I miss the complexity of DNC and its support as well. Not sure how they would balance it. RDM and DNC were some of the first jobs I took to 99.
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I miss the complexity of DNC and its support as well. Not sure how they would balance it. RDM and DNC were some of the first jobs I took to 99.
Indi haste doesn't even cap haste lulz. And GEO is a support job, OF COURSE it should have haste. Not to mention, is RDM even competing with GEO spot? GEO is competing with BRD and COR.
RDM problem is that the game is no longer the same it was. People got RDM for refresh, convert, haste and enfeebling. Nowadays MP are no longer an issue, convert is no longer an issue and by the time I started casting Paralyze the mob is already over 50% of HP if the party is good. If there is a job that made RDM outdated is probably SCH, not GEO.
I'm not sure how you could even fix the job. Give it self SC too?
I main healed merit parties on dancer and main healed my group in dynamis, was a blast to play.
It's basically a "thief with dances you don't want to press because they have 5 hour ja lock and you only use them at 1.4k tp then immediately ws after so you don't get JA locked"
A large portion of the complaint is that RDM should be competing for that support spot, but that it is rather non-competitive atm. RDM was once the Jack-of-all-Trades that could compete for various party roles depending on gear loadout. Sure, a WHM might've been able to crank out stronger cures, but a dedicated RDM could come awful close. Sure, a BLM could provide bigger nukes, but a skilled RDM could get off 2x MB for every 1x that a BLM could. RDM's buffs and debuffs were important and had significant impact on success in a lot of fights. For any situation where 100.0% maximum theoretical efficiency/output was not required, RDM made a solid choice for several roles.
Nowadays, not so much. >_<;;
:? I am always surprised when anyone bothers to cast Haste on someone else because of how lazy many players have gotten. It's far from an "always" situation. lol orz
I think Shiyo meant GEOs typical support jobs are RDM and WHM. So if Haste is required you can Indi/Geo-Haste + Haste spell from sub to hit magical haste cap. Bubbles stack independently of everything else.
Becomes a moot point tho if your party's GEO refuses to cast it on anyone, which is the most common situation that I run into.
And yet, the bread n' butter party setup has not changed much from day1. Tank + healer + support + 3x DD (of some sort) has always been the go-to setup because it makes sense. There are exceptions/variations of course depending on what your target/goal is, but that is our foundation. The fact that that IS still the baseline means that we are all essentially competing for the same support spot. And the fact that most groups looking for the 2x support setup would prefer to take GEO+GEO over GEO+RDM or GEO+BRD should be seen as an indication that BRD/RDM both need buffs.
Edits were made to reply to the second post, and go into detail. Sorry if it's a little disorganized, feeling pretty awful today.
No it isn't.
WHM has bottomless MP as long as they're decently geared, cureskin ia luxury for the bonus HP it has helps me get spells off as a tank.
Finally, once upon a time, using even Curaga 1 a few times was a tactical choice that you may regret later in the fight. Merely for healing potential, Curaga IV to V may as well be benediction.
Withought refresh support, an sch will run out of MP. Without tons of refresh support, mana can still be a problem and RDM is an absolute joke for a healer. A PLD, geared for it, could probably heal as well as an RDM. Lacks convert, has chivalry. In escha, I have no doubt of this claim. WHM also has Sacrifice (let me just cast erase 7 times.. by the point you do that, the debuffs are probably reapplied.)
WHM is amazing well designed right now. Cure potency rewards it x3 right now: Empy pants/PIP scale with cure potency. No other healer gets anything remotely as good. There have been many tough fights where I see good WHMs ending with 75-90% mp.
WHMs are also rewarded by a tank's cure potency recieved (pretty sure), a stat all over PLD's best tanking set, via augments.
In fights where casters are range and it's only the tank taking significant damage (a good tank might not be at all), SCH can be a fine healer. In setups where RDM works, a SMN/WHM is nearly as valid, lacking better barspells.
I was actually just talking to a friend yesterday about this. If they made a healing-oriented Occult Acumen, Myrkr would allow SCH to have excellent mp retention but it is still nowhere in WHM's league overall.
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A light arts SCH is a terrible nuker so regaining MP via that is not good. Occult Accumen doesn't make nukes free, but it helps. Gearing for it may change this but you'll lose other desirable stats in the process. And who wants to hear the tank died because the healer was casting a t3 nuke.
A healing SCH trying to nuke, just hypothetically, is like a tank trying to build TP. It's fun in easier content but otherwise it's not worth it at all.
So then beat it, without a geo. I've seen people say this but I don't know anyone do it. Further, I can't see know anyone doing for the first lap.
Edit: Sacrifice can also remove things that erase cannot and I don't mean certain instances of zombie. Last month's ambuscade, when the slow aura went up, you could also get a mean attack-down. Erase generally targeted slow, which was immediately reapplied. However, sacrifice allowed you to get the debuffs off.
Another little idea I had for RDM. WHM has sacrifice, give RDM Gift, a spell that copies buffs to the player. Full duration would be convenient.
Honestly, I'm not sure what you are trying to say. RDM will never ever compete with BRD, GEO and COR unless it's severely redesigned from scratch. I never heard of anyone getting a RDM instead of a COR and BRD. It's literally not an option from most people.
It's a completely different kind of support that these days is completely useless because MP are no longer an issue, everyone has haste and convert, etc. GEO could be nerfed to the ground and people would still not get a RDM. They would still get a GEO or a BRD or a COR.
The Job doesn't need a buff as much it needs to be redesigned or at least made more similar to SCH.
"Redesigned similar to SCH" Do you mean that SCH needs redesigned or RDM needs stances?
I also think it's never too late to just give the job staff skill and Myrkr.
Here's a quick idea. Make Dia III directly increase the target's damage taken by X%. Make Bio III directly decrease all form's of the boss's Damage dealt.
Edit: One of SCH's problems is that in group content, it's often detrimental to nuke and sometimes to Helix. You have to weigh whether the SCH's nukes will trigger/escalate a resist wall if you have enough BLMs.
It's why there's so many SCH's that only know how to skillchain. And tbh, not even tat. Most of these SCHs need to be told what spells to cast to make the skillchain.
So you disagreed with me, then admitted other healers can work.
O...k.
WHM is overpowered at being a healer but healing doesn't kill bosses.
You can kill a lot of bosses with a trust healers(which don't scale the mob up) or a more offensive healer that makes the mob die faster.
On the harder content you'll generally always want a WHM, though.
Also, why do I need to prove something? People can kill aeonic NM's without geo and do it all the time.
Nearly anytime you're bringing a mage comp over a melee comp is inefficient and bad(not always, most of the time). The majority of this player base defaults to mage comps for a lot of stuff still.
You literally posted just to try to attack me, that isn't cool. I suggest you stop, omnys.
Anyways, why isn't geo being nerfed?
The point was to highlight the weaknesses of RDM and SCH in many settings. They can work. To a certain point on certain bosses, SCH can work.
I once helped a mnk/whm clear Neak. I can cure myself, easily, through that fight. Stona is the ponly problem. It's probably the only fight that I'd let a monk heal lol.
Yes, many jobs can work but they are severely suboptimal. It's a mistake to bring them to a lot of fights.
I don't like it but it is what it is.
I like to do fights, figure out what the problem is, and correct it. I don't like to do fights, know what the problem is, and percist through trying what I know is causing the problem.
I have to echo Jin's comments that nerfing GEO wouldn't do anything to make RDM more appealing.
RDM's strength within a party used to come largely in its ability to refresh, help heal and enfeeble while having an almost endless MP pool thanks to Convert. Absolutely all of its strengths have been marginalized and it's not the introduction of newer jobs that led us to this point, it's our constant cry for "more accessible" content. Wanted battles and Ambuscade are typically short fights with MP and HP reset to full upon entry. Escha/Reis provides a wealth of vorseals and temporary items. WHM's gear practically makes it self-sustaining, no longer needing support of any kind. MP management used to be a skill that separated the noobs from the skilled players, now no one stops to think about it for even a second. Even enfeebles were a form of MP management, servng practical functions that could sometimes make or break a fight, mitigating the damage received and a healer's/PLD's MP spent, but at a time where no one ever runs out of MP the job's strength has been almost completely erased. How do you bring that back in the current environment? The short answer is that you don't because you no longer want it.
I'm saying that the only way for RDM to be relevant again is that they make it similar to SCH. The only other option is to completely redesign the job. As Diavolo said, RDM "strengths" are completely trivialized by today gameplay, it's a job designed for another kind of gameplay (Much slower, methodical and based on managing MP) and no longer supported today. Remember why so many people didn't use WHM but used RDM during Level 75 merit parties? Refresh, convert and haste. Well everyone has convert and refresh gears literally fall from the sky now. MP management is no longer an issue, so you don't get a job that it's good at both roles, you get a BLM and a WHM.
Even just the ability to self sc would land the job a spot in many parties for example. And I say SCH because in a sense the job is very similar to RDM already, ability to nuke/heal, ability to recover MP and some buffs so it was my first idea. Because honestly I can't even imagine how RDM could ever become relevant again today.
It's that so many NM and Enemies that resist EVERYTHING when it comes to normal type spells, so rather than nerf GEO, it's likely better to buff the spells that others cast. There are lots of support classes that could use some work: DNC, RDM, COR, and BRD. Hell even, SMN could use a boost to some of the other wards it's got. I got turned down for a Leviathan HTB because they were saying they didn't want SMN buffs, and were demanding me to change to a GEO.
Summoner is one of the best mages and in a very, very, VERY good spot with it's supportive things.
Games community is just silly.
250 TP bonus + hastega2 + warcry + enfire(not vs leviathan) + 20-25% double attack(prob not going to want to use ifrit on levi though - so 12%+ crit from ramuh) and possibility of earthern ward on things its useful on? Yes please.
Thanks for clearing that up.
I do think the last thing this game needs is another mage who can self-skillchain.
I asked which you meant because I think one of the things that holds SE back from RDM adjustments is that it's not constrained by anything. It has no spell limit, it has no stratagems are Arts. If competent melee and mage, RDM/DRK would be an equipset away from changing roles midfight.
As well as (Good) RDM being too powerful at one point which is why SE never touched it when every other jobs were getting buffs and the like, but that eventually lead to it falling behind.
And for a time, RDM was the only job that could solo quite a lot of alliance based fights, especially in the older days. People claimed BLM and WHM could too but I've never seen the evidence of it.
I think I see the main problem is it's just people forgetting this is how FFXI has always been with support roles. People turn down people all the time for asinine reasons and people turn down others because they only wanted BRD/CORs for the buffs they give. That is, if you've played the game long enough to remember "change to BRD/COR" despite having other things leveled.
As said, if GEO gets resisted you negate a majority of the job's mechanics. NMs and such have always been resistant to all hell to debuffs to some degree, even more so after SE combated burn setups so that's nothing new, but some skilled (and geared) mages were able to land certain debuffs and blue mage above all had trouble with its debuffs, due to high mp cost/inefficient to cast at times since they could use certain debuffs at the time no other job could directly, you didn't see people say "change to blu" because for the longest, BLUs were shunned from end-game content unless they just dragged you along. GEO has nice buffs and debuffs and SMN has always gotten the short end since SE hasn't ever really adjusted it to a nice standing, but it's also not useless either especially if you had Fenrir and later Diabolos back in the day. People want the path of least resistance and if you've played XI long enough, you should remember BRD rotations through entire alliance to pop 4+ songs for that very reason.
Heck I don't think I've seen SMN get love outside of LS groups simply because the stigma that most SMNs are just trash. It happened with BLU, it happened with DNC, it happened with SCH it happened with PUP it happened with BST (main stigma was it kills exp) and so on, things changed dramatically over the years, now everyone wants a (good - keyword) blu, everyone wants geo because a mastered (keyword) geo is amazing, but people act as if you can just burn these jobs to 99 and be superior to everyone else without any work or effort.
As for RDM relevancy, it simply depends on the content design and gear design, because these days people are FAR, FAR more self reliant they simply don't need the RDM crutch anymore because a big part of RDM's support was haste and refresh and access to MBing, cures and debuffs, however these days with introduction of JP and content introduced with escha and so on, Geomancer simply lucks out because it was designed in the "new" XI.
That's my biggest gripe with XI post abyssea, because it change the foundation of the game far too much far too quickly. I didn't hate abyssea in terms of content, I hated the outcome of it, since we all (if actually played) remember when they introduced Legion and how people were clueless on what's happening because they grown to attached to being super humans with unlimited HP/MP/TP etc since in abyssea, support jobs were largely...useless in a way depending on atma setup, but some fights still needed the support, for example BRD's Sentinel's Scherzo being an absolute crutch...that is no longer needed these days because there's a good chance you have some kind of passive buffs, be it vorseals or temp items that gives you just as much if not more support.
So there really is little they can do to adjust other jobs to bring it "up to speed" unless they go back to making content laughable, but even like back in the Sky/Sea/Einherjar days of XI, not just anyone can be x job and make or break a content run, I'm sure we all remember terrible BRD/COR/RDM/PLD/WHM/THF etc that hindered more than helped, the same happens with the so called OP jobs like SAM/GEO/BLU.
I think SMN is fine nowadays. It's one of the few jobs that can easily MB with 99k with Ifrit and avatar BP and can do solid MB Damage. I've seen SMN destroy quite a few hard NMs. The "problem" is that you need a lot of BP damage gears to be efficient. (In comparison I'd say normal MB gears are much easier to get)
Yeah, you can't use it for EVERY setup, but this is also true for jobs like BLM. No one is bringing a BLM to a BLU/DD burn party.
SMN is in a good place if you're a highly geared mastered SMN. My only gripe is the progress from fresh 99 SMN to fully decked out is extremely top heavy on power scaling. It's not the only job facing that issue, but you do have to put in a lot of work not being as helpful to churn out 50k+ pacts, especially without a GEO.
Other support being buffed won't make the game automatically easier. Things like attack, defense, accuracy, etc can be increased on other jobs and have little to no effect when paired with a GEO.
GEOs major strength right now is if necessary, it can stack fury/frailty/dia to cap defense down. Vex/attunement/barspells to cap magic evasion, etc.
Raising the potency of spells and abilities other jobs have won't change the caps. It's already possible to cap since bubbles stack with everything.
Now if you give it something new, yeah that'll have to be considered.
COR is barely worse than geo as a support(but doesn't break the game like geo). COR is obscenely overpowered as a support that also can do silly damage while supporting.
Not sure how people can think COR is bad? Makes me think about how people say sch is "overpowered" when there's literally nothing overpowered about it, it just enables cheesy safe(inefficient) all mage strats. SCH doesn't make an enemy have zero physical/magical defenses or make it's AOE do 25%+ less damage to everyone.
RDM just can't do it's role and it gets zero tools to actually do it's role(enfeebler) and bard is irrelevant outside of scherzo in most situations because non-percentage buffs vs what a cor and geo can bring(percentage based buffs/debuffs).
Yeah, COR is pretty good. It's even the only support job that can actually directly boost pets! Plenty of people get COR for everything, it's generally always welcomed in all kind of parties based on my experience.
I think a lot of people say COR is bad simply because they can be dispelled, but on a whole COR buffs are crazy powerful, if anything, at most they could do with one more roll, so 3 instead of 2.
SCH compared to others is rather powerful, just look at how much it can solo, even stuff at 130+
Agree on RDM and BRD completely. That said at least you can add a RDM and do good damage up until a certain iLevel, can't do the same with BRD. BRD really has taken a MASSIVE hit.
COR is great, powerful buffs and pretty significant ranged physical and magical damage. That's a job done right in my opinion. RDM is good too, but not in a PT-sized group. You can always find room for a RDM but the catch is that your group has to be sized around 8-9+ players. BRD has been covered a lot in the other thread.
But yeah, again, why do we always just overlook how overpowered WHM is? I'm not even asking for a nerf, just wondering why people spend all their time crying over BLU and GEO instead. I mean, I guess I know the answer is that nobody leveled/geared RDM or SCH to heal so nobody cares that WHM's position is unchallenged. But it's interesting.
Can't heal a mob to death. WHM is stupid overpowered and you will NEVER, EVER play a healer as strong as WHM in another game, but at least it doesn't make the mob die, and can be replaced by a trust/sch/rdm on a bunch of stuff(especially trusts on anything below 135).
I leveled SCH to mainheal at 75 :( I mainhealed everything in the game except ground kings and toau kings.
I personally would remove the emp pants mana retsore entirely from the game.
BLM's position is unchallenged too, it literally holds a monopoly on nuking and does over 50% more nuke damage than any other nuker, it's stupid.
BLM being so much stronger than every other nuker is one of the reasons RDM is so useless.
Also, yes, RDM fits nicely into 7-9 sized groups, and I think mob scaling above 3 and 6 party limit sizes(and forcing 6 people max in content) is one of the biggest things holding this game back and screwing up balance/letting other jobs actually be useful.
People cry over BLU/GEO/SAM being OP because it's the current flavour of the month thing to complain about. No one wanted BLU end-game during early ToAU days, no one wanted SCH when it was essentially a gimped RDM until adjustments to make it stand out and actually be useful. Blu is powerful but it also is essentially a glass cannon. Geo is powerful but only mastered and with an ultimate weapon, because I can promise no one will take an ilvl117 geo vs a decked out geomancer, when if the whole "OMG GEO IS OVERPOWERED" is true, it shouldn't matter if they're ilvl109, 117 or 119 fully mastered or not, no?
WHM I think is pretty powerful but that's as it should be to be honest, the other curative mages could be powerful but when it comes to raw healing and healing support? WHM should indeed be 'overpowered.'
Having a hard time wondering if this is sarcasm or not. For a time SCH was on par with BLM (pre ilvl days) to the point the nuke party was almost always BLMs and SCHs (and BLM Automation) but BLM should be the king of nuking, this isn't FFXIV where everyone has to be equal and boring as heck.Quote:
BLM's position is unchallenged too, it literally holds a monopoly on nuking and does over 50% more nuke damage than any other nuker, it's stupid.
That only really holds true for MBs though.. RDM/SCH/GEO can all put out respectable nuke numbers if geared to the teeth just like an awesome BLM can. BLM is really good at blowing stuff up (especially with MBs nowadays,) but that is all that it is really meant to do. "Glass cannon" and all that... tho my BLM must be made of super amazing unbreakable glass or something <,<;; Mana Wall is stupidly easy to abuse. lol
BLU is FAR from being a "Glass Cannon". The complaints about OP-ness are valid in a way simply because it is capable of not only performing multiple roles, but excelling at multiple roles AND frequently requires less support than the jobs that normally fill those roles while those jobs are limited in the scope of normal operations. The one area that BLU is lacking in when compared within roles would be single target magic damage, which I find ironic for a "Mage". BLU can get at least as much defense as a PLD, attack as a DRK, and can crank out self-sc Light relatively easily, but the big kicker is that it can do alllllll of that sans support job backup. I blame BLU for >why< support/healers got lazy with casting Haste since it can usually do a better job at keeping themselves buffed than the supports/healers could do.
Your example is far from fair. :x Any job ilvl117 (or 109) will not be able to handle higher tier stuff by default due to simple baseline mechanics. If you amend your statement with "... a newer ilv119 geo vs a decked out..." then it falls flat. That would be like expecting an ls in 75cap days to bring along a lv60-70 over a lv75. Ilvl = Player level now, so it's something far from insignificant enough to ignore.
GEO really only requires magic skill, appropriate reforges and Dunna to be more than capable of justifying it's presence in the vast majority of group activities. A bunch of the JP categories provide powerful enough boosts that you will probably notice the difference if they are there or not, but not enough to exclude someone in lower tier clvl activities.
The only think people care when it comes to geomancy is if you have 900 skill and if are you using the right bubble or not. If you have an Idris that's a bonus. Literally most people don't even seem to know how GEO actually works or what people are actually equipping.Quote:
because I can promise no one will take an ilvl117 geo vs a decked out geomancer, when if the whole "OMG GEO IS OVERPOWERED" is true, it shouldn't matter if they're ilvl109, 117 or 119 fully mastered or not, no?
And I'm a career GEO so I know what I'm talking about.
That point starts to evaporate into thin air when you make those kind of statements. BLU can stack a great deal of defense while acting as a damage dealer, but its DD numbers fall off a cliff if you're expecting it to tank something you would usually throw a PLD or RUN at.
BLU isn't supposed to be "the" tank above 135~
It's a DD the has "the best" survivability. Maybe "easiest" is the key word.
"Blu is the tankiest DD in the game and gives up 0 to be this tanky."
That's why. You can throw Saline Coat, Barrier Tusk, Cocoon and whatever else into your spell list, but if you're spending your time curing yourself or reapplying defensive buffs your damage is obviously going to take a hit. As a BLU it's hard not to feel like I'm always giving up something... but this has nothing to do with the topic at hand, unless the argument being made is that even if GEO was nerfed/removed completely we'd still be complaining about something else.
https://cdn1.ijr.com/wp-content/uplo...a-sly-grin.jpg
Nope.
You're the tankiest DD in the game keeping up only cocoon/mg. You could also keep up barrier tusk which makes you even more obscenely tanky, and you don't have to give up anything to set these.
This thread is getting off track and devolving into another BLU thread i see. I just want to clarify Mighty Guard etc...
Mighty Guard - Base duration 3 Minutes (only accessible with use of a 10 Minute Job Ability), so it is down for 7 minutes before it can be used again.
Cocoon - Costs 1 point (1/60 points total and 1/20 set spells total)
Barrier Tusk - Costs 3 points (3/60 points total and 1/20 set spells total)
Blue Mage has access to about 200 spells, some are locked behind Job Ability use and do not need to be set. The vast majority are not, leaving them only to be able to set 20 of those spells or use 60 points (with Job Points), whichever comes first. Blue Mage has a lot of versatility, but it does have a trade off offense vs defense when setting spells. Whether people want to accept this or not is up to them.
I'm trying to be neutral and unbiased on this. Also, I rarely play Blue Mage, I mainly am on White Mage, Bard, Paladin or Geomancer.
Ah, thanks for correcting me. I must have got the times mixed up. Still is down time, just not as long as I thought it was.