Killanthype
03-09-2011, 10:18 AM
As a front-line oriented RDM, the largest issue I have run into is not my damage output but my TP feed. I do not expect to do spectacular damage, but I can't do any damage due it's costs in party stability. Many enemies are very sensitive to how many people are whacking them.
While Enspells add damage, my sword/dagger still feeds the enemy as much TP as anyone else. MNK and subtle-blow have gained a lot of respect due to the issue of TP feed.
Instead of focusing on bringing spectacular damage output (which would be quite unlike most of what RDM seems to me) put a greater emphasis on "efficiency" of the damage. A nice job trait to give a substantial subtle blow effect to a hit with an En2 should do the trick.
The costs:
Melee hits must have En2 effect to gain subtle blow, anything else doesn't count.
(This effectively removes multi-hit weapons from the list)
The gain:
Meleeing does not give any real TP to the mob. (On order of 1TP or less per swing)
Net result is a modest boost to party damage output with no cost. No one has any reason to complain about a RDM whacking at that point as it costs them nothing.
Some alternative ideas to implement the same base concept:
Spell based subtle blow. 3-5 min duration. Could include the numerous 10-TP a pop spells we keep using too. Ideally with a strong emphasis on enhancing magic or MND to boost it's effectiveness.
Enspell damage doing a reverse TP feed. Specifically, if your enspell damage is equal to your melee hits, you do 0 damage. If it's greater than your melee hits, you do negative TP feed. That could put a lot of RDMs in the front line with some daggers! It would also give us a specific benefit to being in the front line.
All of these ideas play into RDM's slow-and-steady staying power where Enfeebling and Enhancing stack up the best.
While Enspells add damage, my sword/dagger still feeds the enemy as much TP as anyone else. MNK and subtle-blow have gained a lot of respect due to the issue of TP feed.
Instead of focusing on bringing spectacular damage output (which would be quite unlike most of what RDM seems to me) put a greater emphasis on "efficiency" of the damage. A nice job trait to give a substantial subtle blow effect to a hit with an En2 should do the trick.
The costs:
Melee hits must have En2 effect to gain subtle blow, anything else doesn't count.
(This effectively removes multi-hit weapons from the list)
The gain:
Meleeing does not give any real TP to the mob. (On order of 1TP or less per swing)
Net result is a modest boost to party damage output with no cost. No one has any reason to complain about a RDM whacking at that point as it costs them nothing.
Some alternative ideas to implement the same base concept:
Spell based subtle blow. 3-5 min duration. Could include the numerous 10-TP a pop spells we keep using too. Ideally with a strong emphasis on enhancing magic or MND to boost it's effectiveness.
Enspell damage doing a reverse TP feed. Specifically, if your enspell damage is equal to your melee hits, you do 0 damage. If it's greater than your melee hits, you do negative TP feed. That could put a lot of RDMs in the front line with some daggers! It would also give us a specific benefit to being in the front line.
All of these ideas play into RDM's slow-and-steady staying power where Enfeebling and Enhancing stack up the best.