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  1. #61
    Player Aurara's Avatar
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    Jun 2011
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    227
    Character
    Aurara
    World
    Odin
    Main Class
    WAR Lv 90
    Actually, Brady guide has RDM having dia3 cure V and flash lol
    (0)

  2. #62
    Player Hyrist's Avatar
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    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    The past of Cure V and Flash is kind of irrelevant in this case.

    Flash we'll never get back. It's a tanking tool and they want RDM to be devoid of those.

    Cure V however, as the levels continue to rise there's really no reason 'not' to have it except to solidifiy WHM's place as the best healer in the game.

    However, I do believe the primary concerns against it isn't competition with white mage so much as competition within the Roles Red Mage can play. They want to be primarily enhancing/enfeebling/support, not 'main healer.' Problem is there's not enough support spells and workable debuffs to fill that role against Cure V. And if they do, then add Cure V, then there might be actual party conflict issues in situations when a hefty helping of cure isn't needed to the degree a WHM offers. They'll just try to pile it all on RDM so they can have another DD on the team.
    (3)

  3. #63
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    If a Red Mage can do it all, and it improves the group's total strength by making room for another DD or support class (brd, dnc, cor, w/e), I'm all for it. It's not like mage jobs are supposed to be easy. White Mage is still a way better healer and has better passive support spells, so it's not like they'd lose their niche.
    (2)

  4. #64
    Player Aurara's Avatar
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    Jun 2011
    Posts
    227
    Character
    Aurara
    World
    Odin
    Main Class
    WAR Lv 90
    Quote Originally Posted by Hyrist View Post
    The past of Cure V and Flash is kind of irrelevant in this case.
    Was more of a "oh hey i have a brady guide let me check!" kind of situation.
    (0)

  5. #65
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    Quote Originally Posted by Aurara View Post
    Was more of a "oh hey i have a brady guide let me check!" kind of situation.
    Pretty much this. I wish I still had mine. It lost its cover and like the first 15 pages due to wear and tear, then got stolen when my house was broken into a few years back. Like, who the hell steals a beaten up ffxi bradyguide?

    On topic, Rdm should totally get Flash back too so that they can make use of their awesome native Divine skill.
    (1)

  6. #66
    Player Swords's Avatar
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    Mar 2011
    Posts
    354
    Quote Originally Posted by Hyrist View Post
    However, I do believe the primary concerns against it isn't competition with white mage so much as competition within the Roles Red Mage can play. They want to be primarily enhancing/enfeebling/support, not 'main healer.' Problem is there's not enough support spells and workable debuffs to fill that role against Cure V. And if they do, then add Cure V, then there might be actual party conflict issues in situations when a hefty helping of cure isn't needed to the degree a WHM offers. They'll just try to pile it all on RDM so they can have another DD on the team.
    In other words, its ToAU all over again. I could easily see happening if we were given Cure V. Once we stray out of Abyssea Cure IV would have a greater impact on a players HP, we could alternate between IV and V and since RDM would still have the most efficient MP system of all the jobs it would be considered best for long drawn out parties or events.

    Frankly when they had took away all those spells they gave RDM originally they had good reason too. After RDM's redesign, RDM for the most part had very stagnet/limited growth in updates. Considering how powerful they were pre 76+ you could only imagine how stupid powerful they would be if they still held onto gemstones like Cure V, Flash, and Regen II back then.
    (3)

  7. #67
    Player Supersun's Avatar
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    Mar 2011
    Posts
    522
    Quote Originally Posted by Greatguardian View Post
    If a Red Mage can do it all, and it improves the group's total strength by making room for another DD or support class (brd, dnc, cor, w/e), I'm all for it. It's not like mage jobs are supposed to be easy. White Mage is still a way better healer and has better passive support spells, so it's not like they'd lose their niche.
    I have a better idea.

    How about they actually create challenging content that requires more then one job with heals per group.

    I mean if your "main healer" is a hybrid that's probably your clue that the content is too easy.
    (1)

  8. #68
    Player Jandel's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    20
    I will not mind single buff that are rdm only.
    I'm being a selfish red mage, I avoided ToAU pts (those pt where the evil!) and hated every time I had to cycle haste (or refresh).
    Saying this, I'm waiting what SE'll give us in the updates.

    Cure V would be awesome, I think: switch to MP gear -> convert -> cure V and you're full hp with only one spell and you probably use the mp in your MP gear, those you normally would not have in "buff/debuff" set. Sadly cure V will make again rdm a main healer (at least, outside abyssea). This is the main reason that I don't like the idea of having it. So yes, please SE leave cure 5 and 6 to whm

    I don't mind in self only buff (I'm the first lady here, you cant have my awesome gain-str *evil laught*) but I understand that there are player out there who want to be helpfull in pts.
    Hastega and Refresga will be really nice indeed, but smns have their hastega...
    What about some buff that transform the damage dealt in an elemental damage? Not really an enspell but something similar to Formless strike. A set of spell (one for each elemental like enspell) single target like haste (I will hate them, I know, another cycle). It will be usefull in mob like jellys, highly physical resistant but it will be difficult to implement though.

    What do you think about repose on rdm? It's based on divine magic skill... Will rdm be too powerful with 3 sleep spells (one of which will be less effective because of rdm's divine skill)? It's a debuff too

    And of course, I want new debuff rawr! But your suggestions seem so cool I don't have one to compete to
    And please SE, why I have to put at least 3 merit to make paralyze II work better than paralyze?

    Please, don't be too rought in commenting what I said! I hope it make some sense (English is not my language)
    Thanks!
    (1)
    But the cat came back the very next day...

  9. #69
    Player Swords's Avatar
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    Mar 2011
    Posts
    354
    Quote Originally Posted by Supersun View Post
    I have a better idea.

    How about they actually create challenging content that requires more then one job with heals per group.

    I mean if your "main healer" is a hybrid that's probably your clue that the content is too easy.
    It has more to do with the context of max hp and how long a person's mp pool will last.

    In Abyssea where HP easily breaks 2k-3kHP a RDM's Cure IV really can't keep up when a mobs doing 2-3x what you can heal per cure. WHM's on the other hand can easily fill that void with Cure V and VI, and then fall back on Atmas for Refresh thereby giving them a never-ending supply of mp.

    Outside however the gameplan changes, mp is finite and WHM's cannot be so reckless with their mp. Additionally HP pools drop to roughly half of what they are in Abyssea effectively doubling Cure IV's impact. Being RDM is still the best job at controlling MP spending they can outlast any mage on the field. This was a big thing back in the ToAU days, and why many WHM's were shafted even though they had Cure V. Giving RDM Cure V would likely cause a redux of the ToAU days, not because RDM is the better healer, but because RDM has all the mp resources to keep going for much longer periods of time.
    (3)

  10. #70
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    Quote Originally Posted by Supersun View Post
    I have a better idea.

    How about they actually create challenging content that requires more then one job with heals per group.

    I mean if your "main healer" is a hybrid that's probably your clue that the content is too easy.
    Not all content can be hard. But for hard content, there's no reason to shove main healing on a Red Mage. White Mages are better, but Red Mages are still support classes (note I said Whm never lost their niche, eg hard content). There is still a huge support gap to fill, especially on hard content, despite having a White Mage.

    Your language and word choices are suggesting one of two things, I'm not sure which. Either A) It's hard and/or disingenuous to allocate so much work to Red Mage, or B) Red Mage being allocated a role that requires fulltime casting is not fair because it does not allow them to melee.

    If it's neither, that's fine. But in the case of A, even among harder content the Red Mage is going to be expected to do everything they were doing before. White Mage can't simply "take over" and be hunky dory. Support mages support, Red Mage is still a significantly more efficient Haster for example. The Red Mage itself is not doing less work with a White Mage there, because the content that required a White + Red mage is harder than the content where a Red Mage can do everything.

    If it's a matter of Red Mage being essentially locked out of melee'ing because they're being assigned roles assuming that they are able to fulltime cast, that's just never going to change. Efficient people are always going to want to be efficient. Magic swordsmen are not efficient, and it takes a damn good one to even think about filling a full support role while melee'ing. Durable support mages with high MP efficiency are, and it's a lot harder to screw up.
    (3)

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