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Gotterdammerung
05-06-2011, 01:21 PM
Time for rdm to get some more of the status ailments.

lemme see some

Plague

and some

Amnesia

And some Accuracy down; atk down; def down

Devrom
05-06-2011, 08:57 PM
Accuracy down; atk down; def down

tell me what Blind, Bio and Dia spells are for............................... /sigh

Daniel_Hatcher
05-06-2011, 09:03 PM
No, kill RDM being the Enfeebling job, it's dumb. 90% of mobs resist them, and we have no spells that are our own except merits, WHM will be getting ADDLE soon.

Alukat
05-06-2011, 09:25 PM
Time for rdm to get some more of the status ailments.

lemme see some

Plague

and some

Amnesia

And some Accuracy down; atk down; def down

hmm plague could be a good one, but amnesia idk, it would make fights very boring if u stack, paralyze,amnesia,plague,silence,slow on the mob.
well i love challenges ;)

Edit: as pre poster said, we already have acc (blind) ,def (dia) ,att (bio) ,eva (gravity) down

noodles355
05-07-2011, 12:50 AM
90% of mobs resist themWat.
Paralyze lands on almost everything in abyssea. Slow lands on the majority. Addle lands on damn near everything.
Just because you can't land your spells doesn't mean the mobs resist them.

Seriha
05-07-2011, 01:18 AM
(Wind : Black Magic) Confuse: Target temporarily loses access to some spells and TP maneuvers.
INT check determines how many of each are blocked. Lasts up to 3 minutes.

(Water : White Magic) Inhibit: Reduces the power of a target's TP maneuvers and increases their ready time. TP gain is also lessened.
10-25% reductions for power and time based on a MND check. -Store TP and Subtle Blow+ for players would also vary. Lasts up to 3 minutes.

(Fire : Black Magic) Muddle: Reduces the target's Magic Attack and INT.
Variable between 10-30 MATK and 15-30 INT based on INT check. Lasts up to 3 minutes.

(Thunder : White Magic) Shatter: Reduces the target's Magic Defense and MND.
Variable between 10-30 MDEF and 15-30 MND based on MND check. Lasts up to 3 minutes.

(Dark : Black Magic) Spellbind: Reduces target's Magic Evasion and Magic Accuracy.
Variable between 15-30 based on INT checks. Lasts up to 3 minutes.

(Light : Black Magic) Regress: Reduces the target's level.
How many levels will depend on the INT difference, but this would mainly reduce all stats by the amount the players might gain through their own leveling and possibly weakening the strength of job traits if, say, the level down would take a mob from Evasion Bonus IV to III. EXP gain or skill up checks would stay at the mob's default level. Does not wear if landed, but can not be overwritten, either.

(Wind : White Magic) Panic: Target is compelled to run around in a panicked state while losing stamina.
Target will run around randomly in a 15 yalm radius at varying speeds from the point they're inflicted with the spell, losing 1% HP for every tick they're running. They will not attack or cast in this state, but taking damage from anything other than the spell's effect will bring them back to their senses. Can last up to 60 seconds.

(Earth : Black Magic) Bog: Target is knocked back with slight earth damage and their movement speed and evasion is encumbered.
Distance knocked back can be 5-20 yalms. Movement speed reduction can be 10-30% and Evasion -10-20. Damage should be somewhere between Stone II and III. Additional effects can last up to 45 seconds.

(Light : White Magic) Emanate: MP costs of spells cast by the target is distributed to party members and further deducted from the target's MP pool.
For example, if a mob casts a 300 MP spell, a percentage of 10-50% of that cost would be given variably to each party member in range (~15 yalms) resulting in a 180-900 MP loss for a party of 6 on top of the 300 spent to cast the spell. Lasts 2 minutes or 10% of the mob's Max MP.

(Dark : Black Magic) Pain: Physical damage done is reflected upon the target while reducing its ATK by that amount.
INT-based spell that reflects 10-25% of damage a mob does in attack back to it. If a hit does 300 damage, its next swing will be performed with -300 ATK, changing to -150 for the next round if that's how much it did as a result of that, and so on for the duration of the effect, up to 3 minutes.

(Non-Elemental : Black Magic) Ensanguine: Inflicts a powerful DoT that slows a mob's attack speed the lower its HP gets.
Thinking roughly 20-30 a tick with the slow effect being 1/3 the percentage of HP lost. So, a mob with 30% HP left would have a 23% slow. This would stack with other slow sources like Slow II and Elegy. Spell would last up to 120 seconds.



I'll stop for now. Things like Plague are also a bit of a given.

Daniel_Hatcher
05-07-2011, 03:28 AM
Wat.
Paralyze lands on almost everything in abyssea. Slow lands on the majority. Addle lands on damn near everything.
Just because you can't land your spells doesn't mean the mobs resist them.

Addle is about the only thing that you said that was true in that.

I shall also add anything actually potentially a challenge resists, low level NM's are not worth mentioning.

Swords
05-07-2011, 04:00 AM
Frankly I don't think adding a new slew of spells would help RDM any, lord knows I don't need even MORE spells to cast every 30 seconds. I'd rather SE tried to tweak what we already have making it more viable and useful even if it means uncapping or upping the potential potency of spells, I think that would be a fair tradeoff considering many new mobs have increased resistance/immunity to many enfeebles. Not to mention it would be easier to fix rather than coming up with new spells/traits every update.

Seriha
05-07-2011, 04:09 AM
My spelldump was kind of in the vein of SE just saying, "Screw it, you're gonna be the master enfeebler, have a ball!" No, you won't need all of them on every mob, but some would be exceptionally useful on harder targets. I still think our merit spells should be changed to learned with the merits then becoming potency/accuracy buffs that'd apply to all versions, but that's just me trying to be sensible.

Gotterdammerung
05-07-2011, 04:45 AM
tell me what Blind, Bio and Dia spells are for............................... /faff

Oh so the icon from blind is the same icon as the accuracy down icon? wait THEY ARENT!

They might do the same or similar things but they are not the same thing.

Bio Dia and Blind all have their own icons. Im talking about spells that use the acc down, def down, and atk down icons.

And before you say something dumb like "why would we want that when we already have a way to lower acc def and atk?"
Let me explain that different icons means they stack together.

Supersun
05-07-2011, 04:53 AM
I actually pictured Confuse differently myself as sort of an upgraded form of paralyze.

Confuse: Monster has a X% chance of being countered every attack.

(x% obviously varies on your Mnd/Int vs mobs Mnd/Int)

-----

Either way if SE does decide to make us a true enfeebler they HAVE to give us a way to actually reduce damage from a monsters TP attacks (besides Bio). Sure Slow somewhat does that, but let's be honest, compared to how fast a monster gains TP from players hitting a monster reducing the monsters attack speed hardly affects its WS frequency.

I mean look at our 3 main enfeebles. Paralyze, Slow, and Blind(sort of). NONE of these reduce TP damage in the slightest except for maybe blind for a physical TP, but then again if you have a tank that can actually evade it'll probably be a ninja that has an enfeeble JUST as powerful as Blind II (unless you saboteur it). All these really do is reduce the monsters DoT damage and when is a monster's DoT really a threat. 99% of the time it's the TP moves that are going to be the issue and Red mage doesn't have a single viable way of stopping those. So yeah, sure we are the masters of damage reduction enfeebles, but that really doesn't say much when we can't even reduce the damage from the most dangerous part of the fight.

Merton9999
05-07-2011, 05:07 AM
I like Seriha's Regress the best. Although, I'd call it Discord a la FFVI. I'd make it potent and accurate with a very long recast and a very short duration, say 10 seconds. The point is that the whole party would have to pay attention to the window in which Discord was active so that anything that may be successful or super potent when the mob was 10 levels lower would be targeted for that time period. I'd like to see this potentially able to land enfeebles on the mob that wouldn't land before, and you'd have to have multiple people covering them because the RDM couldn't have time to cast all of them in the short window.

My point with this is to give RDM a spell that potentially makes everyone's attacks stronger and more accurate for a short period, one others would have to pay attention to, and one that we wouldn't be required (unable) to cycle due to recast. I agree we don't need more cycle spells. That's why I'd like to see some special case potent enfeebles like this.

To me Addle in some way was an attempt to address the most common complaint, that any remotely challenging mob is immune to any enfeeble that would matter. Of course any tough casting mob would be immune to Silence. So, introduce an enfeeble that is like 1/10 of silence and make it very accurate. Some people want more out of it but I actually like Addle.

In that respect I'd go with a Confuse/Inhibit to mess with TP usage and TP gain in some way that isn't as potent as, say, Amnesia, which would of course be resisted by every mob that mattered.

Supersun
05-07-2011, 05:27 AM
mob was 10 levels lower

I'm not sure you realize just how broken that would be lol.

Merton9999
05-07-2011, 05:40 AM
I'm sure I realize how broken most things are nowadays. And with anything, you can mitigate "broken" in a million ways. I think a ten second window is reasonable. Or lower the level by 5. SE can play with the numbers.

Supersun
05-07-2011, 05:47 AM
The only issue that that a buff in this fashion practically begs to be abused with Zerging. I mean -10 levels would have your heavy DDs smacking most HNMs like they were TW rabbits in Ronfaure.

If procing didn't exist this would just be one more reason that the best way to kill an NM is an alliance full of DDs.

By making it less potent and more active for longer you add a very valuable thing. A debuff that makes blood tanking more viable. There are really only a few ways to actually take less damage from a monster and reducing its level is one of the best. If the buff only lasted 10 secs it loses out on the potential to be a great tool to help Plds take less damage helping them close the gap between blood and blink tanking.

Sure, it sounds nice and all making it potent but short that it would encourage team work, but it would curve the game even further towards DDs being the only viable solution to killing NMs fast, and make tanking even less viable.

Merton9999
05-07-2011, 07:09 AM
I definitely see what you're saying. I guess the idea that something strategic could be abused for zerging is not really something that bothers me in the brew era, and I've been bored with long PLD tank battles for years. But then again you'd be able to use Discord outside of Abyssea, where my mind is currently stuck, and I get the feeling most people are wanting to go back to the classic setup.

In the end I really wasn't aiming for zerging, just the idea that RDM had a powerful debuff that didn't need to be cycled and had to be coordinated with the group, unlike all the rest of them. I do see that a longer lasting and low powered level down spell would promote classic tanking, but I'd still go for a small window, long recast, maybe just less than ten levels down :)

Supersun
05-07-2011, 09:08 AM
I can see where you are coming from. It would be nice to have a strong enfeeble that only lasted a short time. Though the level correction spell might not be the best choice for that through. Other spells I could certainly seeing made like that though.

There is 1 concern I have though, chainspell. What was originally intended for 10 secs can now be used up to a full min. Certainly reducing the monsters level for a full min by any significant amount would be kind of ridiculous lol. If they made a short but super powerful spell they would have to balance it with chainspell in mind. I mean we've already seen what happened with stun and it would be nice to not make the same mistake lol.

Seriha
05-07-2011, 09:37 AM
I was thinking 3-5 levels with it, myself. Just enough to maybe shed some MACC issues, helping blood tanks some, and maybe knocking a pesky evasion bonus trait off a THF type or something. The loss of STR/DEX/VIT/etc. won't mean a whole hell of a lot (After all, we don't clamor for Absorb-X from DRKs), but it's just kind of icing. Calling it Discord or whatever would be fine with me, too. Hell, the names don't matter to me at all, just what they do.

Supersun
05-07-2011, 09:48 AM
The main benefit from level reduction would be the reduction of level difference on pDIF. Shedding 3-5 levels would increase DD damage quite a bit just from that.

Seriha
05-07-2011, 09:53 AM
Either way, if SE's afraid of zergs, they've got options. See: Glavoid or any annoying mob that'll likely be stun immune and have phases of absorption.

Merton9999
05-07-2011, 10:52 AM
Either way, if SE's afraid of zergs, they've got options. See: Glavoid or any annoying mob that'll likely be stun immune and have phases of absorption.

This is my point about the overpowered argument. There's always a way to design a mob so whatever is considered overpowered just won't work. Of course this puts us in the same boat as "Any enfeebles that matter are useless on any mob that matters" :(

Yeah I didn't think about chainspell either. But honestly - and I know it's going to sound like a giant cop out - but I have to admit I wouldn't really care. My personal hope for 91-99 as is far away from the 2006 Fafhogg tankathons as possible. They were fun in their day, but I see these last levels like those hours I put into FFIII US in 1994, beyond where the clock stopped recording at 99:59. Everyone was level 99 and I mowed down everything with Merton and 4 flame shields. I wouldn't have wanted to do this at any point along the trek to 99 but boy was it fun for a little while at the end.

At some point I'm hoping SE can salvage something out of the XIV wreckage. If they do I'd like to spend my last days in XI not worrying about balance and abuses, and just spamming Meteor, Ultima, Reviviscence, and a ridiculously overpowered enfeeble. I'd still like a bit of strategy and uniqueness though.

Along those lines, give SCH Merton and a short lasting Firestorm II that absorbs fire damage and I'd cry.

Supersun
05-07-2011, 02:28 PM
I thought 2006 was the ninjathon when Plds were lol at the time.

Either way I'm not saying make the game where every party needs a Pld, but an alliance of 18 DDs killing Kirin in under 1 min isn't necessarily the way to go either. There is some balacing point between them and I think the best thing they can do is create content that favors low man ability, but at the same time doesn't FORCE you to use certain jobs like the abyssea proc system. It's certainly good that there's a system in place to prevent flat out zerging a monster down, but the abyssea proc system could use some work. Really, I bet a lot of people would hate to hear this but the game would probably be better of with battlefields that cap you at 3-6 people as opposed to NMs that allow 18 unless they have a really good system to prevent the 18 from just flat out obliterating it.

Merton9999
05-07-2011, 10:48 PM
I thought 2006 was the ninjathon when Plds were lol at the time.

I was referencing the long, drawn out battles more so than the popular tank. My point is I've had my fill of it. Personally I'd be happy to fill my last days as RDM being a Discord whore in zerg parties. It's just where I am right now.

Actually, I do like a bit of balance and variety. The proc system provides it perfectly for me. Coordinate spells and WSs for a bit, then pop Discord and fiinish it. Add a few higher tier HNMs that are immune. Or better, reflect Discord back at you. I'd skip those ones, though.

To me Abyssea actually already allows low man content that doesn't force you to use certain jobs. In every era there have been perceived required jobs for almost everything. But when you think about it the requirements aren't really requirements, they're just facilitators, and it's really just people turning "easier and faster" into "required". I was staggered how fast I was able to get everything I cared about out of Abyssea with a small LS and shout groups. Staggered. I don't expect balance to come to the point where every possible combination of jobs can succeed as fast as any other. There's something enjoyable about the In Vogue Today concept to me.

noodles355
05-09-2011, 03:41 PM
Addle is about the only thing that you said that was true in that.

I shall also add anything actually potentially a challenge resists, low level NM's are not worth mentioning.You can slow/para almost everything up to and including 1st echelon trophy NMs and caturae.
Just because you can't land your spells doesn't mean the mobs resist them.

Daniel_Hatcher
05-09-2011, 06:24 PM
You can slow/para almost everything up to and including 1st echelon trophy NMs and caturae.

Did you really just quote yourself... tragic!

noodles355
05-09-2011, 06:55 PM
I believe the point needed to be stressed: Suck less.

Kaych
05-10-2011, 01:11 AM
Merged enfeebles 'Can I have it?' Paralyze + Slow = Paralow :D

Daniel_Hatcher
05-10-2011, 03:42 AM
I believe the point needed to be stressed: Suck less.

Capped skill, high magic accuracy and enfeebling gear.. Point you made... invalid!

Still so very tragic.

Necrose99
05-10-2011, 05:24 AM
heh I'd say screw refresh 2 (at 76 ) lest at the curent lvl we needed Refresh 2 like at 60-65 ALONG TIME AGO. , why not make that one @ Refresh 3 Refresh 2 should be at 60-65 ish really.

As well making some the BLM Enfebles useable by RDM , IE burn choke rasp etc without a blm sub.

as well as adding more enfebling skills like Paralyze III or some as sugjested , as well as Enlight/Endark to our Enspells much sooner than pld or dark...

Making Dynamis WS questable after finishing the wepon , or doing a trial and Learning them for use on Any wepon...

as a RDM I dont like being compleatly a back line job, all the time. but i'd say Phalanx needs to drop more 700-1.2 million gill Redicouluios since pld can now use it. In fact some the BCNM spells should start droping in Abssea and BLM Anchient magic it would ease the 1-2 million price tag down just a touch. some rare spells should drop in thier with simulary rarity as reg nm's. but since its were the majority of ppl EXP , its made some those spells rarer.

but i'd agree RDM could use SLow III etc or some more merits , or rasing the merit caps on jobs. as well as more enfebling sooner than latter.

The Enspells 2 are a niceity howbout Enthunder III etc , Endark 2 Enlight 2 & 3 , or being able to stack mutiple En-spells

Enthunder 3 En-Paralyze En-Gravity En-Slow En-snare (slow bind % random Stun effect though breifer than reg stun.) EN-ETC , Etc, etc for some wepon damage and keeping enfebles on target

that way we can meele too. as well since back line job religation adding STAFF to RDM wepons would be a plus along with Hand to hand . ablities . RDM with a staff offten a sitting duck at times despite decent H2h without a sub to uses WS like thf or mnk or war also sitting duck.


Sleepga sleepga 2 BLM fodder adding the ability to use em might be good Posinga 2 blm/rdm usable.

BIO IV DIA IV merits @ say 85 or 90 . or adding merit effects to Enspells who knows.
"
just being a backline job with a nice shiny sword sitting pretty , "Sleepga 5000" <me>
My Mithran's Taminye's claws will start groiwng into her paws from lack of enimies to dig them into....

As well if were going to be the mana battery for healing then give us refresh 3 and a single & AOE mana sacrifice 50% mp push to target. or split over aoe depending on needs. if our mp regeneration is high enough sacking 50% wont be a big deal.

IE Starlight/ Moonlight effect to parties WHM , or AoE to casters in party . with Refresh 3 proly could do refuling parties mp so we can finaly fight too.

if backline we need cure 5/6 thogh /growl.....

Protey
05-10-2011, 06:54 AM
mob was 10 levels lower


I'm not sure you realize just how broken that would be lol.

hi2u Impact. It's -20% attributes, and this is way more than 10 levels.

Supersun
05-10-2011, 07:02 AM
hi2u Impact. It's -20% attributes, and this is way more than 10 levels.

No amount of attribute reduction can affect level correction

Carth
05-10-2011, 07:30 AM
hi2u Impact. It's -20% attributes, and this is way more than 10 levels.
Dropping levels does more than lower attributes, by far.

Protey
05-10-2011, 07:36 AM
this is true, but think of it like this... it's like Ulhuadshi when he steals your buffs, he hits significantly harder even though there has been no level change; now 20% isn't going to be as big of a swing as it is with Ulhuadshi, but it should still be big enough to see significant damage increase by your DDs. Imagine AV or PW getting hit with Impact (if they aren't immune, anyone ever try?)

Supersun
05-10-2011, 07:56 AM
this is true, but think of it like this... it's like Ulhuadshi when he steals your buffs, he hits significantly harder even though there has been no level change; now 20% isn't going to be as big of a swing as it is with Ulhuadshi, but it should still be big enough to see significant damage increase by your DDs. Imagine AV or PW getting hit with Impact (if they aren't immune, anyone ever try?)

Monster's formulas != Player formulas

Fact is that Impact is barely going to affect your heavy DDs since they should already have their weapon rank (Str-Vit) capped, at least inside abyssea, and WS mods only depend on the users stats.

Reducing the monsters levels on the other hand will actually increase the damage cap that DDs can do to a mob. Want a good example? Go attack an IT--, then go attack an EM--. Even if you have capped attack on both you will do a crap ton more to the EM just because there isn't level correction reducing your damage.

Thizzerio
05-10-2011, 09:26 AM
No, kill RDM being the Enfeebling job, it's dumb. 90% of mobs resist them, and we have no spells that are our own except merits, WHM will be getting ADDLE soon.

i am a 100% complete rdm, 100% complete abyssea, all atmas to choose from, and im telling you right now, that everything in abyssea unless specifically immune to para, or specifically immune to earth,ice, or otherwise outlined, can, for a fact be enfeebled, gtfo the rdm forums unless you know whats up. choose your atma wisely, gear correctly, and research a mob, before you try to enfeeble it with full af3+2 maybe throwing on a af1 body, and automatically assuming its immune,

Daniel_Hatcher
05-11-2011, 08:48 PM
as well as adding more enfebling skills like Paralyze III or some as sugjested , as well as Enlight/Endark to our Enspells much sooner than pld or dark...

Wasn't their argument that Endark and Enlight are not elemental types which is why RDM never got them as RDM's enchant their swords with elemental magic.

Daniel_Hatcher
05-12-2011, 11:10 PM
i am a 100% complete rdm, 100% complete abyssea, all atmas to choose from, and im telling you right now, that everything in abyssea unless specifically immune to para, or specifically immune to earth,ice, or otherwise outlined, can, for a fact be enfeebled, gtfo the rdm forums unless you know whats up. choose your atma wisely, gear correctly, and research a mob, before you try to enfeeble it with full af3+2 maybe throwing on a af1 body, and automatically assuming its immune,

Atma of the Ultimate and Kirin isn't Magic Accuracy, who knew!?

What an idiot.

Bigboy
05-13-2011, 06:47 PM
No, kill RDM being the Enfeebling job, it's dumb. 90% of mobs resist them, and we have no spells that are our own except merits, WHM will be getting ADDLE soon.

You are wrong. I can't even begin to understand what possessed you to think something so foolish. This is a FFXI forum. Is there some other game you've been playing where these things are true?

Maybe you just leeched your RDM up to 90 and have like 20 enfeebling skill or something. I don't know where your disconnect from reality stems from.

Daniel_Hatcher
05-14-2011, 03:29 AM
You are wrong. I can't even begin to understand what possessed you to think something so foolish. This is a FFXI forum. Is there some other game you've been playing where these things are true?

Maybe you just leeched your RDM up to 90 and have like 20 enfeebling skill or something. I don't know where your disconnect from reality stems from.

Read the rest of the posts, or don't reply....

I'm capped, good enfeebling magic skill gear and magic accuracy so your point is INVALID.

Supersun
05-14-2011, 09:26 AM
Not to mention that even if our enfeebles stick they don't actually do anything significant since they don't do **** to hinder the monsters TP attacks and all you are really doing if causing the Mnks to counter less.

ManaKing
05-18-2011, 03:49 AM
Funny thing on lowering stats is that you can already do it without Impact or new spells, /DRK.

RDM has a native Dark magic stat, so you can land Absorb spells on most mobs. If you are looking to buff/debuff better and melee better as a RDM, I would advise you to try it. You even get all the WSs and drain/aspir/stun/abs-TP.

Merged Enfeebles. Sure, it's something we already have and would like to do better. It's like double cast or XMAGIC, so I can understand it as part of RDM.

Enspell 3s that do more damage and debuff elemental resistances even more, yes please. And better on hit animations would be amazing.

Also, I know some people get super jealous of BLU on this forum, but don't. My roommate plays BLU and we work well as a team. All of his debuffs and my debuffs stack. He brings his own refresh and haste, so I don't have to spend time buffing him. Also he can self skill chain and I have a magic burst bonus...figure it out.

Seriha
05-18-2011, 05:52 PM
Problem with /DRK is our native Dark Magic skill is not great, Absorbs decay over time, and our skill will likely lead to most being half-resisted even on EXP mobs. So starting at like 6-10 of a stat and it going down isn't going to change a whole hell of a lot, and even DRK mains rarely cast them for that reason despite more accuracy behind it.

ManaKing
05-20-2011, 02:21 AM
I've done /DRK on my RDM almost the entire way this time around. Drain and Aspir are generally resisted somewhat even at cap, but the Absorb Spells are far more generous. From my experience the absorbs either are fully resisted or you get +20 to stats. I do have +Dark Magic macro'd into every spell I cast though.

I, personally, would trade my Healing magic C- for my Dark Magic E.

Most DRK don't cast magic because they don't think of themselves as casters, only DD. So debuffing a mob with absorb-VIT at the beginning of a fight doesn't occur to them, because that is the caster's job.

Supersun
05-20-2011, 05:37 AM
I've done /DRK on my RDM almost the entire way this time around. Drain and Aspir are generally resisted somewhat even at cap, but the Absorb Spells are far more generous. From my experience the absorbs either are fully resisted or you get +20 to stats. I do have +Dark Magic macro'd into every spell I cast though.

I, personally, would trade my Healing magic C- for my Dark Magic E.

Most DRK don't cast magic because they don't think of themselves as casters, only DD. So debuffing a mob with absorb-VIT at the beginning of a fight doesn't occur to them, because that is the caster's job.

Darks don't cast them because the 4 secs it takes to cast the spell and finish casting is 4 secs that they aren't swinging their scythe. This is especially big with higher haste values ESPECIALLY with their new LR buff.

Lowering attributes a lot of the time doesn't really do that much for a Drk since, inside abyssea at least, their dStr is likely to be capped anyway.

Not to mention they decay over time making it a lot harder for your party to benefit from the already small window that your party has to make up the 500 ish damage the Drk has to sacrifice from is missed swinging.

That and while Absorb Vit may sound good since it affects your entire party it misses a major factor. WS mods. Lowing a monsters stats doesn't really affect the players WS mods in the slightest. It almost might be better to Abs Str so while only you may gain the benefit your WSs will also increase by a decent chunk.

That's not to say they are worthless though. I recently picked up Abs Int from the AH because let's face it. For nukes and Sanquine blade which check against the same stat you are absorbing (unlike physical DD which checks against 2 different stats) getting +20 for yourself and the monster losing -20 is a pretty big swing. Especially for Sanguine Blade which would give it at minimum an additional 80 damage.

(though if you are in a position where you are needed sanguine blade because of the HP recovered I find it hard to justify /drk over /blu for cocoon)

ManaKing
05-20-2011, 06:28 AM
If you are in a pulling party, I don't see why you can't cast Abs-Vit at the beginning. It helps everyone. Outside of that situation I agree with everything you said.

I <3 DRK, that's why I'm /DRK. I use Abs-Str and LR before every Vorpal Blade and it adds a lot of consistency to my damage. Pop SE and I hit for well over 1k.

I'm not advocating RDM/DRK as some amazing class combination, I'm just pointing out that new enfeebles for RDM that reduce stats is neglecting what you can already do if you choose to do it. If you want new enfeebles, at least make them new. (Break could use a buff before we need new ones as well. It is very disappointing.)

Supersun
05-20-2011, 03:33 PM
You should get a Sanquine Set and use Abs Int.

Rdm has the potential to make Sanguine hit quite a bit harder then vorpal. Especially in areas with double dark weather like WoE or Dyna.