The nuking change will especially benefit GEO, which literally has nothing better to do (aside from stun) while being a totem.
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The nuking change will especially benefit GEO, which literally has nothing better to do (aside from stun) while being a totem.
Blink scaling with Enhancing magic has been suggested.....a lot...of times and basically went directly to BLU. I personally use it to blink single target nukes. TP moves generally get flourished, but if there really isn't a stun window then you can try to preempt them. Honestly Stoneskin works better for that though.
Stoneskin becomes better every time there is new stone skin gear piece, -enhancing magic casting time, or FC gear (though not really at this point because we can cap). I have everything but the pants off of new Ultima and I have always been happy with the progression and rewards of a good stoneskin set.
I agree with you that ppl should stop whining about RDM, but I think that many RDM have a legitimate gripe in this thread. Redmage has recently had it's entire bag of tricks raided by other classes. It seems that in making new classes, SE seems to diminish the function of previously existing classes. The way SE has done this, is by giving these classes many of the same abilities as RDM, only they make those abilities better and more effective. In doing so, RDM has become somewhat of a depreciated job. Look at a job like WHM by comparison, WHM has some truly powerful spells that no other job can emulate. This makes WHM a major asset to groups of any size. Dnc is not substitute, RDM is no substitute, SCH is no substitute, nothing makes up for a lvl 99 WHM. By having unique abilities, it helps to define your role in the game. This makes you desirable in various different circumstances. So while every RDM does not desire to be wanted for everything, we do desire to have a purpose and function in a group setting. Unfortunately, so many other jobs can do what we do in a PT atmosphere, that we are not needed for anything. This is why RDM would like an update. By adding a unique ability that can be beneficial to a group, we would at least be able to justify our place in FFXI.
There was a time that RDM was one of two jobs that could access refresh, by virtue of this one spell, we could gain access to a PT. This was a good time to be a RDM, but things have changed. Now we lack a unique purpose that can justify us in any circumstance. We may be the best enfeebling class, but landing Para doesn't seem to matter anymore. In the days of ground kings, keeping Para, blind, slow etc... on Nidhogg and Faf was a big deal. Now a days, not so much. If you sift through all the whining, there is a really a sincere request to SE, the request is to make us relevant again, by giving us something to call our own that is actually useful.
funny when every new job comes out rdm whining about something.
blu pup cor sch dnc and now rune & geo.
It's a shame and maybe even a bit mess up. But in the end it's their game. And these forums are here for the purpose of idea's and feedback to make this game better. I for one am glad to see the idea's used. Even if not for the intended job.
Honestly it would have alter RDM a lot to get those abilities and would have rewritten it's role in a drastic way as far as the aura stuff goes. I still think there's room for the single target spells. But lets be honest, this job is never going to get to a point where every one is happy with it again.
I just want to point out a few things regarding RDM and Enfeebling Magic:
-SE removed the full immunity to most debuffs that has characterized content since, I don't know, 2008? This includes all of the current, relevant endgame content in the game (Legion, NNI, Salvage II, Odin II, WoE, etc.)
-SE added the Immunobreak feature to White/Black Enfeebling Magic, which allows you to counter severe resistance with repeated casts. Keep in mind that they did not add this feature to Ninjutsu, Songs, Blue Magic, Elemental Magic, Dark Magic, etc.
-They adjusted the monster types that use AoE regular attacks to be affected by Slow and Paralyze.
-They adjusted the Attack/Defense formulas drastically in favor of Enfeebling Magic, whether by reducing a monster's attack directly via Bio, or indirectly through standard Slow/Paralyze/Blind. On a related note, if you haven't re-merited Bio3 yet, it's useful again.
There is no need to act like SE is ignoring the playerbase, or RDM in particular. I'd say that the only job that received a larger boost from the structural changes to the game over the past year or so is PLD, and they're not even finished yet.
In everything you listed there was not a single unique enfeeble or ability in which would make you want a RDM along. I can stick enfeebles on my BLU now if I try hard enough simply because of Immunobreak, in my opinion it did more harm than good for that reason, even if its mainly in VW. Also, all that is RDM is not enfeebling magic, our melee is greatly ignored, which is one of the things we need so we are not just SCH without the stratagems and more enfeebling skill.
You raise a salient point in regards to XXX/RDM(or whatever) but you have to keep in mind that RDM's massive advantage over them in Magic Accuracy through skill/merits/gear (including magian staves) does matter. If you have to cast 10 times on your BLU instead of 2~4 times on your RDM, that's a BLU being extremely worthless opposed to a RDM sticking his enfeebles and moving on to other tasks (not to mention vastly improved potency, which is the entire point of Immunobreak for RDM; it allows you to focus on potency over accuracy on harder targets). I don't give a flying shit about Voidwatch.Quote:
In everything you listed there was not a single unique enfeeble or ability in which would make you want a RDM along. I can stick enfeebles on my BLU now if I try hard enough simply because of Immunobreak, in my opinion it did more harm than good for that reason, even if its mainly in VW. Also, all that is RDM is not enfeebling magic, our melee is greatly ignored, which is one of the things we need so we are not just SCH without the stratagems and more enfeebling skill.
As for melee, you should check out the update notes, because SE just gave RDM the single biggest melee gift we never thought we'd get; that, and our melee has vastly improved since 75 through gear and magic. I'm half-convinced that the ones still gnashing their teeth over RDM melee either haven't played the job lately, don't have the gear/skill to support it, don't understand game balance and/or RDM's concept (In FFXI, I also don't give a flying shit about what RDM did in FFV)... or are just going through the motions out of ennui or something, which is understandable I guess.
I have no idea; I didn't see that post, and I haven't been in a position to notice either way lately, so you're probably right.Quote:
I thought they half added that? It was my understanding that they were able to have para proc but couldn't get slow to affect those kinds of attacks and as such the Slow portion of that update will be implemented when whatever roadblocks have been circumvented.
What is this update you speak of that I missed? I know our melee is better, we still get screwed though, I understand balance fine and have the gear to support my RDM, like Excalibur, and the best TP set I know of for RDM, but I still hate that they get mage gear on RUN while we get no light DD sets, people laugh at it but hell, I would take Pink and the new sets from Adoulin like RUN has for both light and DD sets. Rather than getting that kind of treatment though we are mage only, disappointing.
I would still like to know about this thing SE 'just gave RDM the single biggest melee gift we never thought we'd get' and what exactly it is, cause after reading over the notes again I am still left clueless.
Not exactly... I remember when Blu & Pup arrived, Blu was nowhere near what it is today and RDM were still very coveted. Rdm never cared about Pup, nor dnc and I don't see how RDM even cares for Run either. Rdm concerns primarily exist in the realm of other jobs essentially taking all of our innate abilities and making them better, thus rendering RDM useless. Especially considering that a /50 rdm sub has access to many good rdm spells. If SE is to make a new job, they should come up with some unique abilities that distinguish the new jobs from the old jobs.
I don't know anything about just gave, but Composure, Temper, Gain-STR, Dia III, and Requiescat have sated me lately. I usually TP at around 165 STR and not enough Attack to make DD headlines so I'm not really affected by the recent 1H adjustments. We didn't lose any potency nor toughness, which is good though.
TP gear is pretty crap, but WS gear is pretty attractive if you like Salvage.
ALSO gravity II landing on mobs in adoulin and me needing to use it and it working well has made me very happy.
Overall, I don't see why we should be complaining as much. We need the elemental magic adjustment to affect us somewhat positively and for it to be relevant and we could use some somewhat better TP gear, but RDM isn't going anywhere except into Adoulin as it pleases, which plenty of jobs cannot easily claim.
The only thing I'm not aware of is if new NMs are quasi-immune to enfeebles. That's about the only flash point I could perceptibly go off on. I have faith in SEs ability to anger me, but right now they seem to be doing ok. The lack of Occult Accumen and the current state of enspells + Excalibur will always bother me and most likely never be resolved.
Ill agree for me, the biggest issue is gear. Sitting on maat's cap and antares harness (or vara brigandine, kuzdu aketon) as well as 6 dex feet with no other beneficial stats, while pld and blu are stacking 11+ dex(AND STR) in most slots for CDC. And AGI is somewhat scarce for rdm too, so Extenterator arent anything amazing. If death blossom had a more potent str component and higher FTP then that would work, but the issue is somewhat in the ws department vs its mods and gear for it. Also dunno why, but Requiescat doesnt seem to work for me at all. I average pretty lame damage with this build http://www.ffxiah.com/item-sets/262215 (yes i know, room for improvement here or there, but averaging 1200s with str shikargar dual wield or even using a Sanus Ensis offhand doesnt seem to have the muscle im looking for. Tests in zeruhn mines and other locations, including abyssea, other relevent info is str/dex merits and sword capped merits). Course once i finish my Mori+1 gear that may change.
What's your main-hand?
What's your merits?
Moon shade earring wants you to make it and so does Morrigan's +1. But I'm pretty sure you already knew that.
Your setup makes sense, but your output is low depending on what you are fighting. There are some mobs were KoR or DB does just as much as Req because of the Atk penalty or because they take reduced physical damage unrelated to weapon type so that Req isn't doing extra work for you.
Seriously guys, it's right there in the update notes in boldface.Quote:
Originally Posted by NOC_EU
Is probably what he means.Quote:
The maximum amount of damage dealt based upon the attack-to-defense ratio is now the same for both one-handed and two-handed weapons.
Therefore, there will now be occasions where the amount of damage dealt with one-handed weapons will be greater than before.
EDIT: Damn customers interrupting me.
I forgot, I always cap attack on RDM when fighting mobs... oh wait...
Let me be more specific in my sarcasm. A DC Dyna mob has roughly 435 Defense according to the spreadsheets, before the update the attack cap was 2 times that against them, which would mean 870. In full Attack TP gear which is my standard, I am running about 640 at tops, in Req gear I am running about 670 not counting the nasty penalty which puts me much lower than that. So neither of these times am I capping, now add in Dia III, -15% Defense. 435-15%=370 defense, which is then doubled to find the attack cap is 740. So again, my RDM still does not hit the cap that used to be set in place, let alone the new cap which is around 832 or so. Basically, this update did nothing for my RDM except make my melee fall even further behind that of other light DDs, yay.
Then you read my post wrong.Quote:
I figured you meant something specific for RDM...
Quote:
I forgot, I always cap attack on RDM when fighting mobs... oh wait...
Sure, if all you do is melee things solo. Now, add any job that increases party attack and/or reduces enemy defense and suddenly, it's incredibly relevant. The entire point is that 1H wielders had an artificial cap in place to limit their damage potential compared to 2H wielders, which is why nobody wanted anything but WAR DRK SAM for serious endgame applications; now, the playing field has been leveled. (Also, DRK was pretty much the only DD that was capable of capping attack against anything remotely threatening without outside help, so that's not really a good argument to use.) This is an enormous boost to RDM melee in high-buff situations, and makes it much more viable.Quote:
Basically, this update did nothing for my RDM except make my melee fall even further behind that of other light DDs, yay.
In other words, if you are content to continue pigeonholing your melee game to trash content, be my guest; but don't belittle how amazing this change is for those of us who understand it.
they have very strong tendency of keep lying.... i dont know why.
No, I fully understand it, RDM still has no unique enfeebles outside of Dia III which are relevant, it still lacks the light DD gear to actually make it decent even with its self buffs. So neither its own melee is really better, or its overall use, we can make mobs defense lower, thats the same as before, but I see no extra options for my RDM to melee now than I had before. Maybe once more STR goes to attack things will looks better, I TP with +56STR so I would get another extra +14 attack from it, but this change has done basically nothing for my RDM in anything I do, even the gear is bleh.
This update helped other jobs, it helped some single handed jobs who people look at as DDs, but RDM is not one of them, for instance, THF or NIN can sub WAR, they have that big boost in attack which puts them near attack cap with little buffs. My RDM on the other hand is forced to sub NIN for great DW, has no attack buff, so I get to melee something like Qilin where I can not possibly cap attack, even with a COR and Stalwarts I think I only barely capped pre-update, and no longer cap.
Based on the above post, no, you really don't understand it. I would try to explain further but I don't know how to put it in simpler terms. I apologize for my failure in this matter.
Well feel free to try explaining in more detail. It sounds as though your reasoning for why this update is amazing and helpful to RDM is because we can lower the defense on mobs and are no longer stopped by a 2.0 cap instead of a 2.25 cap like 2 handed jobs. If that is the case, my response is simple, we do not have the tools to cap attack anyways so the attack ratio change helped us personally in no way at all, and on the other hand, people are more likely to bring a SCH/RDM or a WHM who can Dia II it which is only 5% weaker, and most of the time, gives you a job which is more capable at doing other duties.
When someone can come here and exlpain what amazing use this update had that I am apperently missing, please let me know, because for now it is flying right over my head it would seem.
No job in the game can both cap attack and survive long enough to kill anything dangerous/worthwhile while solo, especially after the recent changes to the ATK:DEF calculations. This only occurs when you have support. Essentially, you're comparing megabuffed 2H DDs with healing support to a solo melee RDM. This is absurdly illogical.Quote:
If that is the case, my response is simple, we do not have the tools to cap attack anyways so the attack ratio change helped us personally in no way at all
2.00 > 2.25 makes an enormous difference in damage output. It's not going to put you on the same level as the usual heavy DD suspects, but it sure as shit will make your melee output much more worthwhile in those situations.. especially when you consider that you can still heal/nuke/buff/debuff quite well on demand, unlike dedicated DD classes.
I'm sure it's going to be tempting to counter with "Well nobody would ever invite a RDM to a party to fill that role," but that's a Catch-22. One cannot blame SE for the playerbase's aversion to change; that falls squarely on our shoulders.
Did you misunderstand what they did here? They adjusted attack cap for single handed weapons, that is all, so unless you are in fact hitting that cap the change did absolutely nothing. As I said above, RDM can not cap attack, thus, it does nothing for RDM in a melee capacity. Now if you quoted and argued that the changes between a mobs attack and our defense made us more helpful because then DDs could cap attack more easily without offering up their defense to do so, perhaps your argument would be stronger. Instead it seems as though you are saying because they did the 2.0 to 2.25 change we are somehow much more powerful, when really we personally gained nothing from it, only other jobs who are single handed and yet can cap attack, which are are not. Its not like they gave us a 25% or 12.5% bonus to our overall damage with no strings attached, its on the condition we can buff our attack that high, which RDM lacks the ability to do.
I take my RDM for this use so its not really like I would say that no one would do it, but rather there are not many cases where you want to do it. If RDM were able to heal in the same way that SCH is, meaning with Regen that does it over time, it would be much more useful because you could cast a single spell and let it heal while you divert your attention elsewhere, in most cases however RDM ends up being so caught up in buffing, healing, and debuffing, that melee is hard to do, and more often than not ends up being a waste of your time. Now if RDM had a trait that let them cast and attack at the same time, perhaps RDM would get more use on the front lines, but thats a different subject completely.Quote:
I'm sure it's going to be tempting to counter with "Well nobody would ever invite a RDM to a party to fill that role," but that's a Catch-22. One cannot blame SE for the playerbase's aversion to change; that falls squarely on our shoulders.
You clearly do not play other melee jobs. The only job that comes remotely close to capping attack on their own is DRK, which is only on weaker targets, and requires them to reduce their defense to the point that the new ATK : DEF changes kick their teeth in, which makes it a moot point. If you die before the monster does, your attack might as well be zero.Quote:
As I said above, RDM can not cap attack, thus, it does nothing for RDM in a melee capacity.
The fact that RDM cannot cap attack on its own is irrelevant, as no job can.
The only way it's possible is with buffs, which RDM is just as capable as receiving as every other job in the game. Your argument is completely invalid. As I said a few posts ago, rather presciently, I don't know how I could possibly make this any simpler to understand.
Also, on a related note.. if you're getting marches (the baseline in any high-buff situation), /NIN is ridiculously overkill. You should be using /DNC for Box Step, further increasing your contribution to the party. Hell, /WAR might even win depending on the buffs you're getting, but that'd involve more variables and math than I'm willing to crunch this late, so that's just a hypothesis.
I don't know how I could possibly make it any simpler to understand either, that this update did not in fact help RDM as much as you claim if at all! If no job can hit attack cap, then guess what, the entire adjustment did nothing anyways, so I guess that the update you claimed... ...did nothing for us anyways, because no job capped before, the cap is all that changed, so no job can cap it now either, except possibly DRK, which is in fact the primary melee job I play.
I clearly stated several times that no job hits the cap solo. They require buffs to do so, which are equal-opportunity.Quote:
If no job can hit attack cap, then guess what, the entire adjustment did nothing anyways, so I guess that the update you claimed...
If the only counterpoints you make rely on cherrypicking my posts out of context... You could always just concede, y'know. It won't make you less of a person. There's only two reasons I can think of for you to continue at this point; either you wear a helmet for everyday activities, or you're being willfully obtuse, because the logical fallacies that comprise the bulk of your arguments are pretty lightweight.
Ok, with buffs, as I stated before, my RDM barley used to cap on Qilin, the easiest of VWNMs, and one of the few high tier things you could really fight as RDM. When was the last time you took a RDM with you into Dyna as well as a COR & a BRD so that it was possible to cap their attack on DC mobs? Never? Ok then, looks like we solved that problems. Simple fact is the update did nothing unless you are capping attack, on RDM that hardly ever happens because we have never gotten Brave as a spell which would enhance our Attack/Acc, if we did, we could say this update helped, in my opinion it did nothing except make Dia III a bit more useful in some cases.
I am not attempting to 'cherrypick' your posts either, most of them have said the exact same thing, that somehow that capped attack ratio being changed is this super amazing update that RDM got which is so powerful for us. In reality we get little if anything from it, in my opinion we lost more than we gained, how? I used to go in VW and do no worse than THFs or NINs going all out, capping their attack, because my RDM had a little less attack and yet better gear and could keep up off of WSs and higher damage on my weapons, now, not so much, because the attack gap got bigger between us, and it put them ahead. Is that a personal problem? Yes, it is, but its also a detail, we have lower attack than other jobs no matter how you look at it and if that is the case this update put us further behind other jobs, rather than putting us ahead, because we have the hardest time capping with buffs or without them.
If I have 640 Attack, and the THF in my party has 650 Attack before buffs, we are not to far apart. When that THF uses Berserk and Aggressor, their Attack and Accuracy far exceed mine, but lets just go with attack like we have been. Berserk is a +25% increase, so that alone puts their attack at 812, Chaos, assuming the COR has Relic+2 head that would be +35% more, so RDM would goto 864 while the THF goes to 1096. See that giant gap? So unless the RDM caps attack, the THF will likely have a huge advantage over RDM in attack, which is a problem for RDM meleeing, because now even the single handed jobs are able to pass it up in damage where as they used to be on somewhat even ground.
Though this is really getting annoying, you will probably just say what I said is irrelevant and tell me how this change with buffs somehow makes RDM better still than it was even though hitting the cap is highly unlikely you will get said buffs unless your in content where you still will probably not be capping with them anyways.
Right, mainly because you only mention a handful of the many, many ways to tilt the ratio in RDM's favor and/or dismiss them outright. Last time I checked, in high-buff situations I'm getting at least two Minuets, Chaos, Warcry rotation at the absolute least, as well as eating attack food and applying Dia3, Angon, etc. If you aren't capping attack in these situations, even at the new cap, you suck, plain and simple. It is irrelevant if other 1H jobs start at a slight advantage in attack, it still caps at the exact same value for all jobs, and RDM is more than capable of reaching it in spite of their slight disadvantage. Also, as stated above, /NIN is always the wrong subjob choice in these situations, so you're doing it wrong right from the start, making your analyses invalid. Go away already.
Are we nuking posts without comment now SE, or are your servers just garbage?
...I suppose it's the latter, then. I'm not sure which is worse; the general lack of intelligence among the posters here, or SE's inability to run a low-traffic forum in 2013. Either way, I won't be wasting any more of my time with this dreck.
Few days late but time to respond.
So as you can see, kinda thought of the same things you just asked. Still not feeling that umph. Race is hume male, sub of either dnc or nin, still doesnt give me that snap i want to feel.
I'll tell you as an Elvaan with STR/MND merits and an Excalibur, Req is very powerful, very consistent, and in some cases very broken. Dia 3 + Box step lvl 5 does good things for your numbers.
I doubt I would play RDM as anything but Elvaan with my merits as they are. It doesn't mean I think you shouldn't, but I intentionally made this character because I wanted to to be a melee RDM that used DB, which then was amended into Req (I still love DB). Yeah I made a relic, it only took a couple of months of daily dynamis. I'll probably make a mythic if i play for long enough.
BRD/NIN with gjallarhorn can reach the 80% delay reduction cap by themselves. I think even BRD/DNC can too... forget what the dualwield level is on /DNC.
And as long as I'm here, yeah, RDM has it rough right now, but some jobs have it worse, and GEO isn't as good as people make it out to be. GEO specializes in AoE damage and auras, but they lack any native crowd-control besides gravity aura. The only way they could sleepga that angry swarm of enemies they just hit with thundara II is if they subbed SCH and used a book. Or /BLM if it's trash enemies with no resist at all... or elemental seal I guess...
My point is that GEO lacks several things RDM gets. RDM has vastly better survivability, vastly better crowd control, the ability to inflict more than 2 status effects on an enemy at any given time, the ability to grant more than 2 buffs on allies at any given time, and better melee abilities. The biggest thing GEO has going for them is that defense down aura which caps at 13%.
BRD/NIN needs Oynos Knife to floor delay without Soul Voice - I guess that counts but it's a specific enough requirement that it should be mentioned
BRD/DNC cannot do it without Soul Voice - but if we're counting SP then MNK can hit the floor