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Thorva
12-15-2016, 12:16 PM
Was going to make this a reply, but it seems if you don't get a reply from SE in the first week of a thread you never will.

Still waiting on SE to look into fixing rdm, especially after announcing they are giving brd some attention.

Many different ways you can fix RDM, obviously not all of them, that would make it overpowered and some of them even contradict others if you attempt to implement them all.

Rework merit category and pull the spells out giving rdm access to 5/5 versions at all times, making category 2 merits for ja and job trait buffs

Make merit category 2 be a new tier of enfeeble magic, slow 3, bio/dia 4, para 3, blind 3, phalanx 3 (with -dt II) move all rdm merit spells into scroll spells at a 5/5 potency

Make phalanx II a % based buff with -DT II to break the 50% cap, each 1 merit can = 2% DT II to a cap of -10% DT II

Give Dia magic Defense Down as well

Give Bio Magic Attack Down as well

Rework the m. acc formula so that over 500 skill doesn't take such a penalty to m. acc

Give rdm a new tier of enfeebles (Dia 4, bio 4, poison 3 are already in the game)

Remove the resist of enfeebles on rdm and base the potency off skill/MND combo (you know, like you gave geo so much power with)

Give rdm faith/bravery, (already in the game no need for new animation) many different things you can do with those such as reflect, eva, m. eva, def+, tp move avoidance

Give rdm decent melee gear, only job in the game still using skirmish gear for damage.

Give rdm higher MaB job trait

Give rdm a few tiers of a new job triat for M. Acc (affinity m. acc)

Allow lvl 50+ spells to be used with /sch accession (this would promote the need for a rdm main, especially haste when geo haste is stronger and AoE, smn and blu both can AoE haste 2)

Allow temper to be cast on others

Rework Enspell 2 (Enfire II; Triple attack (this being triple attack would counter the complaint of temper II becoming target-able double attack instead of self triple attack)
Enblizzard II; Increase MaB bonus
Enaero II; Increases both m. eva and physical eva, (both of them since rdm doesn't get a fenrir like enspell)
Enstone II; Increase def
Enthunder II; Increased critical hit dmg/chance
Enwater II; Increase magic accuracy or magic defense (I would personally prefer m. def))

Fix barspell potency (right now rdm caps at 150 resist with the highest possible enhance magic)

Give rdm a tp gain down spell like nin has (most fights are revolved around tp moves in this game giving rdm a decently potent tp down spell would increase the need for rdm main on certain fights)

Bar-stun, bar-doom, bar-light/bar-dark would be nice....

Maybe give rdm access to AoE enfeebles, again rdm is master of enfeebles, why can't rdm enfeeble AoE but blm can. Sleepga/breakga

How about a spell to give other jobs fastcast? Cor has a roll, why can't rdm, the fast cast job, give out fastcast?

Regen 3 already, seriously.... Whm, Run, Sch, Brd, Cor, Geo all get better tiers of Regen, (brd can cast more than one)

A spell to increase attack/m.attk? Again, why not cor, geo, and brd all have something (brd lacks m. attk) This would balance out the geo only shouts to geo or rdm. Or at the very least those annoying geo x2 shouts to the geo and rdm shouts.

enhance duration gear is useless, nobody says, "hey that rdm has a lot of enhance duration gear, invite them." Giving geo such a powerful haste killed rdm need for haste 2, giving nuke jobs /rdm convert and Myrkr staff weaponskill killed rdm need for refresh. Honestly don't even think 50 tick refresh rdm would get invited, blm parties just pop ethers, tp wings, aspir 3 and never run out of MP. That is how we clear our helms.

enfeeble duration gear is utterly useless in comparison to geo debuffs AND rdm not being able to land enfeeble much less most rdm enfeebles are next to useless

Poison, Bio, Slow, Para, Bind, Blind, and Silence are almost never used due to resist and when/if they do land they do nothing to change the battle since everything is tp based damage.

The DoT of Dia, Poison, and Bio are pathetically weak when you are talking about nm's with 2mil hp, they don't even make a dent on a 200k hp nm. Seriously by the time you use sabo then poison 2, you could have auto-attacked for more damage than the poison 2 will do in it's duration due to animation lock.


My vote is to unnerf saboteur. And make enhance enfeeble effects gear and saboteur work on dia/bio. Bump dia/bio on all tiers by another 5% for rdm main.

Change all the stupid self only spells to target party member. Also change all make it so phalanx and enspell 1 and 2 count the gear of the caster on cast. Instead of silly things like the target or when you hit



RDM is NOT a party enhancer like GEO, BRD or COR time spent on enhancing should be directed at BRD. If any enhancing magic is added, it should stay as self-cast only. (Sorry just my opinion) Reraise and Regen III would be nice.

Where RDM really needs a fix is in it's true role, Enfeebling.

For a start they shouldn't be weaker on NM's and while resistance is possible it shouldn't be complete resistance depending on what SE feels like when they make the NM's.

I also do agree with your Magic Accuracy trait, could do it +10 for first tier up to +50 maybe.

Dia III should be at least -20% Defense, 5% more for a Merit spell over Dia II is ridiculous.

Paralyze II should actually do something on NM's and not actually just seem like a waste of MP.

Addle II Should reduce Magic Attack Bonus and Magic Accuracy.

Slow II should also reduce enemy Regain, since they insist on giving them all it now.

Add Poision III with at least 500 HP/tic


Personally I would like to see poison 3 at 1k+



Stymie should be passive.
This 100 times over, stop giving us enhance/enfeeble duration let us focus on enfeeble skill/MND or INT instead of the need to balance m. acc, skill, stat all at once. Make a few minor potency adjustments to some of the spells and this with a potency increase would fix rdm overnight.



Why doesn't Murgleis have higher m. acc and/or enfeeble potency?

STOP GIVING OTHER JOBS VERSIONS OF RDM SPELLS

Shiyo
12-16-2016, 03:23 PM
How to fix RDM:
Step1)

Nerf geo to the ground

Step2)
Give RDM some type of enfeeble that reduces the damage of mob TP moves and/or a way to reduce mobs TP gain/drain it

RDM also needs to be able to accession haste2 and refresh 2. All of it's enfeebles need to ignore mob resist rates or it's new 1 hour should be 1-5m cd instead of 1 hour.

Honestly, there's no way to make RDM ever useful without nerfing geo the ground. Geo breaks the game in half.

Jakuk
12-16-2016, 10:07 PM
Put simply, bar Temper, all enhancing magic should be Accessionble. The excuse that it should only be if SCH has access to it is ridiculous.

Temper is too powerful to be accessionable, and unlike the OP I am not okay with gimping it so it can be.

Quite frankly I agree very little with the OP, seems to just be about turning RDM into another GEO. The best idea, to me, seemed to be Phalanx II changes.

Thorva
12-17-2016, 02:28 AM
Put simply, bar Temper, all enhancing magic should be Accessionble. The excuse that it should only be if SCH has access to it is ridiculous.

Temper is too powerful to be accessionable, and unlike the OP I am not okay with gimping it so it can be.

Quite frankly I agree very little with the OP, seems to just be about turning RDM into another GEO. The best idea, to me, seemed to be Phalanx II changes.

Gimping temper for castable version is also why I said to make enfire II have triple attack bonus to it, also sadly geo will never be nerfed, only chance for rdm is to beef it to the point of on par with geo. I really disagree with doing it myself, but it seems geo is where it will stay. I would rather they nerf a few jobs things in the game. Geo included.

Also, I said NOT to use all of the options, only a few, do them all and rdm will become way overpowered.

Urmom
12-17-2016, 02:52 AM
Put simply, bar Temper, all enhancing magic should be Accessionble. The excuse that it should only be if SCH has access to it is ridiculous.

I can almost going to guarantee you that they wont make it so other jobs can use a sch ja better than sch can just out of principle

My vote is to unnerf saboteur. And make enhance enfeeble effects gear and saboteur work on dia/bio. Bump dia/bio on all tiers by another 5% for rdm main.

Change all the stupid self only spells to target party member. Also change all make it so phalanx and enspell 1 and 2 count the gear of the caster on cast. Instead of silly things like the target or when you hit

Jblauh
12-17-2016, 06:02 AM
Yeah I gotta say. These are some great ideas no doubt. I hope SE takes a look at them cause I feel you're defiantly onto something.

Jakuk
12-17-2016, 08:18 AM
I can almost going to guarantee you that they wont make it so other jobs can use a sch ja better than sch can just out of principle

My vote is to unnerf saboteur. And make enhance enfeeble effects gear and saboteur work on dia/bio. Bump dia/bio on all tiers by another 5% for rdm main.

Change all the stupid self only spells to target party member. Also change all make it so phalanx and enspell 1 and 2 count the gear of the caster on cast. Instead of silly things like the target or when you hit

It isn't using it better than SCH, having more spells work doesn't mean suddenly they are better. You are already limited on the 2 Stratagems only when /sch not to mention all you'd gain from it is Haste II which doesn't matter since you'd also have Haste Accessionable and GEO + SCH/RDM would then be able to cap magical haste without RDM.

Also I like how it's deemed as not fine for a job to take advantage of a subjob, yet perfectly fine for SCH to take advantage, and do better, RDM's spells /RDM.

Or even Convert to be as potent for any job /RDM

In fact pretty much anything that was unique to RDM has been passed onto another job whether it's SCH, PLD, RUN or even GEO.

-

And in turn nerf them all as they are balanced around being self-cast, no thanks!


Gimping temper for castable version is also why I said to make enfire II have triple attack bonus to it, also sadly geo will never be nerfed, only chance for rdm is to beef it to the point of on par with geo. I really disagree with doing it myself, but it seems geo is where it will stay. I would rather they nerf a few jobs things in the game. Geo included.

Also, I said NOT to use all of the options, only a few, do them all and rdm will become way overpowered.

And in turn you lock them to an enspell to gain what they already had, it's still a nerf.

If they added Temper to cast on others anyway it'd change nothing, it would be weakened to the point of not being worth it.

RDM is NOT a party enhancer like GEO, BRD or COR time spent on enhancing should be directed at BRD. If any enhancing magic is added, it should stay as self-cast only. (Sorry just my opinion) Reraise and Regen III would be nice.

Where RDM really needs a fix is in it's true role, Enfeebling.

For a start they shouldn't be weaker on NM's and while resistance is possible it shouldn't be complete resistance depending on what SE feels like when they make the NM's.

I also do agree with your Magic Accuracy trait, could do it +10 for first tier up to +50 maybe.

Dia III should be at least -20% Defense, 5% more for a Merit spell over Dia II is ridiculous.

Paralyze II should actually do something on NM's and not actually just seem like a waste of MP.

Addle II Should reduce Magic Attack Bonus and Magic Accuracy.

Slow II should also reduce enemy Regain, since they insist on giving them all it now.

Add Poision III with at least 500 HP/tic

As new spell ideas you could do something like:

Darkness - Reduces target special attack accuracy.

Imperil - Reduces the target's magical defense.

Urmom
12-17-2016, 12:21 PM
not to mention all you'd gain from it is Haste II which doesn't matter since you'd also have Haste Accessionable and GEO + SCH/RDM would then be able to cap magical haste without RDM.
So if you gain so little and it doesn't matter then why do you care? Does it matter or doesn't it?


Also I like how it's deemed as not fine for a job to take advantage of a subjob, yet perfectly fine for SCH to take advantage, and do better, RDM's spells /RDM.

Or even Convert to be as potent for any job /RDM

It isn't using it better than SCH, having more spells work doesn't mean suddenly they are better. You are already limited on the 2 Stratagems only when /sch
So basically what I gather from this is having more strats outweights everything else. You are certainly entitled to that opinion but it's just that. And so that's not really what's being deemed here as others see it differently. What I'm saying is on principle SE is unlikely to allow another job to do more things with a sch job ability than sch main job. Especially since they probably view all the enhanced durations as a sort of fix since you wont have to recast as often anyways

Jakuk
12-17-2016, 09:02 PM
So if you gain so little and it doesn't matter then why do you care? Does it matter or doesn't it?

lol, really? My point was making Refresh II, Refresh III, and Haste II Accessionable will not make RDM suddenly the go-to mage over SCH, but that's not to say it wouldn't be a welcomed change, not EVERYTHING has to be so massive it completely changes the game. It's a QoL change.


So basically what I gather from this is having more strats outweights everything else. You are certainly entitled to that opinion but it's just that. And so that's not really what's being deemed here as others see it differently. What I'm saying is on principle SE is unlikely to allow another job to do more things with a sch job ability than sch main job. Especially since they probably view all the enhanced durations as a sort of fix since you wont have to recast as often anyways

No, not even remotely.

Having more chance to augment it further by using Accession > Perpetuance > Spell while having many more spells along with spells stolen from RDM when /RDM outweighs allowing two spells, one of which it's possible to Accession the first tier already when /RDM, to work under Accession.

Enhancing Duration does nothing when 99% of enemies either have Full Dispel or spams Dispel moves.

Thorva
12-18-2016, 06:28 AM
My point was making Refresh II, Refresh III, and Haste II Accessionable will not make RDM suddenly the go-to mage over SCH, but that's not to say it wouldn't be a welcomed change, not EVERYTHING has to be so massive it completely changes the game. It's a QoL change.

Having more chance to augment it further by using Accession > Perpetuance > Spell while having many more spells along with spells stolen from RDM when /RDM outweighs allowing two spells, one of which it's possible to Accession the first tier already when /RDM, to work under Accession.

Enhancing Duration does nothing when 99% of enemies either have Full Dispel or spams Dispel moves.

I am actually leaning towards this side of the debate, sch with 30 second strats and 5 of them, reigns king over rdm in buff situation especially with /rdm spells. Sch still has self sc spells so rdm will never be chosen over sch. (huge foul ball by SE, but now we have to work with that and geo being OP since it is too late for SE to nerf either at this point)

Even making refresh 3 and haste 2 accession capable will do little to nothing to place rdm in the party. Rdm still can't give mages m.attk or lower mob m.def like geo can, AND... geo haste is a stronger haste. Not to mention the mass amount of mana powder, myrkr, aspir 1/2/3, and ethers available for mages.

Accession haste 2 and refresh 3, might be enough to get rdm in the tank party as a battery again, but that is a wasted slot and only increases mob HP, this is not a fix.

Rdm needs more than just accession spells for lvl 50+ rdm, reworking some of the spells would fix that.

Phalanx 2 = -DT II% would help, but that would only help lower gear/skill groups get some helm wins, upper gear/skill players are already doing it without.

Remove full resist enfeeble magic would greatly increase rdm potential, however with para/slow being next to useless vs tp nm's it wouldn't change the battle enough to add more hp to nm. If you change the values from full resist to a base of 5-10% and have enfeeble skill/mnd be the potency increase up to a max value. This would increase the value of enfeeble magic again. (hasn't been useful since lvl 75)

Adding in new tier of enfeeble magic, this tier would not only ignore full resist but also add in
-m.def on dia 4,
-m.attk on bio 4,
increased potency on poison 3 (weaker than helix but last as long for those recovery moments)
-tp gain on slow 3,
para 3 to actually para the nm once in a while
blind 3 to lower nm acc enough to matter (everything AoE doesn't help much)


I am ok with addle II as it is since it increases casting time and lowers m. acc as long as we have another way to compete with geo

Rdm merit category 2 seriously penalizes rdm potential, forcing rdm to only have a maximum of 2 of those spells at 5/5 really hurts, and phalanx 2 is near useless.

Furthermore, I understand these all can't be at the same potency of geo, they need to be a good 10% weaker than idris geo. (prefer it to be above dunna) This not only prevents rdm from becoming overpowered, but also gives reason for geo's to do more than just 900 skill.

In earlier post I stated adjusting temper, I never said it was a perfect idea, I only brought it up as an idea to put rdm in the battlefield. Same with the enspell ideas, I am just trying to come up with half decent ideas and hope SE finally adjust rdm with something valuable enough to make versatile parties.

Edit:: Stoneskin II or raise the cap, this 5 pieces of gear for 180 more stoneskin is pretty sad at lvl 150 content. Wouldn't mind tranq heart being removed either.

Afania
12-19-2016, 10:21 AM
Dia III should be at least -20% Defense, 5% more for a Merit spell over Dia II is ridiculous.


-25% def down please. 20% equivalent to COR's Dia 4, a job that doesn't even has access to native dia, 20% isn't enough to make RDM stand out IMO.

Shiyo
12-19-2016, 05:37 PM
Dia 3 and Bio3 revamped. They now stack with eachother(unique ruleset, doesn't work with bio, bio2, dia or dia2).-25% on both(defense/attack). Default, removed from merits.

Slow 2:
Revamped. Now reduces the damage done by enemies TP moves by 5-25% based on mnd/enfeebling skill and merits. Stacks with slow.

Blind 2:
Revamped. Now reduces enemies regain by 30-100/tick(based on mnd and enfeebling skill and merits) and reduces the amount of TP the enemy gains from attacking by 5-25%(based on mnd and enfeebling skill and merits). Stacks with Blind.

Phalanx 2:
Revamped. Now adds 5-10% -DT II(based on merits spent). Stacks with phalanx.

Paralyze 2:
Revamped. Any magic spell paralyzed by this ability causes the target to gain amnesia.

Composure:
When this buff is active, your own enhancing spells cannot be dispelled by any means. Increases the duration of enhancing magic cast on you by 300%.

Enspell II's:
Now give magical accuracy to their element based on enhancing skill.

Gain-int:
Gives magic burst bonus III 10-25% based on enhancing magic skill.

Gain-str:
Gives 10-25% bonus attack based on enhancing skill.

Gain-dex:
Gives store TP +10-50 based on enhancing skill.

Gain-mnd:
Gives magical accuracy +100-200 based on enhancing skill.

Gain-vit:
Gives -DT II 1-10% based on enhancing skill.

Fix accession:
Works on refresh2/3 haste2.

Stymie:
The next 6 enfeebling magic spells you cast cannot be resisted and have infinite duration. This buff lasts for 45 seconds after activating.

Maybe RDM can be good at being a master enhancer/enfeebler with these changes and replace the 2nd geo.

Jakuk
12-19-2016, 06:12 PM
Gain-int:
Gives magic burst bonus III 10-25% based on enhancing magic skill.

Gain-str:
Gives 10-25% bonus attack based on enhancing skill.

Gain-dex:
Gives store TP +10-50 based on enhancing skill.

Gain-mnd:
Gives magical accuracy +100-200 based on enhancing skill.

Gain-vit:
Gives -DT II 1-10% based on enhancing skill.

Problem with some of those is they don't fit the stat.

Having Vit ~10% DT II and Phalanx II ~DT II would be too powerful. Just adding Defense on Gain-VIT would make more sense.

DEX would need to be Crit. Hit Rate or Accuracy.

Missing AGI and CHR

---

Personally and possibly more realistically, I'm thinking more like, (Before gear augmenting it):

GAIN-STR - Attack +50~150

Gain-DEX - Crit. Hit. Rate +1~5

Gain-INT - Magic. Attack Bonus +10~30

Gain-VIT - Defense +50~150

Gain-AGI - Subtle Blow +10~30 (Or unlikely Haste 1~5%)

Gain-MND - Magic Accuracy +20~60

Gain-CHR - Spell Effect Duration +10~30%

Cap it at the same as the stat 500 skill, Then if you buff it you can do so via equipment on spell cast.

Shiyo
12-19-2016, 06:44 PM
50-150 defense is too low but yeah that'd be ok too. It should be equal to cocoon + MG + barrier tusk from BLU(when combined with phalanx2).

50-150 attack I don't know how much attk blu gets from it's attk buff but I want it equal to around that, perhaps more since blu gets A+ sword.

I like all the other gain bonuses also.

Jakuk
12-19-2016, 07:20 PM
50-150 defense is too low but yeah that'd be ok too. It should be equal to cocoon + MG + barrier tusk from BLU(when combined with phalanx2).

50-150 attack I don't know how much attk blu gets from it's attk buff but I want it equal to around that, perhaps more since blu gets A+ sword.

I like all the other gain bonuses also.

It's the base duration, so you'd have gear with Enhances "Gain" Effect or "Gain" Effect +1 which would raise it.

Also not really fair to base it around BLU's Attack/Defense spell as they have a MUCH shorter duration compared to Gain spells.

Shiyo
12-19-2016, 09:47 PM
They have 100% uptime. Why does duration matter?

Jakuk
12-20-2016, 01:17 AM
They have 100% uptime. Why does duration matter?

Because they need to recast every 1:30 whereas this spell is 18+ minutes, it's also an additional effect on another spell, not a spell that does just this buff. Besides I don't think the numbers are low anyway, maybe defense but then it still gives only 25 less than Protect V, which it'll stack with on top of RDM having Phalanx (and if added the way you wanted Phalanx II)

Buffs need to be balanced around what a job gets already and RDM gets quite a bit already.

Shiyo
12-20-2016, 02:17 AM
RDM doesn't get anything.
Blue mage gets everything.
RDM needs to get stuff.

Jakuk
12-20-2016, 02:33 AM
RDM doesn't get anything.
Blue mage gets everything.
RDM needs to get stuff.

They would be getting something, I just don't think it's fair to expect

-50 DT (Gear)
-10 DT II (Phalanx II)
~ -70 damage (Phalanx)
+ 50% Defense

Would be even remotely fair, let alone balanced.

You'd literally be immortal.

Thorva
12-20-2016, 11:09 AM
Some of these ideas are really good, but the ability to stack them is too strong. Even as a rdm enthusiast and rdm being my favorite job, some of those ideas just shouldn't be stacked up like that. As rdm/pld I push 2k def with -50% dt and more than +80 enmity in gear, that is pretty solid. Giving rdm another +50% def is too much, DT II is ok, 70 phalanx wouldn't break the game, but phalanx 70, -50DT, -10%DT II, and 3k def. That would be too much.

Stacking bio and dia seems good, but it becomes overpowered when you look at the amount of debuffs a geo, cor, brd can put on and their potency.

Have to be careful about what buffs get raised and their potency, rdm has the opportunity to put up the most debuffs at once so naturally they need to be a good tier or two weaker. Just need to be stronger than what they currently are AND fix the resist rates.

As for duration, that hardly matters anymore with the amount of nm's that have buff absorb, full or partial buff wipe. So blu 90 second duration or rdm 12 minute duration really doesn't matter too much. Comparing blu to rdm is a dead argument anyway, they don't get the same gear options, SE has put blu way above rdm in many aspects. Rdm really only has 1 redeeming quality, enfeebling, and that is dead in this game right now.

As a mythic rdm and phenomenal m. acc sets I get resisted on literally everything all the way down to dispel without a geo, that is a problem. Beyond that my enfeebles are utterly useless and most T4 fights that I go as rdm (teles only) I do nothing but spam dispel in a geo bubble.

Urmom
12-20-2016, 06:16 PM
Phalanx 2 = -DT II% would help, but that would only help lower gear/skill groups get some helm wins, upper gear/skill players are already doing it without.

Remove full resist enfeeble magic would greatly increase rdm potential, however with para/slow being next to useless vs tp nm's it wouldn't change the battle enough to add more hp to nm. If you change the values from full resist to a base of 5-10% and have enfeeble skill/mnd be the potency increase up to a max value. This would increase the value of enfeeble magic again. (hasn't been useful since lvl 75)

Adding in new tier of enfeeble magic, this tier would not only ignore full resist but also add in
-m.def on dia 4,
-m.attk on bio 4,
increased potency on poison 3 (weaker than helix but last as long for those recovery moments)
-tp gain on slow 3,
para 3 to actually para the nm once in a while
blind 3 to lower nm acc enough to matter (everything AoE doesn't help much)


I am ok with addle II as it is since it increases casting time and lowers m. acc as long as we have another way to compete with geo

Rdm merit category 2 seriously penalizes rdm potential, forcing rdm to only have a maximum of 2 of those spells at 5/5 really hurts, and phalanx 2 is near useless.

Furthermore, I understand these all can't be at the same potency of geo, they need to be a good 10% weaker than idris geo. (prefer it to be above dunna) This not only prevents rdm from becoming overpowered, but also gives reason for geo's to do more than just 900 skill.

In earlier post I stated adjusting temper, I never said it was a perfect idea, I only brought it up as an idea to put rdm in the battlefield. Same with the enspell ideas, I am just trying to come up with half decent ideas and hope SE finally adjust rdm with something valuable enough to make versatile parties.

Edit:: Stoneskin II or raise the cap, this 5 pieces of gear for 180 more stoneskin is pretty sad at lvl 150 content. Wouldn't mind tranq heart being removed either.

I actually kind of like the way phalanx functions.... however it's potency is crap. The fact that fully merited phalanx II is the same as phalanx is pretty terribad. Almost as bad as the fact that all that +phalanx gear rdm can get wont help the phalanxes you cast on other people lol. I'd imagine fully merited base amount of say 100ish would be good with gear counting the caster not the recipient.

I like your spell examples especially if they aren't tied to merits for the reasons you state and how we are forced to choose and/or gimp but I'd add:

Dia/bio 4 with additions is nice to give similar versatility as geo but would like to make sure it's still the strongest dia/bio. Part of the meh about 3 is it's only 15% and your cor/rdm is getting 20% with it's dia II. Also make the effect enhanceable gdi.

Slow - part of what always irked me about slow was how full merited geared slow II was still weaker than poorly gear lvl 59 elegy from brd. Yeah they stack but come on. Though it beats geo so yay. But yeah given the regain/tp gain of mobs these days something to directly effect those would be a great idea. Perhaps a small plague effect.

Para 3... upping rate is nice but being able to para all the moves would be huge. Nothing more aggravating than seeing an nm be paralyzed over and over only for all it's moves to still work.

Blind - Unfortunately I see this as a non starter. Not because of rdm itself so much as SE seems really seems against it based on how many nms have capped hit rates in in full evasion sets. Plus like you said so much AoEs now and of those like 90% of the ones that matter are magic/breath and half the physical ones aren't blinkable. It's like they are deathly afraid of the old days of evasion/blink tanking

As far as the buffs I'd just really like to be able to use them on other people. The job has almost 40 unique self only spells... most of which sch can AoE or whm has the version that is naturally AoE. But yeah making them scale better ( and giving a bunch that don't scaling) would be amazing too.

Oh just noticed your tp down thing. Was thinking what about subtle blow II instead? The difference is slight but the subtle blow would stack better

and crap I missed a page lol

Shiyo
12-20-2016, 08:02 PM
As a mythic rdm and phenomenal m. acc sets I get resisted on literally everything all the way down to dispel without a geo, that is a problem. Beyond that my enfeebles are utterly useless and most T4 fights that I go as rdm (teles only) I do nothing but spam dispel in a geo bubble.
Yep, RDM can't even do their main job without a geo, it's disgusting.
Geo needs to be nerfed to the ground and the game needs to be re-balanced without needing a geo.

Jakuk
12-20-2016, 10:33 PM
As for duration, that hardly matters anymore with the amount of nm's that have buff absorb, full or partial buff wipe. So blu 90 second duration or rdm 12 minute duration really doesn't matter too much. Comparing blu to rdm is a dead argument anyway, they don't get the same gear options, SE has put blu way above rdm in many aspects. Rdm really only has 1 redeeming quality, enfeebling, and that is dead in this game right now.

IMO That's one of the main things wrong with FFXI right now, their overuse of Full Dispel.

Moves that do that should be either:
A. Limited to a bare minimum
B. Part of a mechanic that there is a way to avoid

I also hate their Dark-elemental resistant mobs that seem to be basically every NM they add now, I wish they'd remove that or add Dispel II as a light based Dispel for RDM and SCH.

Shiyo
12-20-2016, 10:47 PM
Full dispel is an archaic mechanic that does not belong in the game.
It was fine in 2005 when all we had was protect/shell/berserk but now every single job has too many MANDATORY buffs they're balanced around having to actually be viable/capable of contributing.

This months ambu is a perfect example, due to the full dispel from the soulflayer no dd jobs not ranger/cor/summoner are worth bringing on the highest difficulty because they lose over 50% of their damage from not having their own self buffs up.

Urmom
12-21-2016, 02:26 AM
I think it has some uses on a few select mobs. Like it's a good way to basically make people use rng over melees or to discourage overbuffing but the overabundance especially on mobs you kind of need buffs on is ridiculous. As is it's near unresistable nature... unless the player is casting it

Thorva
12-23-2016, 05:28 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.

Adding this to my thread as well as quoting a portion into the top of thread.

Thorva
12-27-2016, 02:11 PM
Just got resisted, not full resist, on mythic rdm with AM up. There is an obvious problem.

SE can't talk to the community, they can't even so much as admit they have failed on rdm for the past 7+ years. The inability to so much as communicate with player base about a known problem or fix a known problem is the very reason this game has been losing so many players.

Coincidentally, it is the same reason pokemon go failed so fast. I am surprised their marketing team hasn't mentioned this after every marketing team on the planet was talking about the failure of Niantic with Pokemon Go.

Charyn
12-29-2016, 05:22 PM
They would be getting something, I just don't think it's fair to expect

-50 DT (Gear)
-10 DT II (Phalanx II)
~ -70 damage (Phalanx)
+ 50% Defense

Would be even remotely fair, let alone balanced.

You'd literally be immortal.

um..... looks at PLD with Burtang 119 / Aegis........... you were saying....?

Jakuk
12-29-2016, 08:27 PM
um..... looks at PLD with Burtang 119 / Aegis........... you were saying....?

RDM isn't a tank.

Shiyo
12-30-2016, 01:04 AM
RDM isn't a tank.
BLU gets -DT II on barrier tusk for up to 57% DT, 50% from cocoon, 25% from MG and it can sub rune or paladin for even more tanky stuff and it isn't a tank :)

But only BLU is allowed to be a jack of all trades master of some, RDM is supposed to be jack of all trades master of none!

Jakuk
12-30-2016, 01:25 AM
BLU gets -DT II on barrier tusk for up to 57% DT, 50% from cocoon, 25% from MG and it can sub rune or paladin for even more tanky stuff and it isn't a tank :)

But only BLU is allowed to be a jack of all trades master of some, RDM is supposed to be jack of all trades master of none!

Yes, but the way it'd be done for RDM would be.

Defense +50% (So around 1500 Defense), Then 60% DT, and on top of that they'd block around 70 points of DMG from Phalanx.

As opposed to BLU who'd get around 57% DT and 1700 Defense.