Remove the spell from summons and give it to their rightful owner the redmages
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Remove the spell from summons and give it to their rightful owner the redmages
inb4 "RDMs are selfish and have no AoEs (Diaga doesn't count!)"
I always wonderred why you couldn't diffusion something like that /sch... maybe you can, I can count on 1 foot with leftover toes the number of rdm/sch I've ever seen where it wasn't a simple "oops, forgot to change sub, brb!"
Even if it did. Why would you ever want to ESII considering how their accuracy is calculated >.>
No of course I wouldn't, I was just saying.
I would, for dnc and /dnc. Damage on the first hit, haste or healing on 2+, sounds good.
Except that "Damage on the first hit" for all your DDs is going to be 1 damage.
And you've used EnII on jobs with no Enhancing Skill to know that? You know there's no lower bound? You've tested this? I'd quite like to see your methods and results.
It's called a resist. They work just like nuke resists so while 1 was a slightly exaggerating with the 1 damage they will only be doing 1/16th their max damage due to the lack of accuracy. So while they might not be literally 1 damage they won't have a ghost of a chance of breaking 5.
Even on mobs with high resistance, the occasional unresisted spell or enfeeble can still land. Is the escalation subject to resists as well?
But regardless, they'd still generate the elemental evasion down effect, which, to give an example, could make or break a Dancer's Violent Flourish effect, or other spell or effect you want to land.
But even ignoring that, your hypothetical 1~5 is still better than nothing in a situation where you don't want to full time a n en- effect(primarily haste samba).
also, damage from enspell2 is calculated by your enhancing magic skill at the time you swing, whereas enspell1 is calculated at the time it is cast.
so with warrior ninja samurai mnk so on and so ons 0 enhancing magic skill, enspell2 would start at 3 dmg and cap at 6. this is before magic acc is even factored in.
Just a note from a DNC's perspective:
DNCs are already capable of lowering a mob's magic evasion. If we're worried about landing Violent Flourish on an NM (or we need to lower a mob's magic evasion for other reasons), we tend to use Stutter Step.
Also, Ascession'd tier1 Enspells overwrite DNC's Sambas. We do not like that. AoE Enspells certainly have their place, but make sure you and your DNC are on the same page before using them. It can save you a charge.
Yes, I also play dnc, and even with a full count on stutter step, eventually violent flourish will start to resist. Soloing Berstuk comes to mind.
And I was specifically talking about EnII spells, as En- can already be AoE'd. You've never gone rdm/dnc for Campaign or Walk of Echoes? EnII + Samba is the best of both worlds.
I Rdm/War myself to campaign so I take a crap ton of damage with berserk up.
I Rdm/Blu to WoE because Sanguine Blade is too good to pass up in perpetual double darkenss.
Especially when you could just use a stratagem to cast an MP-efficient nuke that'd do way more damage.
There's a reason why SE changed Enspells' calculation when SCHs used them before the level cap. It's because they were crap without it. Enspell IIs are always going to be crap without enhancing gear, so they'd only be good for... PLDs really, and they'd rather cast Enlight.
There's the fact that they only last for three minutes as well.
SMN are allowed to have fun too. We don't need En-gas we need Enspells that are worth casting. They need to do more damage and lower more resistances. When you get more out of Enspell 1 than Enspell 2, there is a problem.
Enspell II can be fixed by allowing it to stack with Enspell I. This allows RDMs to use both Enfire II (1st hit) and Enfire (additional hits), or Enfire II (1st hit) and Samba (additional hits) if situation demands it.