, 02:02 PM
I managed to pick up Demersial Degen from a party joining in. Funny that it went all-out offensive and I opened SC in a suicide run to magic burst down the boss. It worked though, boss was farmed (with lots of death) and I got my weapon and +1ed it that night.

Thing is, I'm NOT certain that Bleating Mantle is worth it at this point. But if it is soloable with trusts, then I might give it a shot during the campaign, just to have the mantle on hand.

Dale
05-12-2016, 12:39 AM
I managed to pick up Demersial Degen from a party joining in. Funny that it went all-out offensive and I opened SC in a suicide run to magic burst down the boss. It worked though, boss was farmed (with lots of death) and I got my weapon and +1ed it that night.

Thing is, I'm NOT certain that Bleating Mantle is worth it at this point. But if it is soloable with trusts, then I might give it a shot during the campaign, just to have the mantle on hand.

WB to FFXI Hyrist.

You may want to check out the Fettering Blade from The Dawn Promathia fight. That's a nice sword also and solo-able with trusts as a RDM on Normal.

Rydal
05-12-2016, 05:01 AM
Hello. I am also a RDM main that has to deal with the fact that RDM is mostly pushed to the wayside, especially in the last year. I'll give you a few suggestions, although most of the best gear is not (easily) soloable.

-Egeking fully augmented gives a huge amount of accuracy if you find yourself needing some. It's better than most other options when accuracy is an issue.

-Nibiru Blade (Escha Ru'aun T2) is a great sword to have. Try to get a party for it.

-Fettering blade is a great main hand sword that gives great stat boosts (and it looks cool).

-Ginsen from the Tenzen 2 fight is a must have. Lupine cape from Fenrir 2 is great as well. You can spam them both during the campaign on Normal or Easy. Partying for Difficult or higher will yield better results but I got both from Normal.

-Now is the time to spam Alluvion skirmish to get augments on your Claideamh Solius and Taeon sets. Unless you can get hold of Carmine+1, Taeon is pretty much the best melee RDM can get.

-You can buy Voodoo Cuisses and Greaves for Carmine+1 (roughly 10m each, which is waaay cheaper than most HQ abjurations). You'll need to obtain the abjurations from T1 and T2 Escha Ru'aun NMs (shout or get a party) but they are well worth it. The NQ versions (probably under 50k each) are useable if you don't have 20m (or want to spend that much on 2 pieces of gear).

-Ambuscade cape- get at least 3 (1 for enfeebling, 1 for nuking, 1 for melee, and possibly a 4th for weaponskills)
-Accessories that are easy to obtain: Brutal Earring (Ancient Beastcoin exchange), Suppanomimi (Divine Might 1), Asperity necklace (Delve), Rajas Ring (CoP story).

-All the better accessories will require a party: Petrov Ring (Escha Ru'aun T1), Dignitary's Earring (Reisenjima T2), Combatant's torque (Combining all the Warder torques in Escha Ru'aun), Sanctity Necklace (Reisenjima Domain Invasion), Reiki Yotai (Escha Ru-aun Kirin), Hetairoi Ring (Reisenjima T3), Kentarch Belt+1 (Unity), Sarissaphoroi Belt (Reisenjima T2)

-Might be worthwhile to make an Excalibur (easiest REM to solo)

That's all I can offer for melee at the moment. If you want advice on magic sets I can do those as well.

Hyrist
05-26-2016, 04:02 AM
I am going for Excalibur in the first of my quests to collect REMA swords, especially for the attack.

Overall I've breached 1100 Accuracy with Sublime, though I can solo Apex Rapters/efts/etc with Marinera Pizza just fine, which is great cause I'm attack starved.

Working on Fiota Gorget, as I've gotten the belt. Working mostly around skillchains, the 2% chance of not expending TP would be nice, on top of the equipment stabilizing my SC damage.

Noted that there's also a decent WS headpiece from Tenzen too (+30 WS accuracy, decent attack str and dex stats) I'll be experimenting around with these and other WS items in an attempt to improve my WS damage in the event that I'm closing or recovering a Skillchian.

I'm considering building a weekly static for Skirmish, as stat customization there is rather nice for specific situations (can be a powerful boost to Phalanx if we can get the Dusk stones for it.)

No need for fettering blade as Egeking is in the process of augmenting and I've gotten Claideamh Solius.

I wouldn't mind advise on Nuking sets, though keep in mind I have intentions to doing so while swording as well as backline, so perhaps two separate sets for that anticipating Sword-based or lack of dedicated weaponry there may be a consideration. Tenzen also has a decent neck piece there for nuking - which makes him my number one Merit Sink for a while.

All and all I'm happy I'm making progress with all this. Game feels good to me, especially now that I have a group that supports me gearing up all aspects instead of just pink-maging it.

Rydal
05-26-2016, 06:27 AM
Don't bother with the head piece from Tenzen 2. You want overall accuracy, not just weaponskill.

RDM have more support in the magic armor so you'll have more wiggle room.

-Our AF/Relic/Emp sets are all still useful 119, unlike a job like BLM or BLU where only 2 or 3 pieces matter. AF and Relic have low requirements so get as many of those as possible.

AF: Head (fast cast), Body (Enfeebling skill/Idle), Hands (Enhancing duration), Legs (Cure potency)

Relic: Head (Enfeebling skill/Idle), Body (Fast cast/Healing+Enhancing skill), Hands (Enhancing Skill but don't bother), Feet (Enfeebling skill)

Empyrean: Head (good MAB/Macc on a head piece), Body (Enfeebling potency/Idle), Hands (Enfeebling skill), Legs (Good MAB/Macc and Refresh potency), Feet (Enhancing skill and duration)

Bold are must haves and the rest are good to have.

-Marin staff (+1) is a great staff that will hold you over until you are able to get a better staff. It's from a UNM 128 fight so I doubt you'll be able to solo it but it'd be good to party for.

-Helios and Telchine sets from Alluvion Skirmish let's you customize healing, buffing, debuffing and nuking sets easily.

-From HTB fights: Vanir Cotehardie (Eald'narche 2-okay fast cast/nuking), Mizukage-no-Kubikazari (Tenzen 2- great from Magic Bursting), Culminus (Omega/Ultima 2- amazing nuking shield for when you're using a single sword/club), Gyve Doublet/Trousers (Dawn 2- amazing MAB/vanity pieces, gl getting the doublet), Lebeche ring (Garuda 2- quick magic ring), Voltsurge Torque (Ramuh 2- fast cast/Macc neck), Vrikodara Jupon (fenrir 2- good cure potency if you can't get it elsewhere)

-You'll want any non-JSE Escha/Reisenjima gear that you see WHM, BLM and SCH wearing (Vanya set, Psycloth set, Amalric set, Kaykaus set, Merlinic set, Chironic set).

Dale
05-27-2016, 02:43 AM
I am going for Excalibur in the first of my quests to collect REMA swords, especially for the attack.

Overall I've breached 1100 Accuracy with Sublime, though I can solo Apex Rapters/efts/etc with Marinera Pizza just fine, which is great cause I'm attack starved.

Working on Fiota Gorget, as I've gotten the belt. Working mostly around skillchains, the 2% chance of not expending TP would be nice, on top of the equipment stabilizing my SC damage.

Noted that there's also a decent WS headpiece from Tenzen too (+30 WS accuracy, decent attack str and dex stats) I'll be experimenting around with these and other WS items in an attempt to improve my WS damage in the event that I'm closing or recovering a Skillchian.

I'm considering building a weekly static for Skirmish, as stat customization there is rather nice for specific situations (can be a powerful boost to Phalanx if we can get the Dusk stones for it.)

No need for fettering blade as Egeking is in the process of augmenting and I've gotten Claideamh Solius.

I wouldn't mind advise on Nuking sets, though keep in mind I have intentions to doing so while swording as well as backline, so perhaps two separate sets for that anticipating Sword-based or lack of dedicated weaponry there may be a consideration. Tenzen also has a decent neck piece there for nuking - which makes him my number one Merit Sink for a while.

All and all I'm happy I'm making progress with all this. Game feels good to me, especially now that I have a group that supports me gearing up all aspects instead of just pink-maging it.

I prefer the Fettering blade over Egeking and Claideamh Solius because of the magic accuracy.

If you're looking for a good neck piece for nuking - I'd get the Sanctity Necklace from Quetzalcoatl instead of the one from Tenzen. I think it's better.

Rydal
05-28-2016, 01:25 AM
Fettering Blade is better than Egeking in every way BEFORE you fully augment it. Fully augmented, Egeking gets 30 Magic accuracy. As an offhand, magic accuracy skill doesn't matter so it is more useful for the stats it does provide. Mainhand, Fettering Blade is overall better but it also depends on what you're doing.

Sanctity necklace is better than the Tenzen neck piece only if you're not magic bursting. Magic bursts make the magic accuracy from the sanctity piece not a big deal so you want as much damage as possible, which the Tenzen piece provides.

Longjohn
07-07-2016, 08:49 PM
Hello. I am also a RDM main that has to deal with the fact that RDM is mostly pushed to the wayside, especially in the last year. I'll give you a few suggestions, although most of the best gear is not (easily) soloable.

-Egeking fully augmented gives a huge amount of accuracy if you find yourself needing some. It's better than most other options when accuracy is an issue.

-Nibiru Blade (Escha Ru'aun T2) is a great sword to have. Try to get a party for it.

-Fettering blade is a great main hand sword that gives great stat boosts (and it looks cool).

-Ginsen from the Tenzen 2 fight is a must have. Lupine cape from Fenrir 2 is great as well. You can spam them both during the campaign on Normal or Easy. Partying for Difficult or higher will yield better results but I got both from Normal.

-Now is the time to spam Alluvion skirmish to get augments on your Claideamh Solius and Taeon sets. Unless you can get hold of Carmine+1, Taeon is pretty much the best melee RDM can get.

-You can buy Voodoo Cuisses and Greaves for Carmine+1 (roughly 10m each, which is waaay cheaper than most HQ abjurations). You'll need to obtain the abjurations from T1 and T2 Escha Ru'aun NMs (shout or get a party) but they are well worth it. The NQ versions (probably under 50k each) are useable if you don't have 20m (or want to spend that much on 2 pieces of gear).

-Ambuscade cape- get at least 3 (1 for enfeebling, 1 for nuking, 1 for melee, and possibly a 4th for weaponskills)
-Accessories that are easy to obtain: Brutal Earring (Ancient Beastcoin exchange), Suppanomimi (Divine Might 1), Asperity necklace (Delve), Rajas Ring (CoP story).

-All the better accessories will require a party: Petrov Ring (Escha Ru'aun T1), Dignitary's Earring (Reisenjima T2), Combatant's torque (Combining all the Warder torques in Escha Ru'aun), Sanctity Necklace (Reisenjima Domain Invasion), Reiki Yotai (Escha Ru-aun Kirin), Hetairoi Ring (Reisenjima T3), Kentarch Belt+1 (Unity), Sarissaphoroi Belt (Reisenjima T2)

-Might be worthwhile to make an Excalibur (easiest REM to solo)

That's all I can offer for melee at the moment. If you want advice on magic sets I can do those as well.

Hi there,

Veteran player coming back after few years break (7).

One question Rydal: what about the Emissary & Colada sword in your ranking ?
To me, it looks like Emissary fully augmented is > to Egeking and Nibiru, (and so is Colada), am I wrong ?

Rydal
07-08-2016, 12:33 AM
Emissary isn't that good. It looks good, but it's lying to you. As a base weapon, it looks like a good magical sword, but as a melee weapon, it's not much better than other options. Added with the fact that it's harder to get than both Egeking and Nibiru, it's not worth the trouble.

Egeking (fully augmented):
DMG: 124
Delay: 236
Magic DMG: +70
Magic Accuracy Skill: +188
Enmity: -10
Phalanx: +2
Enspell damage: +10
Accuracy: +50
Magic Accuracy: +30
Fast cast: +8

Nibiru Blade Path A (fully augmented):
DMG: 133
Delay: 236
Magic DMG: N/A
Magic Accuracy Skill: +188
STR: +5
DEX: +15
Accuracy: +27
Magic Accuracy: +15
Double Attack: +2

Emissary Path A (fully augmented):
DMG: 138
Delay: 240
Magic DMG: +130
Magic Accuracy Skill: +201
Attack: +15
Accuracy: +30
MAB: +14
Fast cast: +10
PDT: -3

Fettering Blade:
DMG: 134
Delay: 231
Magic DMG: +108
Magic Accuracy Skill: +201
STR: +12
MND: +12
Accuracy/R. Accuracy: +27
MAB: +14
Crit rate: +4

Bold means they are the best of the swords listed in the category
Italic means they are the only sword listed that has the stat

Egeking aside (which I'd only consider for when you need a high accuracy offhand), Emissary isn't better than Nibiru or Fettering on the mainhand for melee. Nibiru is much better for using CDC because of the high DEX and it has DA. Fettering is great for Savage Blade and Death Blossom because of the nice STR and MND. The damage/delay difference is minimal compared to what the other two swords offer. FC doesn't matter because RDM caps it easily without a weapon. As an offhand, you want Nibiru because of the DA and DEX.

If you want it as a magical sword, Fettering already is better because of the equal Magic Acc skill and MAB and it has MND on it. If you augment it for magic, then why aren't you using a staff (higher magic stats)? If you're dual-wielding it as a magic sword, then Nibiru clubs are better. Apparently the Sinister Reign dagger Malevolence is the ultimate dual-wield magic weapon for RDM if perfectly augmented but good luck getting 2 perfect ones.

As for Colada, it can potentially be the best weapon you have outside of RMEA, both for magic and melee. Colada outclasses Emissary in every way (easily!). You just have to get the augments right. If you get more than one, you can augment them for different things. If augmented correctly, it'll be the best offhand even if you get a RMEA sword. I currently us Colada main and Nibiru off for melee RDM and BLU. I have 2 Coladas but the second one I didn't get great augments on so I put it in storage.

Longjohn
07-08-2016, 10:59 PM
Thanx Rydal for your expertise.

Looks like we got alot of choices, depending of the situation..

Since I don't think I'll get the Colada before long, and that I have :
- Emissary x2 (1 only fully augmented melee)
- Demersal NQ (dmg 109, delay 224)

SHould I forget the demersal and its twice attack (which seems to proc quite often) and go for Emissary + Nibiru ?
Also I'll try to get the Fettering, but not sure I'm able to solo that fight... even in Easy

Rydal
07-09-2016, 12:00 AM
I'd suggest picking up an Egking and augmenting it because the accuracy can help tons when fighting higher level mobs early on. Nibiru is a must have though. CDC is our best WS and DA only increases our DPS so we need swords that carry those stats/traits since we can't get them subbing NIN or DNC. In the meantime, you can use both Emissaries. Demersal is only good when you don't need accuracy or the main hand is strong enough to justify the OAT proc. It provides nothing useful besides the OAT. I know a lot of RDM would offhand it with Murgleis or Excalibur, but that was before Nibiru and Colada. I wouldn't go near it now on high level mobs. Maybe on easy fights.

Rooj
07-10-2016, 06:19 AM
You should be collecting multiple weapons for different situations anyway. And for the record, I'd like to make it clear that this obsession with Accuracy is HIGHLY exaggerated. Yes, you are going to want sets with more accuracy, and sets with more multiattack. You're going to be using both. People who think you need 1200 accuracy or anywhere close for T1 Zitah NMs are out of their mind. They just saw some other buffoon say it so they repeated it to make themselves feel comfortable. You don't even need that much for T2 NMs! And as a RDM you can adjust your accuracy easily with food, equipsets, Distract II/III, and GAIN-DEX. You're going to need less accuracy than others due to Distract (and can allow your party to use attack food instead as well). SE has also said they have acknowledged the accuracy requirements for meta-content and will be making adjustments.

I also disagree with adding any double attack to your set. It's fine as a stepping stone for now, but you should eventually be working towards removing every single piece of double attack from your set and getting as much triple attack as possible - at after you reach 1200 JP and acquire Temper II. When swinging, the game rolls to see if you double attack first - if failed, then it rolls to see if you triple attack. 'Occasionally attacks' are a different roll (you can proc OA and DA/TA/QA in the same swing) so it won't hinder you. Fighting something that needs less accuracy? Equip your Degen. Need more accuracy? Equip Egeking.

Welcome back. Have fun playing the job with the most multiattack in the game. :)

TLDR; What you are fighting is always going to affect what you are wearing. Don't make the mistake of gearing for 1 specific thing.

Longjohn
07-13-2016, 05:53 PM
Thanx for your inputs :)

I’ll work on getting the Egeking then.
For any other question, I know the place now ;)

PS: friend CP party on Apex crwaler aside, what would be a good alternative for soloing/duoing CP ?

Hyrist
07-14-2016, 12:43 PM
Thanx for your inputs :)

I’ll work on getting the Egeking then.
For any other question, I know the place now ;)

PS: friend CP party on Apex crwaler aside, what would be a good alternative for soloing/duoing CP ?

Apex Raptors in Woh gates is what I do. You need accuracy enough to reliably hit up to ilvl127 for that ,and be prepare to re-summon your tank and healing trusts. Occasionally I get a bad stint where my healer putters out and I end up tanking. /nin helps with that. However, keeping your healer reliably unsummoned/resummoned whenever you see the MP get low will fix that. I recommend a good 119 weapon before approaching that. Something like a midly augmented Skirmish Sword at minimum with a decent accuracy or, if you've got about 1050+ accuracy before food, a multi-hit offhand (Demersal Degen/+1) will help you TP faster. (I'm using a +19 dmg Colada main hand, if that helps justify the use of the OAT to you Rydal.)

I recommend Selh'theus and Shantotto trusts for reliable skillchain/bursting, Shantotto bursting will give you a lot of damage to help clear the mobs faster. It's by no means a Crabs CP party, but it's better than nothing.

Below that, progression wise I soloed Aerns with trusts in Escha Ru'aun. I'd watch your CP rate, it may be faster with Aerns if Apex Raptors are giving you trouble. Just be sure to have a Mollifer on in case you decide to kill something that can spawn a Warder on the side.

Dale
08-13-2016, 02:20 AM
You should be collecting multiple weapons for different situations anyway. And for the record, I'd like to make it clear that this obsession with Accuracy is HIGHLY exaggerated. Yes, you are going to want sets with more accuracy, and sets with more multiattack. You're going to be using both. People who think you need 1200 accuracy or anywhere close for T1 Zitah NMs are out of their mind. They just saw some other buffoon say it so they repeated it to make themselves feel comfortable. You don't even need that much for T2 NMs! And as a RDM you can adjust your accuracy easily with food, equipsets, Distract II/III, and GAIN-DEX. You're going to need less accuracy than others due to Distract (and can allow your party to use attack food instead as well). SE has also said they have acknowledged the accuracy requirements for meta-content and will be making adjustments.

I also disagree with adding any double attack to your set. It's fine as a stepping stone for now, but you should eventually be working towards removing every single piece of double attack from your set and getting as much triple attack as possible - at after you reach 1200 JP and acquire Temper II. When swinging, the game rolls to see if you double attack first - if failed, then it rolls to see if you triple attack. 'Occasionally attacks' are a different roll (you can proc OA and DA/TA/QA in the same swing) so it won't hinder you. Fighting something that needs less accuracy? Equip your Degen. Need more accuracy? Equip Egeking.

Welcome back. Have fun playing the job with the most multiattack in the game. :)

TLDR; What you are fighting is always going to affect what you are wearing. Don't make the mistake of gearing for 1 specific thing.

I tend to agree. When you factor in Distract III/Accuracy food and the ease in which Red Mage can access effective melee gear these days - I don't really see a fully augmented Egeking being necessary to hit mobs. Chances are if you are fighting an enemy so evasive that you still can't hit it after all of that - the Egeking isn't going to make a difference as it's likely one of those insanely evasive mobs intentionally designed to where you need a ton of support to land on. In which case - I would argue more Magic Accuracy would still be better so the Red Mage can better fulfill their support obligations.

I remain of the belief that a serious melee Red Mage should prioritize Magic Accuracy on their sword. So if I were to go after an Egeking it would be more for the +30 to Magic Accuracy than anything else. The +50 to accuracy would be nice to have in situations where you find yourself having to eat magic accuracy food though. So the more I'm thinking about it - the better this sword is sounding actually.

Longjohn
09-12-2016, 04:04 PM
Hi there !

Well, alot of progress since my last post: lvled BLU99 and got lucky on my 1st Ironside pop with a Colada drop.
I also finally got the drop from Kammavaca giving me the Carmine legs.

And then I dont know what augment path I should go for the legs given that I got BLU as well. Im thinking about the path D with DW aug but the paths look attractive as well...

Rydal
09-12-2016, 07:07 PM
Path D. BLU doesn't use Carmine legs for much since they get Adhemar and Herculean (and the Teodor legs from Sinister Reign).

Ketaru
09-21-2016, 08:45 AM
Somewhat related to the OP title of "Take RDM out of FFXI". I'm finding myself rather perturbed by peoples' desires for the good RDM trusts to be more readily available. Evidently, RDM's spells actually are in demand. But nobody wants to invite an actual RDM.

Immortta
09-21-2016, 10:50 AM
RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.

Jakuk
09-21-2016, 09:01 PM
RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.

For a job so screwed over on the gear front RDM is beyond impressive on the offensive front.

I would love to see maybe one or two more, self-cast, spells added for RDM. one which grants an attack bonus, another which grants store TP, as to be honest I like the self-augmenting RDM needs to do with spells and IMO it's the only area that RDM is really (attack especially) lacking on the offensive front.

Rydal
09-22-2016, 12:25 AM
For a job so screwed over on the gear front RDM is beyond impressive on the offensive front.

I would love to see maybe one or two more, self-cast, spells added for RDM. one which grants an attack bonus, another which grants store TP, as to be honest I like the self-augmenting RDM needs to do with spells and IMO it's the only area that RDM is really (attack especially) lacking on the offensive front.

I agree. If you can make up for the lack of attack and STP (via outside buffs like Phantom Roll and Indi spells), RDM is a pretty powerful melee attacker. Most of our buffs/debuffs help make up for our poor base melee skills (Distract, Temper, En-spells, Dia). Like a lot of us have spoken about before, self-buffing spells like Bravery and Faith would be the boost we need.

Ketaru
09-22-2016, 10:58 AM
I also think RDM is another victim of the no-melee trend of the game though. Haste II is clearly powerful, but it doesn't do as much for nukers. What's more, at least eyeballing it, mobs have resistance to Frazzle much more than they do to Distract. RDM's greatest selling point to mages, Refresh III, is also hardly necessary when MP is so easy to manage.

Afania
11-26-2016, 06:50 AM
RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.

I wrote a 1000 words essay simulation the party performance with RDM in pt, v.s other jobs in the same slot. But in the end I'm too lazy to post them as all the 1hr, support job JA and acc requirements in various content gets complicated and there are just too many words.

However I'd like to at least post the DPS comparison since it's much easier.

In a traditional DD x2, support x3, healer setup, or DD x3, support x2, healer. If pt organizer invite RDM to occupy a DD slot, it's often lowering pt efficiency assuming everyone equally geared.

In terms of DPS, assuming an almace/sequence RDM/NIN v.s almace/sequence BLU/WAR, if I remember correctly, temper II at 580 enhancing is 28% TA(please correct me if I'm wrong as I didn't double check bg-wiki formula) Outside of lucky DM augment I see roughly 5% TA from gears that RDM can wear. By comparison BLU has 5% TA from JT, 9% from adhemar x3(12% if HQ) another 3% from ring, 2% from waist, 3% from legs, 5% from herc feet. In other words BLU can get 28% extra TA just from gears and JT, without having to relying on temper II, while subbing WAR and abuse more attack and DA, and setting STP job trait etc. Even with temper II I'm not seeing RDM TP faster than BLU, mathematically I'm not seeing RDM competitive to BLU, or any real DD.

If pt organizers invite RDM to DD slot for utility spells, that's the same thing as inviting a DRK/WHM......IMO not worth it.

Shiyo
11-27-2016, 05:20 AM
Induntation doubles light/darkness(so all sc damage?) damage from just using 2 different weapons from personal experience. That in itself is worth bringing a melee RDM for.

Melee RDM is incredibly strong and useful.

Afania
11-27-2016, 12:17 PM
Induntation doubles light/darkness(so all sc damage?) damage from just using 2 different weapons from personal experience. That in itself is worth bringing a melee RDM for.

Melee RDM is incredibly strong and useful.

A lot of problem with the usefulness of inundation is that when you have 3 DD spam WS every 5 sec they generally don't SC with each other.

If you hold TP and perform 3 steps then you're losing DPS. If you sacrifice 1 support slot for RDM you lose chaos roll etc.

Jakuk
11-27-2016, 09:41 PM
A lot of problem with the usefulness of inundation is that when you have 3 DD spam WS every 5 sec they generally don't SC with each other.

If you hold TP and perform 3 steps then you're losing DPS. If you sacrifice 1 support slot for RDM you lose chaos roll etc.

Judging by how poor the DMG I've seen some people do, not entirely sure you'd lose DPS performing a 3-step in most parties.

Shiyo
11-28-2016, 01:21 PM
A lot of problem with the usefulness of inundation is that when you have 3 DD spam WS every 5 sec they generally don't SC with each other.

If you hold TP and perform 3 steps then you're losing DPS. If you sacrifice 1 support slot for RDM you lose chaos roll etc.

Don't think you're losing DPS by doing that unless you're zerging mobs aka not having fun playing the game anyways.

Urmom
11-29-2016, 02:26 AM
It's been a dps loss in most buffed situations with more than 2 dds since Toau times. It's part of why you saw the rise of melee burning things and the decline of skillchain/mb. The dmg lost by holding tp and often using a weaker ws or 2 is very real. Of course there are some exceptions like say having the last ws being significantly stronger than anything the other 2 players are capable of... especially if it scales with tp well so holding hurts less

Shiyo
11-29-2016, 12:21 PM
In TOAU SC's got resisted and every TOAU mob not flans has 9999 magic resist/evasion, AND skillchains have been buffed(so that they basically never get resisted) and to do more damage since then.

So bringing up TOAU doesn't really hold any relevance to the conversation at hand.

You also don't "hold tp" or "use weaker ws" very often to skillchain anymore with emp/merit ws being so powerful, and damage varies with tp makes sitting on 200 more tp not even matter.

Skillchaining is always a DPS increase.

Urmom
11-29-2016, 12:42 PM
I'll give you the resistance thing has changed but mobs weren't super resistant as you claim. Melees just had poor macc. I magic bursted just as well on aht urghan zones as I had done before in cop/zilart. And that was where the bulk of the dmg from sc/mb setups came from. Those setups didn't fall by the wayside because they got worse (except against greaters and that was mostly nuking smart) but because melee burns got better. Partly because lolibri were so squishy but even other targets became easier as we as a community got better at pushing more dmg and understanding things like pdif and haste caps and such. And since the skillchain dmg wasn't ever that significant people just used their most powerful ws

And yes when talking about 3 dds you will definitely have to hold tp unless you super unbuffed. And doing a 3 step is almost guaranteed going to keep you from using your absolute strongest ws unless you have things setup just right. Having more strong ws doesn't play into that at all. And not all ws have dmg varies with tp and even the ones that their scaling is such that generally at lower tps they aren't spectacular and at higher they don't scale that great so it still matters some

Also I didn't say skillchaining. I said 3 stepping with 3 dds (well technically I said more than 2 but 4 is even worse) as was being discussed. It in fact makes a huge difference given the time wait between steps and the time it takes to build tp

Afania
11-30-2016, 03:48 PM
Don't think you're losing DPS by doing that unless you're zerging mobs aka not having fun playing the game anyways.

How long have you been enjoying starting drama on forum by claiming everything is "not having fun playing the game"?

I personally don't see a logical relationship between "zerging" and "not having fun". This applies to other thread regarding certain weapon combinations improving DPS.

tl;dr: People actually can have fun zerging and do more dmg.



Skillchaining is always a DPS increase.

With 2 DD yes, with 3 DD hardly, with 4 DD I just don't see it. And since this is RDM discussion I'd like to kindly remind people it's also costing a slot of 1 support(or 1 DD) for skillchain increase.

Shiyo
12-01-2016, 11:45 AM
Zerging = bringing fully buffed melee DD"s and mashing you WS button over and over until the mob dies in 30-60 seconds.
You ignore the mobs mechanics, you ignore skillchains, you ignore magic bursts. You basically ignore 100% of the games combat mechanics.

Aka, not fun.

With 2 DD's skillchaining is always dps increase, I have no idea for 3 but I wonder if you could do samurai skillchaining with 2 other DD's so that every time the other DD's ws the samurai can close it.

A RDM + melee can just skillchain with each other as well.

Catmato
12-01-2016, 12:37 PM
Aka, not fun.Speak for yourself.

Shiyo
12-02-2016, 10:49 AM
If you have fun mashing your WS button and killing bosses in 30-60s ignoring every battle mechanic in the game idk what to say.

Maybe go back in time and play during embrava + PD zergs? Those things were nerfed because fighting things while invul and mashing your WS key wasn't fun for the majority of the player base and went against the developers vision of the game.

Urmom
12-03-2016, 03:19 AM
90% of the time zerging isn't about ignoring everything in the game but instead using everything you got to take dps to the max while doing what you can to ensure you survive what the mob is doing to you.

Afania
12-04-2016, 06:52 AM
Aka, not fun.




This is just your subjective opinion. And game mechanics discussion isn't about how YOU feel what makes the game fun or not.

You repeatedly use "FUN" in a game mechanics discussion on every forum in every thread, why?

From MY subjective opinion, I find zerging and WS at 1000 TP is more fun due to DPS job can compete with each other. And DDs having parse war against each other is the only competitive element in this game as it stands. Since this game has no PVP, nor HNM camping anymore, the it's the only competitive element in game. And some players such as myself find competitive element in a video game fun.

That being said, just because I find zerging more fun, I don't use it as a reason to agree/disagree against a game design mechanics.

At this point zerging with super buffed 5 DD generates more DPS than 2 DPS SCing in many situations. I advocate such setup not because I personally find fun, but because it's mathematically stronger.

Even if you want to advocate 2 DD SCing with each other because YOU think it's fun, it doesn't really apply to everyone because it's YOUR personal opinion.

tl;dr, your argument about inundation being very useful is invalid. It has some uses in game, but not all the time. And it's not enough to make RDM less niche than it currently is.

Nyarlko
12-04-2016, 07:40 PM
Since you guys seem to understand Inundation, I've got a question for you. :D

How does it interact w/ pets? Do pets count at all towards the bonus? If they do, would a jug pet + avatar count as 2x types or as 1x? I know that some BST pets can use different damage types for readys, would that count? PUP autos are capable of doing both melee and ranged ws, how do those work out? If you have two autos: one does melee ws + one does ranged ws = ?

How about physical blue magic + chain affinity?

Been wondering for a while, but never run into any testing on these questions, and not exactly sure how to test them solo. ^^;;

If pets are included for Inundation bonus, and especially if their different damage type attacks count separately, then that opens up a new niche for RDM usage at least. ^^

Urmom
12-06-2016, 03:28 AM
Pets definitely do count that was pretty easy to test. Not sure on the rest though

Shiyo
12-06-2016, 04:43 AM
And it's not enough to make RDM less niche than it currently is.
First of all, you need to chill out and stop being so argumentative in all your posts.

The problem is that geo/blu need to be nerfed to the ground and BLM needs to not hold the monopoly on nuking by being 50% stronger than any other nuker in the game.

Bard/RDM/COR all have pretty balanced buffing/debuffing with other strengths/weakness to make up for things they lack or for having weaker debuffs/buffs(example: rdm isnt as strong as a cor or brd at buffing but has potentially useful debuffs and can magic burst/heal better than brd or cor)

Then geo comes along and can just MB for hundreds of thousands of damage, can heal almost as well as a RDM and can also dia2/slow/para/silence/addle/distract1 while having the STRONGEST UNDISPELLABLE BUFFS IN THE GAME. Mind blowing, really.

By the way, why can't we accession haste2/refresh3 yet?

We also have blue mage, which can, for some unknown reason, self cap it's own magic haste, have nearly as much mitigation as a tank(while in full dd set up, don't give me that "lol you cant be a tank and dd at same time" stuff I see said everywhere) You give up nothing setting barrier tusk + cocoon + MG and while doing all this it can also do as much damage as a real DD. Mighty guard needs to not exist, and there's absolutely no reason this job should have haste2.

Melee DD's are pretty balanced, none of them does 50% MORE damage than another, I have no idea why BLM is allowed to just do 50% more damage than any other nuker and have a complete monopoly on the role, it's really awful.

I miss 75 cap where I could nuke as hard as BLM's on my SCH.

WHM healing over 50% stronger than a RDM isn't as much of a problem as BLM nuking over 50% harder because you can't heal a mob to death.

Basically, geo/blu need to be nerfed to the ground and brought back to reality and other nukers need to be buffed to be ~10-30% below BLM(SCH should be within 5-10% and RDM should be within 20-30%) so that when you want a nuker you don't automatically go "oh blm!".

Jakuk
12-06-2016, 06:01 AM
SCH should be within 5-10%

SCH Doesn't need any buff at all, they are already one of the best soloer's, DoT/Regeners, Self Skillchainers and more making them almost as good as BLM would be ridiculous. BLU/SCH/GEO all need to be nerfed.

Afania
12-06-2016, 06:30 AM
First of all, you need to chill out and stop being so argumentative in all your posts.


It seems that you have an issue with me, and I'll explain why(despite it's off topic kinda).I am a very logical person, and I value logic, objective pov, math, numbers in a discussion.

That's why whenever I see people using arguments in a discussion that's not based on numbers, logic, math instead they used personal preferences, I call them out.

I may sound argumentative but that's because if you're type of person that constantly use personal preferences in a discussion there will be conflicts as we're not on the same page to begin with. On the other hand if you always use math, numbers and logic in a discussion then I will agree with you.

I also have to point out, most of my posts are pretty chill, as I rarely do personal attack unless someone else start it first.

The issue isn't just me being argumentative, but also because you constantly use your subjective opinion in a discussion over and over and over. If you like to do that then we may as well not have a discussion about anything since we're not even on the same page to begin with.

I'm only argumentative in a few discussions(mostly when someone started using emotional/none objective opinion in a discussion), and only against a few posters(mostly against people with tendency to present opinions based on personal preferences). I actually agree with a lot of people on forums, it's just that when I agree with people I don't post, whenever I post I usually post for the purpose of calling people out for using personal preferences in a discussion. Thus giving you the impression that I'm "argumentative". I actually didn't call you out in a lot of your posts when you didn't use personal preferences in a discussion.

If you don't like someone calling you out then stop using personal preferences in a discussion.

Urmom
12-06-2016, 08:41 AM
Mbs for hundreds of thousands of dmg in a game where the dmg cap is 99,999. Oh lordy that is some funny stuff. Especially after saying another job has a monopoly on nuking. Which is true but that completely takes away from any argument for geo being a good nuker.

And don't pretend like you meant over the course of multiple mbs because if we using that standard so can my nin. But being less silly (not that nin can't under right circumstances nuke pretty hard) outside of ras rdm can nuke just as well as geo with same buffs/debuffs. Just geo comes with some aoe buffs/debuffs that help. But side by side same pt they will do similarly. As can sch but it also comes along with the ability to self skillchain. For that matter smn can hit even higher numbers than pretty much anyone except death blms but they run into accuracy problems on higher content

Geos are very strong this is well established fact. But it's 99.9% because of it's geomancy.

As far as why blm does so much more compared to other nukers when other DDs are closer. It's probably because we have multiple jobs that are strictly melee DDs of different varieties. Blm is the only job that actually specializes and focuses on magic dmg dealing. To put it another way blm is significantly worse at every other bit of mage work than every other mage. Similarly whm is by a far margin the best healer... it's also the worst nuker and on the low end of buffing/debuffing

As far as accension refresh III is concerned it's because there is this crazy idea that sch should be the most versatile with it's own job ability and as such they should be able to cast every accensionable spell. As far as haste II... because SE thinks targeted AoE haste is too powerful and so no job gets it. The argument is kind of bunk no since a lot of that fear came from outside players being able to easily keep an alliance hasted and well pretty much every fight that matters restricts outside players from doing anything. Of course even then Haste II specifically would fall under the whole sch main thing.

Jin_Uzuki
12-06-2016, 11:14 AM
I miss 75 cap where I could nuke as hard as BLM's on my SCH.


I'm sure your 75 SCH couldn't invalidate and break the entire SC mechanic as well solo most of the end game content, tho'.

Shiyo
12-07-2016, 07:30 AM
I'm sure your 75 SCH couldn't invalidate and break the entire SC mechanic as well solo most of the end game content, tho'.

Yeah that is kind of silly, but I don't think anything about SCH is overpowered. Blue mage and geo literally break the game in half, especially geo. Every 135+ boss seems balanced around geo.

Nyarlko
12-08-2016, 05:47 AM
Yeah that is kind of silly, but I don't think anything about SCH is overpowered. Blue mage and geo literally break the game in half, especially geo. Every 135+ boss seems balanced around geo.

More like every 135+ boss was never balanced to begin with. >_<;; Seems to me that devs just see GEO like duct tape to patch the holes in the combat system caused by extreme lvl diffs.

With their recent statement on how they plan to "address" the problems that bard faces, (which is by adding more AllSongs+ gear rather than make any actual changes to any of the problem mechanics,) I rather doubt that they'd be willing to make any of the necessary changes for anyone to reach support role parity with GEO. I'm betting it's related to the difficulty shift if BRD/RDM/COR were buffed to true competitiveness with GEO, (since they stack with each other for the most part,) which would require even more changes to prevent trivializing all current content, and their inability/unwillingness to devote that much dev time to this type of issue.

Shiyo
12-08-2016, 06:04 AM
That's why those jobs don't need buffs(Cor buffs are also incredibly strong already), they just need to nerf geo/idris to the ground.

Nyarlko
12-08-2016, 09:03 AM
That's why those jobs don't need buffs(Cor buffs are also incredibly strong already), they just need to nerf geo/idris to the ground.

That does nothing to solve any problems and would only make the highest clvl stuff impossible to complete.

COR buffs are strong, but a lot of it's strength lies in that many rolls offer unique buffs like DA, STP, and regain, so it avoids a lot of the overlap that RDM/BRD have to deal with (and the basic rolls like atk+ are already percentage based.) RDM and BRD most definitely need buffs though. An across the board macc bonus (and possibly potency boost as well) to enfeebles would help both jobs, but especially RDM. It feels bad that it's signature role of debuffer has fallen to the wayside due to how unreliable and ineffective debuffing is perceived nowadays when compared to GEO's unresistible/undispellable debuffs. BRD is still stuck in '75 days and basically needs an overhaul. ._.;;

Uniqueness is fine between jobs/roles, but there should be a semblance of parity between them as well. I say buff the other supports up to GEO's effective level, then institute combined buff caps only if absolutely necessary to prevent everything from going total easy-mode.

Urmom
12-09-2016, 03:59 AM
Another reason why rdms role as debuffer has fallen is things like one of the most important/powerful thing helping dds do dmg now is large amounts of -def. But here's the thing none of the enhance enfeebling gear or jas help dia in the slightest to the point a cor/rdm can give a better dia then a fully merited gear rdm. And then there is frailty which is much stronger to begin with an actually effected by gear and jas. Then there is how saboteur is half power against nms... but brd and cor jas that enhance their debuffs are full power so even if you do land them and even if they were as powerful to start they wont be with ja usage.

Shiyo
12-10-2016, 04:49 PM
RDM and BRD most definitely need buffs though. An across the board macc bonus (and possibly potency boost as well) to enfeebles would help both jobs, but especially RDM. It feels bad that it's signature role of debuffer has fallen to the wayside
The thing is RDM debuffs don't actually stop the mob from killing you.
Slow and para(when you can land) are "nice", but they don't actually keep you alive, because enemies most damaging attacks are all TP moves now, and for a long time now really. Slow and para used to keep you alive because of how we shadow tanked things, but that hasn't been the case for so long.

Give RDM -TP gain/drain DOT and an addle that works on mob TP moves and call it a day.

Oh, also, RDM's new 1 hour should be a 3-10m cooldown, not 1 hour.

RDM's only useful thing right now is haste2(and for some unknown reason bluemage gets this) but it isn't even that great especially when bringing a summoner is 1000x better for haste2 because it's easier to apply it on summoner, summoner actually does good damage(especially MB) AND has insane buffs like TP bonus and 25% DA.

saevel
12-11-2016, 01:43 PM
Another reason why rdms role as debuffer has fallen is things like one of the most important/powerful thing helping dds do dmg now is large amounts of -def. But here's the thing none of the enhance enfeebling gear or jas help dia in the slightest to the point a cor/rdm can give a better dia then a fully merited gear rdm. And then there is frailty which is much stronger to begin with an actually effected by gear and jas. Then there is how saboteur is half power against nms... but brd and cor jas that enhance their debuffs are full power so even if you do land them and even if they were as powerful to start they wont be with ja usage.

Huh wtf..

Distract III is extremely powerful and it's potency is effected by Enfeebling Magic Skill, some amount of MND and gets boosted by +Enfeebling gear along with Frazzle III. Sab gets a half effect but it still puts their potency at 150~160 evasion down. The problem is that those spells can be resisted and will be on things where you ~need~ them to land. GEO's bubbles are unresistable and thus always take effect no matter how powerful the enemy is. Lately SE's been creating content with ridiculous amounts of magic evasion to the point we need Idris Langour just to have a snowballs chance in hell of landing a spell outside of Magic Burst.

Urmom
12-14-2016, 02:25 AM
Huh wtf..

Distract III is extremely powerful and it's potency is effected by Enfeebling Magic Skill, some amount of MND and gets boosted by +Enfeebling gear along with Frazzle III. Sab gets a half effect but it still puts their potency at 150~160 evasion down. The problem is that those spells can be resisted and will be on things where you ~need~ them to land. GEO's bubbles are unresistable and thus always take effect no matter how powerful the enemy is. Lately SE's been creating content with ridiculous amounts of magic evasion to the point we need Idris Langour just to have a snowballs chance in hell of landing a spell outside of Magic Burst.

Huh wtf...

Did you even read what I said. Never mentioned those debuffs, mnd or enfeebling skill. You could make rdm debuffs completely unresistable and the entire thing you quoted still stands.... hell half of it was talking about a unresistable debuff <.<. I'm hoping you just misquoted if not read before you argue

Thorva
12-22-2016, 02:04 PM
Huh wtf...

Did you even read what I said. Never mentioned those debuffs, mnd or enfeebling skill. You could make rdm debuffs completely unresistable and the entire thing you quoted still stands.... hell half of it was talking about a unresistable debuff <.<. I'm hoping you just misquoted if not read before you argue

Don't worry, he didn't even get the correct value on distract with sabo, it isn't effected by frazzle either. I have tested it an personally got over 200 with sabo. You just need more MND after your skill cap.

At any rate rdm debuffs are utterly useless outside of distract/frazzle, but nobody is taking a rdm for either of those. You need a geo to land those spells in the first place so why even take a rdm?

Cor/rdm gets a stronger dia than a Dia III Rdm
Geo needs no help landing spells because bubbles cannot be resisted.
Para/Slow do nothing to change a fight, everything is AoE TP move. Furthermore if you look into the values of para/slow II, they are hardly worth the merits.
Addle II caps out at -50 m. acc, which is 15 lower than a 900 skill geo, 25 lower than dunna and a whopping 75 lower than Idris.
Phalanx 1/2 caps are so low they don't make enough difference to bring a rdm, especially when SE was so stupid they gave phalanx out to run, pld, smn, blu
Rdm highest regen is Regen 2, useless unless self buffing since sch, run, and whm all get higher.
Poison 2, Dia 3, and Bio 3 DoT are so pathetically weak they do literally nothing.
Break is useless in endgame without elemental seal, and since rdm is only single target break that is even more useless.
Blind and Blind 2 are both laughable.
Sch and blm both get myrkr, which is massive mp and puts rdm refresh useless with all the ethers, elixir and mana powers.
Dispel gets resisted without a geo.....
Let's not forget the +45 stat (str, dex, mnd, etc) geo is capable with bubbles


Literally the only gain to having a rdm in a party now is Frazzle, Distract, and Inundation. Distract/Frazzle can both be resisted with ease and geo can do it anyway so why bring a rdm for it. Nobody is bringing a rdm along for Inundation only, that is just stupid, raise nm hp so we can have inundation? I think not.

Without making an overhaul on rdm enhancing and/or enfeebling magic there is no rdm in endgame without having every piece of max gear you can imagine and a group of friends willing to take you on rdm. There isn't anything worth taking a rdm for in endgame. That is coming from a murg/sequence rdm. There is no point in it, even if you are so good and have such perfect gear that you can out parse anyone. People will still ignore you because rdm does not have any redeeming qualities in this game right now.

Shiyo
12-22-2016, 06:23 PM
Yeah, it comes down to RDM's role not being filled unless it has a geo(as you said).
Which is disgusting. Nerf geo to the ground and rebalance the game so that we don't need a geo to play the damn game.
It's completely absurd that a RDM cannot do it's main role of enfeebler without a geo to give enough macc to actually land things, what were they even thinking?

RDM NEEDS TO BE ABLE TO DO IT'S MASTER ENFEEBLER ROLE. Smite let's DRK do it's damage role, last resort helps a ton, souleater helps a bunch. What does RDM have to help it enfeeble? Nothing.

Stymie should be passive.

Thorva
12-23-2016, 05:25 AM
Yeah, it comes down to RDM's role not being filled unless it has a geo(as you said).
Which is disgusting. Nerf geo to the ground and rebalance the game so that we don't need a geo to play the damn game.
It's completely absurd that a RDM cannot do it's main role of enfeebler without a geo to give enough macc to actually land things, what were they even thinking?

RDM NEEDS TO BE ABLE TO DO IT'S MASTER ENFEEBLER ROLE. Smite let's DRK do it's damage role, last resort helps a ton, souleater helps a bunch. What does RDM have to help it enfeeble? Nothing.

Stymie should be passive.

I think stymie being passive might actually help rdm if we could focus more on enfeeble skill/MND to increase potency. With a few minor adjustments on enfeeble spells that would actually fix rdm.
Drk however almost never uses souleater anymore. That is suicidal since day one and even more so after abyssea killed the need to know how to cure parties.