I think Composure should give a Macc buff as well. It's simple, makes sense, and would be a nice little boon! @_@
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I think Composure should give a Macc buff as well. It's simple, makes sense, and would be a nice little boon! @_@
with the update to WSs, Death Blossom is doing considerably more damage than before. Anyone with a Murgleis can post some statistics on their damage?
This update was really just a bunch of QoL but there are 2 things for RDM.
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First up is the Weapon Skill update. While Knights of Round is now completely useless as a WS and Req stayed the same all other WSs we have got a great boost. CDC is now almost always the best WS to use, beating out Req on almost all content even due to the attack penalty still being there(wish it were gone...) and Death Blossom isn't too far behind. With our Mythic Death Blossom may be situationally better than CDC and even if it's not the 300 TP for AM3 and the DMG it does makes it at very least much less a hinderance to the weapon, likely making our Mythic our best weapon even though it used to fall just a bit short of Excalibur. The best thing here however is the prospect of using daggers as a main hand weapon, with this update Aeolian Edge has been doing insane DMG for jobs like THF & DNC from what I hear, while I've not had the chance to test it myself I'd assume RDM can crank out some amazing damage.
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Secondly we have the new augments for WK gear. At first glance this seems like a minor thing, but this is actually quite amazing for us. Before this update it was a pain to use Buremte Gloves with our TP Accuracy set due to Haste issues unless you had perfect gear, but with the ability to add DEX & Haste to these hands you're looking at a pair of gloves that more easily cap Haste and provide the most Accuracy in the hand slot we can possibly get. Similar to this if doing any old content the new daggers we were given can be augmented with Occasionally Attacks Twice which seems to be near 40% I hear and would easily be our best offhand in any content where the accuracy isn't dragging us down. I've not had a chance to look at all pieces of gear with all augment combos but I'm sure there are many great setups you can choose that will make this gear an asset in the end.
Secret awesome stuff!
From what I hear Haste II is in the .dats too, and we just saw new spells for PLD & NIN. Fingers crossed people, fingers... crossed! :p
you sure an OAT dagger is better than mandau offhand?
100%? No, but I'm fairly confident that the extra attacks/TP gain would make it better if Accuracy isn't an issue. I personally don't see much use for items like that either way so I've no plans to get it but it seems like it'd be quite amazing if you do that kinda content. I still don't quite understand the OAT & DA/TA relationship entirely so if DA interferes with it too much or vice versa it's likely not better due to our high DA from Temper alone. That's about the only thing I think might drag it down, the additional 40% attacks seems like it'd be more useful than the DMG or Atk due to the fact that on lower end content you're going to be throwing down 5~6k WSs without a hitch and the additional En-spell procs that come with the additional attacks.
If someone who knows more about the OAT/DA relationship could explain it then it'd be easier to say for sure, but outside of that unless the OAT and DA conflict too much I'd say it's better than Mandau on lower end content, yes. Anything level 119+ I wouldn't use it due to Accuracy.
I'm curious of how the new daggers pan-out in mainhand and what augments might be good for that as well, I have yet to get one to drop thought. I've been running Xiuleato off-hand and the OAT seems decent enough when acc isn't an issue.
this just in for the early July update:
"Job adjustments will also make a splash, including an arsenal of new spells for red mages, such as Haste II"
and from Camate:
"Indeed, Haste II is on the way for red mage, but that’s not all we're adding! Other types of new enhancing magic spells as well as enfeebling magic spells will be added for red mage in the July version update.
Of the spells that will be added, there will be effects that lower the physical and magical evasion of enemies, which will make them resist less and increase your hit rate."
Well, these updates will definitely give us our support job status back. Don't really help us much on the front lines, but they don't necessarily hinder us in that aspect ether. These spells will allow us to be more universal in existing content. I like that they took the time to give us spells pre-99 as well. As these will help rdm during leveling as well.
I hope they can be used with Accession, so we can see Arrow burns back into the game. XD
Honestly I wish they didn't make more subbable spells. RDM needs job identity. It'll depend on how potent tier 1 is vs tier 2. Because so far tier 2 debuffs have not made a significant impact on desirability. If a BRD or COR can just sub RDM, they might be more beneficial because they can add some evasion down/ranged attack speed while still providing other buffs.
I'm holding out to see how the update unfolds when we learn the values, but I have to say I was a bit disappointed to see more subbed (shared) abilities.
I'm pretty certain Distract and Frazzle will be based on enfeebling magic, and Flurry, enhancing. BRD and COR won't be able to land on anything worth mentioning, and the Flurry buff will be so weak, (lvl 49 RDM enhancing skill) that it'd be a huge waste of a subjob. This shouldn't be a concern.Quote:
If a BRD or COR can just sub RDM, they might be more beneficial because they can add some evasion down/ranged attack speed while still providing other buffs.
This is more an indirect buff to SCH/RDM. Anywhere a SCH would sub /rdm, they just got three very nice usable tier I spells for free. But that won't really change anything for SCH. But this adjustment will pretty much cement RDM's spot in the RNG pt, among other potential endgame roster changes.
On the other hand it will be a nice addition for BLM since you can lower your target's magic eva.
BRD especially can land a lot of subbed white magic buffs reliably on content worth mentioning with the massive amount of magic accuracy gear they have access to. It will depend if the enhancing and enfeebling spells vary with skill and what their potency is on Tier 1 vs Tier 2.
First impressions, I'm just disappointed anything new for RDM is support job level. I don't think it was necessary as RDM doesn't have a lot of unique items to itself. Comparatively I'm just going off of all prior enfeebling and enhancing magic, they are still quite useful even with support job skill. I hope that these are tied heavily to skill. I reserve judgment until they are released.
I'm going off the assumption that SE will have the buffs scale with skill (Temper, Phalanx, etc.). Hopefully they have that much foresight.
I've never seen a BRD or COR reliably land RDM debuffs on endgame content. Statistical flukes do happen, but no one is going to organize a run based on BRD or COR enfeebling magic landing (enfeebling cap @49 = 150; @99 = 424. It would take +274 magic acc just to catch up to a naked 99 RDM with no merits. We may have different meanings of mentionable content, but if a BRD can land enfeebling magic, so can a naked RDM. And I don't consider naked RDMs a part of mentionable content.
I can land debuffs in Outer Ra'Kaznar Skirmish and Delve. I consider that mentionable content. +274 is a drop in a bucket lately. Most 119 staves have +228, not even counting the Delve II staff. With access to over 120+ M.Acc alone in other gear, not counting MND and INT. I'm not debating that RDM obviously has a much easier time to land enfeebles, especially if you're considering content with ridiculous magic evasion. But if a BRD or WHM can land them in some recent content, it diminishes RDM's unique value. History so far with Tier II debuffs and buffs for RDM have been less than stellar. Where Tier I is suitable enough because other classes bring other things to the table along with it.
Again this is first impressions, we obviously don't know the details. My opinion is just that I don't think it was necessary to give access to new RDM spells to other jobs. I thought the purpose was to give RDM better job identity. I also agree with you, I hope they have that much foresight, and that this is also a start to making older enfeebles (like Blind II) and buffs (like Phalanx II) for RDM better.
there's also the trick of using a threnody to lower an elemental resistance and just using the element tied to Frazzle for instance, I generally have no issues landing any sub-job gained spell with that tactic. hell, I can even land tier 1 ninjitsu spells that way on brd/nin-not that there's a point to doing so, but just for fun I've done it once or twice in skirmish in RaKaz.
even with the boost to Death Blossom, I still don't believe that a Murgleis will outdamage an Excalibur due to not only the 25% of your HP additional effect, but also the occasional 2.5x damage, and the +40 attack. All Murgleis has going for it is occasionally attacks 2-3 times.... but only after missing out on 2 WSs. Anyone know the math on this?
Going by spreadsheet, before the WS update Murgleis was only slightly behind Excalibur. Now with Death Blossom doing more DMG I'd assume that Murgleis is better by a small amount.
Side Note: I'd personally really like Rdm to get Adloquium. Considering the fact that Sch/rdm and Geo/rdm are getting quite the buff with all these new /rdm spells, I really don't think the dev team giving Rdm Adloquium would be a big deal, at all. They can always add Adloquium+ gear on the reforged Emp armor for Sch to make it more potent than a Rdm's Adloquium anyways (I'm quite surprised they haven't done this already for Sch).
It's not asking for much, but I can't help but think it would be a nice little extra boon for Rdm this update (probably too late for this update anyways but w/e). I don't think I'd make the suggestion if they didn't make all the new Tier 1 Rdm spells available as /rdm.
Edit: Another suggestion: Uncap the group 2 Job merit category. Rdm is severely hindered atm because it has so many Rdm merit spells that it can't access atm with a decent potency. Putting 1/5 into these spells aren't worth it at all, so certain spells (Blind II, Phalanx II, Bio III usually) never see the light of day, even though at 5/5 they're pretty decent. Other jobs like Nin, Smn, and Blm would greatly benefit from this as well.
agreed Creelo, and the duration on all those merited spells is simply miserable, too, esp considering all the buffing rdm is expected to be doing, and back-up heals, and other enfeebs. when 1 job has to work 3 times as hard as the others (with the possible exception of brd, but what is rdm doing in a pt that has a brd?) it's not really fair to the rdm.
Been a long time since I posted in here(since I kinda quit in September)... but... this update deserves it!
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We got some awesome 'Gifts', T5 Nukes, En-spell DMG +5, both of which are great buffs to either backline or frontline depending on your preference. While they're not a massive game changer, it does allow RDM to be more competitive on the battlefield in terms of nukes, especially since our recast is fairly low compared to others which allows us to more easily alternate them than any BLM would be able to. On top of this, the fact MP costs are down again means even without Seidr nuking won't really deplete your MP, and with Seidr getting nearly/completely free nukes is a cake walk! The En-spell damage isn't a ton either, but it's nice to have a buff to them that's static as opposed to relying on gear as we've needed to up to this point in order to make them better. It's a boost that will now account for 1/8th of our natural capped damage, which to me seems to be quite the buff.
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Melee gear... not just any melee gear but Skirmish augmentable melee gear in the design of Athos.
I feel as though my years of complaining were paid off with finally being able to wear a badass Chapeau whilst meleeing. While I can't give an exactly accurate estimate on how good these pieces are due to not knowing the caps for stats on them, or what stats are even possible, I can say that with the limited number I've seen each piece is likely our best melee gear in the game. Also, this gives us a lot of multi-attack gear, something we've always lacked in our melee gear, not to mention a lot of Attack/Accuracy, which means a lot especially on our legs which to this point have had 0 ilevel Accuracy options outside of Vitivation Tights/+1.
All in all, this set is the be all end all melee set so far as I know. If you've some high numbers you wish to share that would help me nail down just where they sit stat wise I'd love a message on FFXIAH or here letting me know.
C
More of a general thing as the Mog Wardrobe was, but still, we can fuse our gorgets/belts/obis! That's a lot of inventory freed up, and with how much gear we used to carry, it's a lovely feeling. The Taeon set does a great job too from what I've seen as many options we used to rely on for situational use won't be needed since that gear simply trumps so much of our old gear. In all, C is more or less just me yelling... INVENTORY!!!!!
Last, and least, I'm going to be going back through my RDM sets on FFXIAH.com to update them. I know a few people used to rely on those for great sets to aim toward so I'd like to update them. The only problem is, since so much gear is based off augments, I'm sort of at a loss on where certain things might fit. So much like I said with B, if you've a good amount of info on that please hit me up on AH or here in this thread. Much appreciated. ^_^
i was disappointed with getting T5 nukes (I only nuke on RDM once in a blue moon). would have preferred additional enfeebles or enhancing spells. I'm really liking the gear though. We are on three sets! you can get like +20 attack and 20 accuracy, along with +2 triple attack, and +3% weapon skill damage just in augments on each piece of Taeon!.... totally insane. Enhancing duration on the Telchine set! BTW, since the body has enhancing skill on it, it is possible to put enhancing duration on there and still get 500 enhancing skill total for your enhancing buffs that rely on enhancing skill. Can still put enhancing duration on the other pieces (head and legs, don't bother with hands and feet) too so can extend things like regen and refresh which have shorter durations than the other buffs.
With the Phalanx potency augment on Taeon that works at casting, we have a choice now... enhancing duration or phalanx potency. Although we lose potency from losing enhancing skill gear for the phalanx potency of taeon, it's a loss of 2 from skill and gain of 15 (assuming you get +3 augment on all 5 pieces) for a total of +13. I think that's worth casting it again a little early. Though I will miss those 5 inventory slots since it will require me to have a second set of Taeon.
I agree I rember when RDM was more old than bard now it takes a lot to even do anything...my sword skill is at 414 and merit maxed to the stops still working on blade to bring it even higher ....but as you stated whom with same type gear as I do will shame me
so far enspell is main only even with temper's double whack not getting nmore than first hit