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Originally Posted by
OmnysValefor
I am not trying to flame you or to disparage you in any fashion now or at any point in this thread.
And it is not you as a person I have any qualms with. Litterally at all. As you said, oil and water. I simply don't agree with effiency playstyle. I don't like effect I've seen it have on people over the years. I've seen it turn people into something terrible and I can't agree with what it does even on the passive level.
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That's not true though. If you carry a melee through content that they don't have the accuracy to hit, were they adequate for it? No, being adequate means contributing a fair amount, whether it be in healing, tanking, or damage-done.
Again, the only measurement for success of a group is pass/fail. A person being carried is the issue of a player's preparation and balance. It's best to title it as a semantics debate and leave it at that, but here's the mental breakdown from my perspective so we don't confuse one another.
Adequate - Meets the pass/fail check.
Worthwhile - A subjective value above Adaquate where the performance is deemed welcome among their peers.
Optimal - Known as the best combination among the local meta.
What you're arguing for, in my view, isn't adequate, it's worthwhile.
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I just more take the attitude that if we wait for things to change, we'll be waiting a long time. I can both clear content with my efficient group and come here and keep reminding SE that balance and mechanics are severely broken.
While you do that, I'm encouraging those to explore the lesser end of the broken mechanics to fully flush out once shining parts of off meta classes, and what unique aspects of these jobs were/are attractive and how to make them a highlight of the class. The more the class is explored, the more accurate feedback we can give on that per-class basis. Meanwhile doing so also means players play the jobs they're truly passionate about more. To be flat out honest, the most the Melee group has to do right now is skillchain, which means any two melee that can do it consistently, can be worthwhile.
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Playing RUN doesn't frustrate me, but I can understand why you read it that way. I didn't finish my thought and I don't know why. I must have gotten distracted. My apologies. It's frustrating to try to respect RUN for what it is when presently, there's not a whole lot of fights that bringing my PLD for just doesn't feel like the better option. I also don't fully understand some aspects of RUN.
Ah, my mistake for reading then. The case in point, however is that I'd still pick up the argument with you of playing something you dislike.
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I don't know, there seems to be two modes in XI. You can either steamroll content or struggle with it. Sometimes, even the optimum setup is still only a chance to win. I kill some things that I don't have to bring a Burtgang paladin to but--at the same time--why wouldn't I? Why not make it easier on my friends.
If you took your paladin to owning a Burtgang, you obviously enjoy it. There's no conflict here. The conflict is making it an expectation that you're always the one 'taking it for the team'. I won't do that and won't expect anyone else to do that. If and when I find another class that I genuinely like and find worth the investment to gear, then that adds to what I do. A job's effectiveness alone cannot be the sole reason to play it. There has to be an adequate measure of enjoyment in it too, or you risk draining a person's passion for the game/group/activity and losing them - which is not only bad for that person, if playing a job they enjoyed more would have gotten them to stay, but demoralizing to your group, especially if that optimal class was a clutch one for your composition.
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That's probably an important difference between you and I and I'm not trying to say anything badly about you with this: I get enjoyment out of doing as much as I can for the group. Doing everything I can to make sure that we win. Your enjoyment is different, you don't mind a struggle if it means the outset is more fun. I guess once I've killed an NM one or five times, the battle itself stops being fun.
I feel as if I derive more enjoyment from taking something that is initially a struggle, and refine it through teamwork and tactics. This also makes it more fun as the class and group progresses both statistically, and in comfort with each other, to revisit and apply what we've learned additionally. To crush something with overwhelming force means there is no real refinement process: The fight becomes routine much quicker, the game's fun burns out faster.
This is no mean to be insulting, but I liken it to playing a game with Cheat Codes on. Sure, you get through faster, you get to the end and can move onto the next level - but you're done and it doesn't feel as fun as when you struggled through the game without them.
Case in point. If you ever say, get laid up sick or have time on your hands with an emulator... try to beat the original Contra without the Konami code. Its an entirely different experience.
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(( making a break as this is now two conversations))
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I believe you said before that you don't heal on RDM, as a personal choice and I don't blame you. Healing is probably RDM's weakest role right now. While I don't think very highly of RDM melee, a melee RDM is only possibly slower. It probably won't lead to a wipe, though it might lead to a timeout.
Actually I tend to find Red Mage's melee, when properly geared, will outpace its nuking over time. But the truth is, that's because there's supposed to be no conflict between them. A Red Mage going full on damage, as opposed to support/damage, should be bursting as well as WSing. However, typically support damage winds up being faster due to how quickly TP is built up. Better geared RDMs than me have made me aware that Red Mage has the potential for continuous self skill-chain. Support/Damage is typically the approach I fall into.
It seems to me that you're unaware of a lot of what Red Mage has at its disposal. Red Mage can cap healing bonus without a weapon, as well as gain (and break, if my source is correct) Magic Burst Bonus cap. We sit on a large amount of Magical Accuracy bonuses even before gear thanks to gifts, which assists in a lot of what we do.
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You made your affinity for melee RDM known and I assumed since you still talked about versatility that you were also nuking. If the boss can be enfeebled, and you have an RDM there, it's an RDM you want enfeebling.
Depending on the RDM, really. If a backline RDM isn't 550, then I end up overwriting their debuffs with my higher versions. If people are bleeding, I try to help heal, especially if healing isn't doing so well. My gear is finally getting to the point where I can attempt some MB too, even without a staff/club on hand. When I play frontline, I try to spot and fill the gaps in the party. Knowing how and when to react often makes the difference between dead party members, and a more quickly dead mob.
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I am aware of RDM's hypothetical versatility as I said before when I said that if SE makes RDM too good at too many aspects, the dynamics of the class could make it so that an RDM/DRK is only a separate macro book away from being useful on the frontline or the backline. SCH is unlikely to be able to hop between roles mid fight effectively due to stratagems and BLU has a 1 minute cooldown and spell points on it. It also probably wants to change weapons when its role changes (though an RDM would too).
If RDM was offered better melee gear or better at healing, it could freely switch at no cost to its performance other than an inferior sub job.
I haven't re-explored RDM/DRK since returning, but much of what you're saying in theory is already proven true. Red Mage does not lack for gear, honestly. The difficulty is that Red Mage has to slice through the stat vomit more particularly than other classes and razor focus on what they do.
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As I've said, that's the problem with RDM. Different RDMs want it to be great at different things and some RDMs want it to be great at everything simultaneously. When Scholar and Rune Fencer were announced, there were several RDMs saying "RDM should have these things" each time.
And I'm in a unique position to know why. Red Mages made continual suggestions on how to improve various aspects of the class over the years. In the course of the game, we watched our suggestions, verbatim, be taken and applied to new jobs rather than an update to Red mage itself. The Emphasis on adaptable Hybrid role, Light/Dark Caster Modes, Aura style buffs to cut down on the repeat cast time, and even a caster-style tank. All wound up in new jobs. That left the community rather bitter.
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I don't know what kind of content you're clearing as a whole but you mention being able to hit all Escha T1s. Is that pretty much what you're clearing? No judgment either way but when talking about RDM accuracy issues, I'm thinking a bit higher where even focused melee have some problems hitting.
Yes. My standard is simple: Where Melee are welcome to hit, a Red Mage can stand on the front lines with them. (gear permitting) And this is true statistically. The accuracy issue isn't one that Red Mage suffers before Melee do. Right now I have enough for Apex Crabs (though I prefer to solo raptors than deal with 2 hr wait shout parties and argue for my place). Accuracy is not something Red Mage wants for more than other Melee jobs, they just need to know where they're gearing it, some of it is pretty hard to reach.
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As for rdm tanking? You might give RDM/BLU a shot. I LOVE PLD/BLU and love RUN/BLU. You will probably (I don't know) need time to establish hate but between RDM's fast cast and always having Haste II, this shouldn't be that bad. Jettataura and Geist Wall are your bread and butter. Soporofic, Sheep Song, and Stinking Gas are also good. All but Jettataura are aoe but they do no damage (even if they do randomly land) so you run no risk of waking sleeping mobs.
I'd try to design sets that I was PDT capped even while casting. Unmoving Collar +1's 10 Enmity is a great piece.
I did recently hear discussions about /BLU for enmity generation as well as defense. It may be something to check out.
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For a tanking set I'd probably start with this. If I'm remembering the stats on these items right, this is above 50% PDT (assuming 6% dark ring, allowing some flux) and capping MDT could be done with other slots. Have several sets though because sometimes MDT is not an important consideration.
Mafic Cudgel*3 / Genbu Shield*1
??? / Twilight Toruqe*2 / Genmei Earring / ???
??? / ??? / Dark Ring / Defending Ring
??? / Flume Belt / ??? / ??? (Medium's Sabots, maybe?)
Medium's don't provide PDT, but that slot is good for Battlecast Gaiters and other such.
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1. If you can get a group for Escha Genbu, get that shield. Defense on shields matters more than other pieces of gear. It affects how much the shield blocks for. Granted, you're not going to block often, but, when you do, you want to block more. Otherwise old Genbu's shield is fine. Genmei earring also comes from new Genbu and is -2% PDT.
2. If you can get a +1 Loricate torque, more power to you.
Some of this will likely be merced for the sake of simplicity, my solo ventures typically are attempts to get pop items to lower that cost.
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3. I know, you're probably thinking "RDM's club skill is terrible", but most of the time my PLD's accuracy is terrible. Survival above Accuracy.
Actually I was thinking that my Claidheamh Soluis is just sitting there in inventory where I could be augmenting it for Physical damage Reduction. There's more than 5% missing in the ??? sections of the set you have listed so I can have a Sword if I want to mix and match. Club is good though.
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I also have no idea how well an RDM/RUN or RDM/PLD (inferior, but Sentinel) would hold hate.
Not well, I would think. What Red mage really lacks for is consistent hate tools and they have none natively. Lower level PLD and RUN will use hate tools from other jobs to facilitate their existing ones, but without them, hate becomes difficult. As it's applied as a subjob, I would have the hate effectiveness of a lower level PLD and RUN without an appropriate subjob.
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Are you going to kill anything big with it? Probably not since damage mitigation (relevant dt capping/resisting) is core to tanking nowadays, while maximizing other stats like hp, enmty, etc.
No but you've given me a route to attempt. A lot of my problems of late has been the fact that I'm reaching the limit of what Trust Tanks can do for me.
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You clearly play for different reasons than I do. Neither are necessary wrong but sometimes we can be oil and water.
And I have no problems bowing out of gameplay when it means my playstyle will hamper the enjoyment of others. Though, I'm finding out that it's not as common as I would think, which is reassuring.