Well, I don't know what kind of defense Beauc mobs would have, but I'd venture a guess you were floating around 300 ATK or less if you weren't using melee gear. If they have more than 150 DEF, I'm not surprised you saw what you saw. Forget exact numbers, but a WAR would probably have been hovering around 430 before Berserk, give or take some GA merits. By default, we know two-handers will have more ATK/ACC. Of course, I also could've broken 400 ATK on RDM in gear at 75, but wearing such gear basically meant no Haste, and swords are a different beast than great axes.
Now, let's take a gander at Enspells. How much ATK would you need to boost a hit by 27 points of damage? This should arguably be where RDM is picking up the slack on their damage, but the scaling needs to be a bit better with resist issues going away. The fact RDM is rather limited to mediocre physical WS with their mediocre ATK that Enspells don't help is one of those cumulative issues I hinted at where just wanting to play the role wasn't enough. It outright requires attention from SE to veer things away from solo status or telling people the only time they're allowed to enjoy a job is when fighting trash.
As is, we're one of the best suited jobs for magical WS, though the current magical WS aren't exactly known for their big numbers. Even with Sanguine Blade, breaking 1k isn't terribly impressive if others are doing 2.5k+ (I'm trying to look at this from an outside Abyssea perspective, mind you). I'd actually like a variable elemental WS between Vorpal and CDC (hopefully closer to CDC) that adopts an element and SC properties based on your active enspell. Suddenly the ATK deficiency isn't so bad and that gear you're probably carrying for nukes can double as a WS set.
This still won't put RDM on par with Ukon WARs, but as others have said, that's not really what we're seeking. We still know the debuffs, buffs, nukes, and cures exist and that MP is finite in regards to GG's strawman scenario. You'll want to be giving the RDM Marches and such if they're swinging, and obviously won't have Idle/Refresh gear on if engaged. So it's just Refresh II and Convert sustaining doling out debuffs, the occasional cure, and maybe an MB or two.
Rather bluntly, hybrid jobs pre-BLU lacked the tools to be hybrids (still do, really), and the only reason BLU does as well as it does is because they got their own special system that discouraged staff swapping, gave them access to various traits regardless of sub, were certainly geared better, and got some nifty things where, mix-and-match, "specialists" would like to have in their toolbox. I'd love a Dream Flower equivalent on RDM or Charged Whisker on BLM.
Either way, this isn't so much me trying to "drag you in" as you put it, but more in that solutions aren't as impossible as some might want us to believe while still leaving room for more mage-y things that, by default, already have their own perks like safety at range, the ability to regenerate more MP more quickly, and potency advantages. And even if melee integration was somehow tied to new, potent enfeebles (or even enhancing current ones), would you not agree that higher risk should yield higher reward? Such is a glimpse at the utility angle beyond the damage aspect.


Reply With Quote

