View Full Version : Redmage update ~ New Spells "light and dark spikes" or spikes tier II
Covenant
06-12-2011, 12:06 PM
I use the term "light spikes" and "dark spikes" as a filler name to introduce a new concept to the spike abilities. Another term might be "spike II's". The basic concept is that either the (2) spike function similar to a regular spike, that is to say based on mob damage to a redmage, however rather than damage a redmage would gain a bonus to their Enspell II's.
For example, "lights spikes" could build in "energy" slowly raising Enspell II's damage by factors of +1 to a max bonus. As for "dark spikes" perhaps the bonuses would be to a redmages MaB for regular nukes.
Alternately, create a new tier II for all spikes(ice, fire, wind, water, earth, thunder, blizzard, light, and dark) that raises the Enspell II damages of corresponding element. That is, "fire spikes II" would raise the damage output of "enfire II". As a redmage is damaged, not only would mobs suffer damage from spikes, but feed power to a redmages enspells.
This could possibly rectify the whole "fail" arguments of Enspell II's while introducing a self-used tier II spike spell series.
Neisan_Quetz
06-12-2011, 12:09 PM
No.
4567890
Supersun
06-12-2011, 12:39 PM
Still doesn't do anything as long as Enspell IIs are doing single digit numbers because of their accuracy
I mean this seems like a lot of work when fixing enspell IIs themselves isn't that hard of a fix.
That and it really only affects us for solo play since you know...our tanking ability got nerfed.
Daniel_Hatcher
06-12-2011, 06:10 PM
Hmmm. Knowing SE something as weak as spikes is all outside of Thunder IV they'd add to RDM.
ManaKing
06-13-2011, 06:05 AM
Not seeing this happening. You could build a more direct system to make up for RDMs current lackings. Also, dark and light?RDM barely has any access to dark and light magics.
Seriha
06-13-2011, 12:44 PM
Dread Spikes and Reprisal are pretty much Dark and Light Spikes, with Aquaveil, Stoneskin, and Blink being Water, Stone, and Wind if you're considering them broadly as defensive buffs of a given element.
ManaKing
06-13-2011, 01:35 PM
Dread Spikes and Reprisal are pretty much Dark and Light Spikes, with Aquaveil, Stoneskin, and Blink being Water, Stone, and Wind if you're considering them broadly as defensive buffs of a given element.
I've never had a problem with that mentality. I personally love my Ice spikes, so not getting other spikes has never been a problem. Would you really want earth spikes anyways?
Supersun
06-13-2011, 03:36 PM
If they inflict petrification on strike I would :D
ManaKing
06-14-2011, 02:03 AM
You mean like Break? So like maybe as good as shock spikes? I don't need more useless spells.
Supersun
06-14-2011, 04:30 AM
Shock Spikes are good when you have to kite something without /nin
Hyrist
06-14-2011, 04:39 AM
All 8 elements are accounted for in spikes already, and there's really no pourpose for a second tier when they raised(removed?) the formula hard cap.
Honestly I can't see a utility for this, unless the higher tiers were also giving the beneficial effects Seriha was wanting to add to an Enspell line.
Shock Spikes that give Crit Hit rate? Stoneskin that comes with Physical Damage% Down? I can go for that, so long as our next tier of enspells do something extra too.
Deadvinta
06-15-2011, 05:01 AM
Light Spikes = Reprisal
Dark Spikes = Dread Spikes
Daniel_Hatcher
06-15-2011, 09:04 PM
Shock Spikes are good when you have to kite something without /nin
They're good fullstop if you have Paralyze II, a chance to stun over no additional effect is better.
Hyrist
06-16-2011, 05:05 AM
They're good fullstop if you have Paralyze II, a chance to stun over no additional effect is better.
Only if you're not the primary target. Ice spikes is a large money saver when it comes to MP efficient defenses when you're the main target, to the point where it's worth sacrificing the additional stuns.
The exception would be max defensive stacking. In which case you'd probably have to Saboteur Para II (even full merited) to preform to or above Ice Spikes, which would come at the sacrifice of using it for Slow II.
Either one you pick, the rare occasion of stun from the attack really ends up being kind of redundant.
Covenant
06-22-2011, 11:19 AM
First off when I used quote for light and dark spikes, I simply meant those to be filler names. My idea was to have a "reverse-samba" like effect that when damaging a redmage directly, the redmages magical and enspells would increase dramatically the more hit he gets. I threw numbers like +1 for Enspell damage to help improve Enspell 2 not necessarily super power them up.
I later include all the "elemental spikes 2" as pure damage rather than other effects like stoneskin or aquaviel. Having spike 2's do more damage would be "free" nukes in a way. For example, (using fake numbers) if spikes II not only double magical damage(they could even function like dark spikes...being limited to "set" amounts of damage" but power up the Enspell 2 damage outputs(say 10-25 extra points over time) and/or increase a redmage ability to deal "magical criticals" easier.?
ManaKing
06-23-2011, 09:16 AM
yeah but the question is, is anyone going to use them?
Tank RDM is about as accepted as DD melee RDM. I guess making RDM a better solo could be a solution, but honestly, I would rather be better in a party.
Covenant
06-23-2011, 11:17 AM
Philosophically, Ive always leaned toward the "solo enhancer" model of redmages. I categorize RDM as solo boost and WHM as party boost. That being said, why Spikes II? Why not? More damage over time for a relatively cheap mp cost sounds like good battle sense.
If those spikes II gave an equivalent damage of say an AM(say 1k damage divided by per/hit ratio) for the cost of only 100mp or so. Not only that but increase over time a Enspell II damage even by a cap of +10 additional points per swing. Over the course of the Enspell II duration these spell adds significant damage to a redmages output at relatively low mp cost. Yes, yes dual wield adds a BIG problem to the damage formula, but dual wield cause these same problem to all job not specifically redmages. Why swing once when you can swing twice.