Well i was thinking this for rdm because of being able to access multiple schools of magic. WHM is pretty much thrown out of this already for that exact reason imo. wouldnt see too much use for it anyway. SCH already has both schools, but has to use strategems and such to be able to access either/or, so makes it unrealistic. BLM could have a use for this, but blm has enough already lol, which leaves the best for last, RDM. I know it'd take a bit of coding, but most of that would be for the ability to do such itself. More than likely they'd create a new job based around this, which would be cool, but suck at the same time, but imo this would be one of the best options for rdm, accessing somewhat a whole new spell list for them.
Actually for RDM, you don't. People can request certain things on RDM, but honestly any spell that does anything on RDM of value is right for RDM. More nukes, more enfeebles, more healing magic, more enhancing, too a much lesser extend divine and dark. You really can't go wrong.
RDMs biggest problem right now is that it just doesn't have the spell library that other jobs have so they don't have a niche. It's perfectly fine to have jobs be different, but at this point, the game is give everyone their own magic and hope they like it. Temper is a good spell, but it isn't exactly what everyone wanted (I love the thing). For RDM, you really couldn't go wrong giving us more enfeebles or even making it so our enfeebles actually work. If someone that says they play RDM and doesn't want Enfeebles, then I find them highly suspect.
If you want Bio 4 for RDM, just say Bio 4. It really doesn't have to be more complicated than that. If you want traits or job abilities that actually do something, then specify those as well.
I want Poison 3 and more dark magic. I want at least Regen 3 and I would appreciate if they would look at how enhancing magic goes into Regen spells, since it is enhancing magic.
I'm a RequieSCAT-MAN!
I want them to rearrange Regen's for RDM. We definitely wont get Regen III if it took us 55 levels between I and II. We learned Regen at the same level as WHM so I'd much rather we learn II and III at the same level as well and then they can stop, That way we have a good regen but are lesser than WHM as is part of our job. This is true of most spells actually.
Personally I also want Amnesia (Easy enough to make it like weakness triggers, the more it's used on the same enemy the weaker it gets) We're also Due Dia IV, Bio III, Slow III, Paralyze III and Blind III. I'm fine with them removing the spells from our merits and even passing some to other jobs such as WHM and BLM It then allows the first tiers to go to SCH.
Stoneskin II which will follow Phalanx II's format of being party-targetable (Can also give to WHM), Enspells III (effects both hits and double/triple/quad attacks) and Reraise (No reason for this but it'd be nice to get it away from SJ, I'd be fine with just I or upto II learned at the same level as learning Raise).
Now for not likely to happen buffs:
Puissant Esprit (MAGIC)
lvl. 99 RDM
Grants "Subtle Blow" effect
Warlock's Trance (JA)
lvl. 96 RDM
Enhances combat prowess
* While under the effect of Warlock's Trance you will gain access to heightened combat skills, also grants a MAB and mACC bonus.
Duration: 3 minutes - Recast: 5 minutes
Coup de grâce (WS)
RDM BLU PLD Exclusive
Deals a Quadruple attack. Chance of "Severe Attack*" increases with TP.
* Severe Attack allows you to ignore the Defense and Evasion of the enemy. (meaning guaranteed full damage and accuracy)
Not the greatest but my mind went blank.
Last edited by Daniel_Hatcher; 11-07-2011 at 09:16 AM.
*Laugh* yeah some people...
I'm in favor of making things as easy as possible for implementation. The more complicated something is the more places for something to go wrong or to be broken. FFXI has a veritable graveyard full of "good ideas" that had horrible execution / implementation.
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