In all honestly, right now there is only two "end game" events, if you could call them that. First being Voidwatch, second being Dynamis. Dynamis may be a haven for BST/DNC's right now, but the NM's still have ~some~ drops that are worth it.
First for voidwatch. RDM does have a role, although rather niche and limited. Due to the changes in SCH procs, a RDM/SCH can bring the full SCH proc set along with RDM's own merit procs and the Tier I~IV's. Currently there is no other way to get Para II / Slow II / Blind II / Dia III / Bio III, and if your going to be there might as well cover the others you can do and take some of the procing load off the BLMs. It's an incredibly small roll and not worth much, but it works. Lately I've found myself going BLU/WAR more and more often, good BLU's are hard to find these days and RDM's have become disposable.
Dynamis is a different cookie. I've gone RDM/DNC with my BLU/DNC friend and we've cleaned out camps of DC's. Dynamis zones are nothing ~but~ ash and trash mobs, the exact kinds that RDM's melee skills are effective against. It's a low man situation requiring that each member be as self sufficient as possible, basically has RDM written all over it. It's pretty limited as it's almost entirely classified as "farming", but it's effective and it works wonderfully.
Now there is a new system coming, and honestly RDM probably won't work well with it, but who knows. This board is full of suggestions on how to fix the job, its not hard and honestly it's only broken because SE programmed it to be broken.
Idk, is it?
Enspell 2s don't work particularly well on anyone that doesn't have native enhancing magic. It was bad by design and never got fixed.....just like most things on the job. If they changed Enspell 2s to reflect the enhancing magic on cast from the originator it would be fine, but that's not even how it works on RDM (much to our disappointment). Expect that to get fixed around the same time Enfeebles/Enhancing even get looked at, much less fixed.
Last edited by ManaKing; 02-03-2012 at 11:23 AM.
I'm a RequieSCAT-MAN!
Enspell II's suck at overall damage. Temper was the nail in the coffin for them. Prior to Temper they were useful for RDM/WAR or RDM/DRK builds, after Temper their useless. RDM/NIN with melee gear and Temper is going to hit around 2.6 times per attack round, an Enspell II would have to average above 75~78 damage to beat it. The elemental resistance reduction is only -10 and to the wrong element. You must use water to reduce thunder, thunder to reduce earth and so forth. This guarantees that you'll be using the wrong element on enspell and get horrible resist rates, all for only a +10 m.acc (same as -10 m.evasion) towards the weakened element. I find using the NI spells from /NIN to be more useful then Enspell II's.
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