PDA

View Full Version : Cure V



Smp
05-30-2017, 04:49 AM
It's about time Red Mage (and Scholar) gets Cure V.

It's ridiculous for levels to go up to lv99 without introducing the next tier of Cure spell "Cure V"; and at the same time giving White Mage a brand new tier spell "Cure VI".

Also ridiculous that anybody can sub-job Red Mage to gain it's highest curing spell; which makes any job equal with primary Red Mage for access to curing spells.

I understand Red Mage is not meant to wield the highest level of magic (in either black or white); but Cure V isn't the highest level of white magic anymore.

Red Mage (and Scholar) was properly adjusted / upgraded for Dark Magic; being given Thunder V, Blizzard V, etc. but following this logic why was Cure V not added?

I understand back in 2003; Red Mage did originally have Cure V and it was later removed. I assumed because it wasn't balanced; but given the fact that the levels have gone up from lv75 to lv99; whatever reasons for its removal should no longer be applicable.

And the same can be said about Regen III.

Khiril
05-30-2017, 05:46 AM
+1 RDM deserves a lot of things it doesn't have.

It doesn't really need cure 5, but it wouldn't affect anything negatively if given 5, so why not. I think RDM should have access to the highest regen tiers too.

Folken
05-30-2017, 08:18 AM
Red Mage (and Scholar) was properly adjusted / upgraded for Dark Magic; being given Thunder V, Blizzard V, etc. but following this logic why was Cure V not added?

Cure V should definitely have been added with the rest of the tier 5 spells.

saevel
05-30-2017, 10:57 PM
No RDM doesn't need Cure V, Cure IV is already vastly superior and RDM gets that.

If you want a better healing role then what you need it Curaga III and for that to happen SE would need to make it level 49 WHM.

And before you start whining and crying here are the differences between Cure III / IV and V.

Cure III = Base cure power 70, Cure power HP hard cap 340
Cure IV = Base cure power 140, Cure power HP hard cap 640
Cure V = Base cure power 210, Cure power HP hard cap 780

Cure I ~ IV cure power is 1 Healing Magic Skill = 1 Cure power, Cure V is 5 Healing Magic Skill = 1 Cure power. This has the effect of making cure power harder to cap on Cure V then on the lower spells. And here is the sucker punch, RDM has trouble hitting Cure power cap on those lower spells because it's natural C- Healing Magic skill. In order for me to hit cure power cap as RDM/WHM I need to wear a lot of Vanya gear and work Cure potency in other slots, where as on WHM it's laughably easy to cap cure power.

So if SE magically gave RDM Cure V, you all would be extremely disappointed and would still suck at doing your job. Those big numbers you see WHM do are a result of JP, Cure Potency II and so much natural Healing Magic Skill that they can easily pile on MND to raise Cure power for Cure V. Also they naturally go /SCH and get the weather bonus while RDM is forced to choose /SCH weather and LA goodiness or /WHM for Curaga II / Stona / AoE barspells. Needing Cure V is an argument from over five years ago when Cure IV healed for 450 HP and people in Abyssea had 3000 HP. The cure formula adjustments for Cure I ~ IV were targeted at fixing Single Target healing on non-WHM jobs.

Smp
05-31-2017, 04:58 AM
No RDM doesn't need Cure V, Cure IV is already vastly superior and RDM gets that.

If you want a better healing role then what you need it Curaga III and for that to happen SE would need to make it level 49 WHM.

And before you start whining and crying here are the differences between Cure III / IV and V.

Cure III = Base cure power 70, Cure power HP hard cap 340
Cure IV = Base cure power 140, Cure power HP hard cap 640
Cure V = Base cure power 210, Cure power HP hard cap 780

Cure I ~ IV cure power is 1 Healing Magic Skill = 1 Cure power, Cure V is 5 Healing Magic Skill = 1 Cure power. This has the effect of making cure power harder to cap on Cure V then on the lower spells. And here is the sucker punch, RDM has trouble hitting Cure power cap on those lower spells because it's natural C- Healing Magic skill. In order for me to hit cure power cap as RDM/WHM I need to wear a lot of Vanya gear and work Cure potency in other slots, where as on WHM it's laughably easy to cap cure power.

So if SE magically gave RDM Cure V, you all would be extremely disappointed and would still suck at doing your job. Those big numbers you see WHM do are a result of JP, Cure Potency II and so much natural Healing Magic Skill that they can easily pile on MND to raise Cure power for Cure V. Also they naturally go /SCH and get the weather bonus while RDM is forced to choose /SCH weather and LA goodiness or /WHM for Curaga II / Stona / AoE barspells. Needing Cure V is an argument from over five years ago when Cure IV healed for 450 HP and people in Abyssea had 3000 HP. The cure formula adjustments for Cure I ~ IV were targeted at fixing Single Target healing on non-WHM jobs.

My post is game feedback for SE. Not start a debate.

I'm already aware of the stats.

saevel
05-31-2017, 05:35 AM
I'm already aware of the stats.

Then you wouldn't of made that post.

Smp
05-31-2017, 05:56 AM
Then you wouldn't of made that post.

Sounds like you calling me a liar.

I said I didn't want to debate it but I will at least share my logic behind it...

By its very nature it will have more potency to help a bit more in situations where a tank has been taken into the red.

And as /SCH you can "Accession" + "Cure IV" for the effect of Curaga III etc. without being advisable effected by a long recast delay on "Cure IV"; as you can still cure using "Cure V".

I guess its another route similar to reducing the level of "Curaga III" to below WHM50. But the problem with that is all jobs have access to it. The post is about Red Mage; and giving it access to cure spells it should by its very nature already have access to; not making anybody subbing /WHM be better healers.

VoiceMemo
05-31-2017, 08:47 AM
Er, hasn't WHM had CURE VI(6) for a long time already? If RDM gets cure 5, WHM should get cure VII(7)

Songen
05-31-2017, 06:32 PM
red mage is a jack of all trades, and a master of none. sch doesn't even get cure 5, even with addendum up (And everyone knows addendum makes sch that style of fighting whether dark or light), so why should rdm get it? as a rdm myself, i don't see why its needed

(This is my opinion)

saevel
05-31-2017, 09:38 PM
Er, hasn't WHM had CURE VI(6) for a long time already? If RDM gets cure 5, WHM should get cure VII(7)

Cure VI is rarely used on WHM because of it's stupid cost vs healing power, Cure V is used only if Cure IV isn't up yet. Cure's III and IV are the staple ST cures with Curaga III / IV being the MT versions. The OP has really weak healing sets and thinks getting Cure V, like White Mage, would solve their problem.

The only thing that RDM and SCH are missing to be capable main party healers is a strong form of Multi-Target healing. Right now both are limited to Curaga II and that's only 300~350 HP and just isn't enough to quickly recover from a very bad move. I already can main heal a single tank in high end content on RDM, so it's not a question of that capability.

Seriha
06-08-2017, 05:05 AM
WHM also has other perks going for it like gear that returns MP based on amount cured. In the end, that job is where it should be, and needed to be in that dark era where RDMs were the preferred healer, bar none.

That said, whether or not one wants to avoid debate, I personally have no interest in tugging RDM back toward that time. I hate the Jack of All Trades moniker. MMOers don't want Jacks. They want specialists. Being a Jack means you're not a specialist, which means people aren't gonna want you for anything. Simply giving RDMs Cure V isn't going to make us preferred to WHMs, but at the same time, going down that well means skewing the Jack perspective toward the WHM slant. Again, I don't want to go back to that.

Since people want specialists, RDM needs to find that. My stance has been that it should be enfeebling, but we've got the problem going on where RDM doesn't really have any unique enfeebles paired with the difficulty of landing them. That's a problem that needs to be rectified, but not just exclusively through magic. Yeah, I care about RDM's martial aspects, too.

Still, if we really want to run with the Jack angle, the right sub and gear should make us capable as a nuker, healer, or physical attacker without needing thousands of JP just to even be put on the table. Maybe we need better healing gear? Perhaps. I wouldn't say nuking is in a bad state, but if anything, accuracy on harder content would be the concern. Melee? Yeah, gear options are better nowadays, but more can be done to make us more tempting for the role. If SE wants to up their game on enfeebling, of course, disregard the rest of this. Until then, if RDM's white magic arsenal is improved, other facets need it just as much, if not more.

Jblauh
06-08-2017, 06:54 AM
Hmm well said Seriha and some good points. While I'm not in particular happy with RDM's position in today's game compared to back in the days I'm going to have to agree with you. Especially with the specialist part and how the community desires just that over the latter. That is just a reality we'll have to accept isn't it. Even if RDM did get a Cure V spell I highly doubt it would be used by the community at all and forgotten as fast as it was given to players. At the end of the day people want a Whm and only the most simple of content with folks accept anything other than just that. Personally I'd love some more diversity in the game. Like War tanking more often and RDM main healing here and there. It's not that that can't happen. As a matter of fact a skilled player wearing the perfect gear could do just that, but yeah. Like you said specialists are what's preferred. I think the communities mindset is more to blame than SE on that subject imo as I've approached content with friends and conquered it with set ups ppl would laugh at.

Jakuk
06-09-2017, 12:17 AM
red mage is a jack of all trades, and a master of none. sch doesn't even get cure 5, even with addendum up (And everyone knows addendum makes sch that style of fighting whether dark or light), so why should rdm get it? as a rdm myself, i don't see why its needed

(This is my opinion)

RDM has plenty of spells that SCH needs to use Addendum for...

Dark, Dispel, Sleep II, Elemental Nuke IV, Elemental Nuke V

Addendum doesn't automatically make SCH better than RDM at that art, only grants them more than they have without.

-

I agree with the OP to a point, I don't believe RDM needs Cure V as such, but I do find it dumbfounding that both RDM and SCH's last Curing spells were at level 48 / 55, when the cap is 99 (technically 119)

-

I'd also argue for Regen III, and Reraise and Reraise II as it's still sticking to Master of None but actually upping and adding spells that make little sense to not add, Reraise breaks nothing, and with the little Regen gear Regen III will still be vastly weaker than WHM and SCH's.


WHM also has other perks going for it like gear that returns MP based on amount cured. In the end, that job is where it should be, and needed to be in that dark era where RDMs were the preferred healer, bar none.

That said, whether or not one wants to avoid debate, I personally have no interest in tugging RDM back toward that time. I hate the Jack of All Trades moniker. MMOers don't want Jacks. They want specialists. Being a Jack means you're not a specialist, which means people aren't gonna want you for anything. Simply giving RDMs Cure V isn't going to make us preferred to WHMs, but at the same time, going down that well means skewing the Jack perspective toward the WHM slant. Again, I don't want to go back to that.

Since people want specialists, RDM needs to find that. My stance has been that it should be enfeebling, but we've got the problem going on where RDM doesn't really have any unique enfeebles paired with the difficulty of landing them. That's a problem that needs to be rectified, but not just exclusively through magic. Yeah, I care about RDM's martial aspects, too.

Still, if we really want to run with the Jack angle, the right sub and gear should make us capable as a nuker, healer, or physical attacker without needing thousands of JP just to even be put on the table. Maybe we need better healing gear? Perhaps. I wouldn't say nuking is in a bad state, but if anything, accuracy on harder content would be the concern. Melee? Yeah, gear options are better nowadays, but more can be done to make us more tempting for the role. If SE wants to up their game on enfeebling, of course, disregard the rest of this. Until then, if RDM's white magic arsenal is improved, other facets need it just as much, if not more.

I disagree, adding Cure V doesn't suddenly do that when RDM has got many different spells to buff other aspects already since Cure IV.

Tier IV and Tier V nukes,
Temper and Temper II,
Haste II, Flurry and Flurry II, Inundation
Distract I~III, Frazzle I~III, Addle I-II
Gain spells,
Refresh II and Refresh III

Cure V simply makes more sense as it buffs another aspect of RDM.

RDM is not a specialist and you simply can't make them one without destroying lore, making it one also would not make the job more desirable either. Unless you're asking for OP enfeebles like GEO gets nothing will make an "enfeebler" desired.

Jblauh
06-09-2017, 03:15 AM
If you want to make RDM relevant in today's game than honestly the solution (and I know ppl will be upset with me for this) ,but the solution would be to get rid of certain spells for other jobs that RDM should be only allowed to use. Example: Haste II.

I would bet that RDM would always be asked to tag along if Blu or Smn couldn't Haste II. This is coming from someone who plays Blu and SMN 90% of the time to. A minor example but a good one nonetheless. Do I think it should be this way? Well yes and no. It's tough to say. If you want this game to survive then you need to understand that jobs that can fill multiple roles by itself is a mistake. This game was designed for massive cooperative play to overcome obsicles and nothing will change that. Even the best DD like Drk or a Rag wielding War need hasted for maximum damage dealing performance. This keep jobs relevant. When a job like Blu can do nearly all of these things we hit a wall for job relavance. That's just a fact.

Same can be said for debuffing a enemy. This is supposed to be RDMs specialty yet it's not used or even needed in the ways it should be. I remember back in the day in a good exp party a RDM debuffs on a enemy would make killing a incrediblely tough mob so much more approachable. A powerful slow, paralyze, silence was amazing to have. Now it's just not needed. This is a problem. I know the topic is on Cure V, but I think the issue goes so much deeper than that.

Songen
06-09-2017, 01:06 PM
I agree with the OP to a point, I don't believe RDM needs Cure V as such, but I do find it dumbfounding that both RDM and SCH's last Curing spells were at level 48 / 55, when the cap is 99 (technically 119)


Actually, sch's healing never ended with cure, it continued with regen 5 with some sch's achieving 100-120hp per tick over 3-7min and making AoE at that, they cure better and are more mp efficient than whm using curaga since this buff will work on everyone as long as they received it at the start, after that they can go anywhere and be at any distance and still get cured,
a 100 per tick regen will yield 300 hp every 9 seconds,
120 is 360 hp every 9 seconds
most CP Mana burn partys will invite a well regen sch over a white mage because they can pop a long duration regen (make it AoE) and they don't have to worry about hp, along with said sch being able to nuke as well.
The tank is continually healed, and everyone who gets hit with a AoE attack don't worry in the least since they will recover it in 6-15 seconds automaticly

Songen
06-09-2017, 01:22 PM
If you want to make RDM relevant in today's game than honestly the solution (and I know ppl will be upset with me for this) ,but the solution would be to get rid of certain spells for other jobs that RDM should be only allowed to use. Example: Haste II.

I would bet that RDM would always be asked to tag along if Blu or Smn couldn't Haste II. This is coming from someone who plays Blu and SMN 90% of the time to. A minor example but a good one nonetheless. Do I think it should be this way? Well yes and no. It's tough to say. If you want this game to survive then you need to understand that jobs that can fill multiple roles by itself is a mistake. This game was designed for massive cooperative play to overcome obsicles and nothing will change that. Even the best DD like Drk or a Rag wielding War need hasted for maximum damage dealing performance. This keep jobs relevant. When a job like Blu can do nearly all of these things we hit a wall for job relavance. That's just a fact.

Same can be said for debuffing a enemy. This is supposed to be RDMs specialty yet it's not used or even needed in the ways it should be. I remember back in the day in a good exp party a RDM debuffs on a enemy would make killing a incrediblely tough mob so much more approachable. A powerful slow, paralyze, silence was amazing to have. Now it's just not needed. This is a problem. I know the topic is on Cure V, but I think the issue goes so much deeper than that.
(As a 1200+jp myself replying to this)
actually, people normally cap haste with a geo and brd, and even then the brd isn't needed since the geo can use indi-haste + normal haste1 spell to either cap or near cap it. removing it from smn or blu simply removes other alternatives.

What they should be doing is (buffing immunobreak) making rdm's enfeebles close to geo's spells in the sence it will land 95-100% of the time and have a extended duration and higher potency, (and the 5% is those special NMs that will resist 100% even if its a geo casting it),

Its part of their original bloody manifesto (See below)


SE's original vision for rdm was (http://forum.square-enix.com/ffxi/threads/11485-FINAL-FANTASY-XI-Job-Adjustment%EF%BD%93-Manifesto?p=145074&highlight=damage+cap#post145074)
-Red Mage
*Vision
Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while rendering once-formidable enemies impotent with enfeebling magic.

We want to see red mages play a more vital role in HNM battles by making enfeebling magic more effective against high-level notorious monsters and their legendary levels of resistance as well as allowing them to better contribute to party member enhancement.

Example Adjustments
Adding abilities that reduce to zero the casting time or recast time for the next spell/ninjutsu/song.
New enfeebling magic spells.

Pretty much the potency of their enhancing magic that lands on the party should have increased, while enfeeble magic debuffs like anything.
Honestly, they shoulda made temper/II a party spell and en spells a party spell with the potency of en spells increased while being a rdm main.
This alone would make dual wielding jobs a bloody machine if done right, if every hit delt 50-100 dmg more, plus you have have temper for higher tp build, you'd find cor's and smn's out of a job in the sence of enhancing on certain levels

Jakuk
06-09-2017, 04:16 PM
Honestly, they shoulda made temper/II a party spell and en spells a party spell

HUGE downside to that, they'll drop the activation rate (most likely 5~10 and that'd literally gimp RDM and they'd still not be wanted), so it'd be a huge gimp to RDM itself. I'd love to see stats such as "Enhancing Magic"+ added to gear, and not in a cruel mis-translation way like last time.

Also the enfeebles are still rubbish, if they wanted enfeebling to be good I don't know why they gave the best enfeebles to GEO.

Songen
06-09-2017, 04:48 PM
indeed, party buffs and enfeeble's for rdm are still broken, even with the boost to magic acc its still broken in the sence of how its needed

Dale
06-13-2017, 06:45 AM
No RDM doesn't need Cure V, Cure IV is already vastly superior and RDM gets that.

If you want a better healing role then what you need it Curaga III and for that to happen SE would need to make it level 49 WHM.

And before you start whining and crying here are the differences between Cure III / IV and V.

Cure III = Base cure power 70, Cure power HP hard cap 340
Cure IV = Base cure power 140, Cure power HP hard cap 640
Cure V = Base cure power 210, Cure power HP hard cap 780

Cure I ~ IV cure power is 1 Healing Magic Skill = 1 Cure power, Cure V is 5 Healing Magic Skill = 1 Cure power. This has the effect of making cure power harder to cap on Cure V then on the lower spells. And here is the sucker punch, RDM has trouble hitting Cure power cap on those lower spells because it's natural C- Healing Magic skill. In order for me to hit cure power cap as RDM/WHM I need to wear a lot of Vanya gear and work Cure potency in other slots, where as on WHM it's laughably easy to cap cure power.

So if SE magically gave RDM Cure V, you all would be extremely disappointed and would still suck at doing your job. Those big numbers you see WHM do are a result of JP, Cure Potency II and so much natural Healing Magic Skill that they can easily pile on MND to raise Cure power for Cure V. Also they naturally go /SCH and get the weather bonus while RDM is forced to choose /SCH weather and LA goodiness or /WHM for Curaga II / Stona / AoE barspells. Needing Cure V is an argument from over five years ago when Cure IV healed for 450 HP and people in Abyssea had 3000 HP. The cure formula adjustments for Cure I ~ IV were targeted at fixing Single Target healing on non-WHM jobs.

I tend to agree.

Where Red Mage falls down in the healing department is it's lack of effective AoE healing. Accession has too long of a recast to be dependable and curaga II just doesn't cut it in a lot of fights. So giving Red mage cure V would solve nothing that I can see. This job is already an excellent single target healer.

Now giving Red Mage the higher tier regens could make a real difference. So would giving them curaga III like you suggested.

I'm not sure I would support such improvements though despite their usefulness. The Red Mage is not meant to be a primary healing class and should not be able to rival let's say a White mage considering that is suppose to be their specialty.

Though I used to oppose this - I would settle for making spells like Haste II,Refresh III and Temper area spells so we can function more effectively as a support class.

Dale
06-13-2017, 07:03 AM
HUGE downside to that, they'll drop the activation rate (most likely 5~10 and that'd literally gimp RDM and they'd still not be wanted), so it'd be a huge gimp to RDM itself. I'd love to see stats such as "Enhancing Magic"+ added to gear, and not in a cruel mis-translation way like last time.

Also the enfeebles are still rubbish, if they wanted enfeebling to be good I don't know why they gave the best enfeebles to GEO.

Rdm enfeebles are just very situational. On some fights - yeah, they aren't much good. Then on other fights they can be exceptionally powerful.

Nyarlko
06-13-2017, 04:20 PM
Rdm enfeebles are just very situational. On some fights - yeah, they aren't much good. Then on other fights they can be exceptionally powerful.

Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)

Dale
06-14-2017, 09:49 AM
Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)

I can name you a couple off top of my head.

The AA taru: Paralyze II + Addle II can be effective at shutting down his spell casting. Silence can be very useful against Ouryu.

Basically any Notorious Monster fight where Paralyze II and Silence can land or are effective have the potential to be very powerful spells.

Again: I'm not saying it works on all notorious monsters. It doesn't. There are plenty of fights where enfeebles are nearly useless. But there are also plenty of fights where they can be very useful as well.

That's why I would describe them as situational.

Jakuk
06-14-2017, 11:23 AM
I can name you a couple off top of my head.

The AA taru: Paralyze II + Addle II can be effective at shutting down his spell casting. Silence can be very useful against Ouryu.

Basically any Notorious Monster fight where Paralyze II and Silence can land or are effective have the potential to be very powerful spells.

Again: I'm not saying it works on all notorious monsters. It doesn't. There are plenty of fights where enfeebles are nearly useless. But there are also plenty of fights where they can be very useful as well.

That's why I would describe them as situational.

Isn't that the point though, the thing they want RDM to be using shouldn't be "situational."

saevel
06-14-2017, 10:48 PM
I tend to agree.

Where Red Mage falls down in the healing department is it's lack of effective AoE healing. Accession has too long of a recast to be dependable and curaga II just doesn't cut it in a lot of fights. So giving Red mage cure V would solve nothing that I can see. This job is already an excellent single target healer.

Now giving Red Mage the higher tier regens could make a real difference. So would giving them curaga III like you suggested.

I'm not sure I would support such improvements though despite their usefulness. The Red Mage is not meant to be a primary healing class and should not be able to rival let's say a White mage considering that is suppose to be their specialty.

Though I used to oppose this - I would settle for making spells like Haste II,Refresh III and Temper area spells so we can function more effectively as a support class.

Well I was only discussing the Cure V component, in reality there needs to be a whole batch of adjustments for the three healing jobs.

Curaga (WHM) III -> Level 49
Erase II (WHM) -> Level 99 -> Removes multiple buffs based on enfeebling magic skill
Dispell II (RDM) -> Level 99 -> Removes multiple debuffs based on healing magic skill
Light Arts (SCH) -> effects enabled even if sub but only at the subs level.
Regen III (RDM added)
Accession works on Haste naturally

Now we've created a unique meta between WHM, SCH and RDM. WHM gets the LA boosts from /SCH along with the unique ability to remove multiple debuffs. RDM gets Regen III and has to choose between /WHM's Curaga III and /SCH's Regen potency and Arts. SCH's get to choose between the utility of /RDM and the power of Curaga III from /WHM. All three jobs become able to heal both melee and tank orientated parties but with a different set of Pro's and Con's that the group will need to tailor it's strategy around. RDM healer could provide Haste II enabling the BRD to sing a different song for the second haste, and the RDM would provide enfeebling support, but the RDM's barspells (BIG reason to use WHM) aren't as powerful and they are going to need MP support as the fight drags on. SCH's can provide powerful regen effects along with having cheaper spells and native access to weather boosts but like RDM have weaker barspells. WHM's still king of absolute healing with the ability to remove multiple debuffs from party members.

saevel
06-14-2017, 10:50 PM
Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)

Find out what Frazzle III, Distract III and Addle II do first. Then count what +enfeebling potency does to them, find out Saboteur does, then realize that it can all be stacked for some really silly stuff.

I main heal Fu and Kei as RDM in omen.

chiefhunglo
06-22-2017, 04:43 AM
Dude you don't play his character so you can't say he doesn't need this or that.

Nyarlko
06-22-2017, 09:33 AM
Find out what Frazzle III, Distract III and Addle II do first. Then count what +enfeebling potency does to them, find out Saboteur does, then realize that it can all be stacked for some really silly stuff.

I main heal Fu and Kei as RDM in omen.

I know what those do, and still wondering how many fights they really help with. ^^;; I know plenty of Idris GEOs, a couple REMA BRDs, but no RDMs with enough job points to even have access to those spells, so I have no experience with how much they help in comparison. How much better is Addle II over Pining Nocturne since the May update? Is Frazzle III reliably landed on highend stuff? I know there are quite a few targets that have painfully high dark resistance, but again, no personal experience w/ high end RDM. And also again, I'm not being sarcastic, I actually want to know. ^^;;

Dale
07-16-2017, 04:31 PM
Isn't that the point though, the thing they want RDM to be using shouldn't be "situational."

If Red Mage was only good for enfeebles I would agree with you. But they also make for competent healers and buffers - and I'm told can even make good damage dealers. So they should be able to contribute in about any situation.

Dale
07-16-2017, 04:52 PM
Well I was only discussing the Cure V component, in reality there needs to be a whole batch of adjustments for the three healing jobs.

Curaga (WHM) III -> Level 49
Erase II (WHM) -> Level 99 -> Removes multiple buffs based on enfeebling magic skill
Dispell II (RDM) -> Level 99 -> Removes multiple debuffs based on healing magic skill
Light Arts (SCH) -> effects enabled even if sub but only at the subs level.
Regen III (RDM added)
Accession works on Haste naturally

Now we've created a unique meta between WHM, SCH and RDM. WHM gets the LA boosts from /SCH along with the unique ability to remove multiple debuffs. RDM gets Regen III and has to choose between /WHM's Curaga III and /SCH's Regen potency and Arts. SCH's get to choose between the utility of /RDM and the power of Curaga III from /WHM. All three jobs become able to heal both melee and tank orientated parties but with a different set of Pro's and Con's that the group will need to tailor it's strategy around. RDM healer could provide Haste II enabling the BRD to sing a different song for the second haste, and the RDM would provide enfeebling support, but the RDM's barspells (BIG reason to use WHM) aren't as powerful and they are going to need MP support as the fight drags on. SCH's can provide powerful regen effects along with having cheaper spells and native access to weather boosts but like RDM have weaker barspells. WHM's still king of absolute healing with the ability to remove multiple debuffs from party members.

I like your ideas for a dispel II that removes multiple enhancements. I also don't see the harm in giving Red Mage Regen III. So I can get behind those suggestions.

Giving Red Mage access to Curaga III however I hesitate on - because that would make Red Mage an effective AoE healer when they are already powerful healers in their own right. For example: I'm not sure I would have ever bothered to level my White Mage if I could AoE heal well enough on my Red Mage.

Hawklaser
07-18-2017, 08:24 AM
As someone who plays Sch, Blu, and been working on Rdm off an on. I see no problem with allowing Rdm to have even Regen 4, after all, Rune Fencer even gets it. Maybe even regen 5 if needed, so long as the +hp per tic for light arts stays exclusive to a Sch main. As part of what makes Sch unique and fun is that it is the Dot/HoT class for XI and you do have to plan ahead to get the most out of it.

The big difference I noticed in Sch and Whm healing while I leveled both, is Whm has the tools to react to a big nasty aoe or two going off close together frequently and/or often. Sch has to plan ahead by making sure a Regen is on everyone in advance maybe even stoneskin, as well as not being caught in Dark arts when it happens(though a main healing Sch should not be going into Dark arts unless need more dps to try and beat a timer). Sch can deal with this a bit thanks to accension. And Rdm is even worse off.

Maybe Rdm could do with getting access to foil(more so if accensionable). I would suggest giving Rdm a few new enhancing spells, but I doubt that would happen at this point. Such as Saber, either as a targetable acc/attack buff or targetable version of Temper. Could split into two different spells for the acc and attack if needed. A dispel 2 that can remove multiple enhancements would be good too. Stoneskin 2 and blink 2 might be additional candidates for Rdm provided they would be targetable(would also give Rdm its own unique healing style to of placing barriers to absorb damage in advance and would be beneficial for against mobs with fatal/near fatal spike damage)

Really on the enhancing side of things, the biggest strike against Rdm is majority are single target or self target only. So if their focus is mainly supposed to be enhance/enfeeble, why do they not get the aoe versions of them at this point? AoE cures and nukes I don't see ever fitting in on Rdm, but Protectra, Bindga, paralyzega, etc. I do see as very Rdm appropriate.

The enfeebling side, it seems to be more due to how hard it is to land them vs how easy it is for a Geo to inflict two key ones. I do have one big question here, and that is does Geo Enfeebles stack with other enfeebles? If no, something definitely needs to change, if yes all it should take is some adjustments to how hard it is for Rdm to land them(maybe via a job trait, like +accuracy for enfeebles only), and while speaking of job traits, would occult acumen be OP to give to Rdm if there role is to be a hybrid melee/mage?