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  1. #291
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Composure was nice because it did benefit both melee and spellcasting. More of this would be great, but unlikely at this point.
    I don't see why. There have always been spells in the game that deal 2 effects, though they've mostly been of the debilitating nature (though, just as a buffing example, SCH's Stormsurge trait allows them to bestow both weather and an attribute boost): Dia and Bio, the elemental debuffs, Gravity, and now Addle. I don't see the harm of adding new Enhancing spells that also have 2 effects. The Manifesto discussion post already alluded to new Enspells that aren't really Enspells.

    Earth Force
    Adds additional earth damage to all attacks and reduces physical damage taken.

    Water Force
    Adds additional water damage to all attacks and increases Magic Accuracy.

    Wind Force
    Adds additional wind damage to all attacks and reduces spell recasting time.

    Fire Force
    Adds additional fire damage to all attacks and increases weaponskill damage.

    Ice Force
    Adds additional ice damage to all attacks and increases Magic Attack Bonus.

    Thunder Force
    Adds additional lightning damage to all attacks and increases critical hit rate.

    Can even add a little bit of Seriha and SpankWustler's discussion in here and make the MP costs just prohibitive enough that, whether you use them for casting or melee purposes, it would be impractical to switch between them to meet immediate needs.
    (0)
    Last edited by Ketaru; 08-18-2011 at 05:24 AM.
    "NeED★RdM? PLeaSe sENd★teLL!"

  2. #292
    Player
    Join Date
    Aug 2011
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    1,749
    Quote Originally Posted by Ketaru View Post
    "Things are what things are, though" is pretty recurring theme of this thread, and while it is arguably appropriate to use here for RDM, it is that kind of mindset that I think got my other job into such a mess in the first place.

    For years and years, BSTs told themselves that the job is fine so long as it can solo things. And looking at some of the comments over on that forum...
    I don't really see it as the same argument, even though it's the same statement. To make Red Mage as viable a melee as it is a spell-caster, multiple elements of the job would require radical additions and even then it would be swimming against the current of FFXI's battle system. That kind of goal just doesn't seem reachable, in a big part because it goes beyond the job itself.

    The changes to Beast Master would be as simple as job abilities that forfeit pet and master survivability for offense, but the anti-social elements in the Beast Master community would never ask for something that's actually useful. I swear, for people who like to be alone they sure talk a lot. Which bugs me as well to be honest, since I like the aesthetics of the job so much that I leveled it.

    Of course, if the goal is just "stuff better than current en-spells by a large margin", I'm sure nobody would complain about Red Mage gaining a few more self-buffs for the purpose of hitting things with things. Well, I probably would complain if they did that instead of adding new enfeebling magic, but the new team seems to at least WANT to add stuff so I guess they would do both.
    (1)

  3. #293
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    Except for the part they have to set their spells, they get penalized for having to change spells, and their magical nukes have long casting and recast times? In fact with or without Almace Blu is better off meleeing for most of their damage than casting spells on harder mobs due to their physical spells scaling horribly on anything without paper thin defense. They are not equal.

    And I forgot the part where most of them have retarded range.
    1 minute is all the time you need to prepare your spells anyway. Usually you're swapping your spells when you're preparing for a fight, right? I can't think of a situation where you have to swap your spells mid-battle.

    Not to mention, doesn't CA+Efflux QC close an SC for a little boost in damage?

    This is all not counting using magical spells to proc yellow and CW Burn when needed.
    (1)
    Last edited by Quetzacoatl; 08-18-2011 at 09:33 AM.

  4. #294
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    I am not stating BLU's spells are not powerful where applicable, but you cannot say there are no drawbacks to them. If you are meleeing with Almace on Blu you aren't spending anywhere near half of your time casting spells or being asked to cast spells (maybe if you're tanking I suppose). If you are CW burning you aren't even using a sword most of the time except for trials.

    VW is a situation where you would have to swap spells mid fight, and it is a giant hindrance to BLU.
    (0)

  5. #295
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    I am not stating BLU's spells are not powerful where applicable, but you cannot say there are no drawbacks to them. If you are meleeing with Almace on Blu you aren't spending anywhere near half of your time casting spells or being asked to cast spells (maybe if you're tanking I suppose).
    I'm not saying there aren't, but the drawbacks are oftentimes minor to really care too much about them.

    Quote Originally Posted by Neisan_Quetz View Post
    VW is a situation where you would have to swap spells mid fight, and it is a giant hindrance to BLU.
    I'd inquire more on how this is if I cared about VW, but I'll do so anyway.
    (1)

  6. #296
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    VW is total crap on BLU. Basically any time a high element is found, you'll want to swap on any offensive spell of that element and try it. While some have tried to compile lists, I wouldn't exactly call it complete. And like in Abyssea, if it might be a debuff you can't land due to mob resists/traits, you're SOL. For some elements, unless you want to wait on multiple cooldowns, you've basically got gut your primary spells. Of course, your reward for jumping through all these little hoops while hanging back and not feeding TP will likely be a gold thread and a potion. Terrible event in its current incarnation.
    (3)

  7. #297
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    This is way off-topic, but I can not contain my true feelings any longer.

    VoidWatch is a really depressing event. There are several well-designed monsters to fight, but it all gets ruined by using a horrible proc system to fight desperately against horrible drop rates within an already horrible system of drop allocation. I'd rather use sandpaper to massage ghost pepper extract into my eyes than try to cast the right Blue Magic on a VoidWatch monster.
    (1)

  8. #298
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Ketaru View Post
    If the people in charge want to think the job will become overpowered if they give it a lot of buffs that makes them even more independent than they are now, fine, I'll let them think that.

    That's why I suggested, in the interest of job balance, that maybe some enhancements can come in the form of enhancements provided by other jobs, to encourage cooperation between players. RDM seems like as good a choice as any for this.

    But I suppose that is to be expected from you, since all you think Enhancing magic ought to be good for is melee.
    Your advocating a buff to pet jobs on a RDM update thread. While the idea isn't a bad one, and I do agree pet jobs need fixed, this is not the place to do so. And kindly GTFO with the strawman arguments. At no point in time did I EVER say enhancing was for melee only, I said it was critical for a melee build and that SE should pursue that route for potential melee buffs. Our enhancing spells are as follows,

    Enspells -> Melee orientated
    Phalanx -> Melee orientated, although can apply to any situation where your getting beat on
    Aquaveil -> same as Phalanx
    Spikes -> Melee orientated similar to Phalanx
    Barspells -> generic resistance, WHM's overshadows us so much it's not funny
    Gain Spells -> generic stat up, once Gain-STR / DEX are out then it effects both sides equally
    Stoneskin -> easy to cap with half enhancing magic

    Then
    Haste / Refresh / Regen / Blink -> just as effective at 0 enhancing as at 426 enhancing.

    I'm fairly sure everyone can see where this is going. Outside Gain-INT / Gain-MND SE simply hasn't given us any magic enhancing spells that actually use enhancing magic. This goes back to the "mage only" RDM's who leveled it for merits and gear. They have absolute sh!t enhancing magic and won't macro swap to case whatever little spells they do cast. As enhancing is notoriously annoying to cap, these people have ~zero~ interest in any adjustment that would force them to go out and cap enhancing magic.

    Now please continue the trolling.
    (3)

  9. #299
    Player user201108211515's Avatar
    Join Date
    Aug 2011
    Posts
    121
    Character
    Meeowmix
    World
    Asura
    Main Class
    RDM Lv 1
    ok please forgive me I didnt read all 300 posts.. I dont know if this has been mentioned.. And considering how many "i want to melee" posts I did see...

    I have 2 words for ya...

    Runic Blade

    Must have main weapon as sword to even work. Even willing to say must be attacking the mob...

    All magic spalls mobs cast are absorbed to your MP.

    I'm sure SE will make it weak and it will only absorb one spell per JA use with 50 min recast but w/e

    Considering how silence is next to useless on most high LV nms... I would say this would only be a fair alternative.

    Along the lines of spells..

    a dia/bio type spell that effects mob TP and MP(seperate spell for each)

    regain... (I wonder how many rdms are curse me for even mentioning another spell they would have to cast in rotation)

    a useless aginst NMs silence type spell.. amnseia ish... Prevents TP/JAs(yes mobs dont use JAs.. ballista hello =P )

    Since we wont ever be seeing time mages...

    How about... stop, quartr, demi, doom, death, curse, lol xzone, can go on and on here with old school spells..

    If SE can give drks a scythe that rarely procs then why cant we have some spells that never work.

    Back to reality though.. Rdms really should tell SE how badly RDM needs runic blade
    (0)

  10. #300
    Player user201108211515's Avatar
    Join Date
    Aug 2011
    Posts
    121
    Character
    Meeowmix
    World
    Asura
    Main Class
    RDM Lv 1
    Forgot to add confusion to the list of spells we wont ever see. It would be more of a hate reset. How fun would that be.. Oh you thought you were tanking PLDs but now the whm has it lol. But seriously it would be interisting aginst hate rest mobs and kite fight mobs to have a rdm ready to reset hate if the blms take hate or w/e.

    Again this is considering how we will never see time mage =(
    (0)

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