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  1. #1
    Player Sunrider's Avatar
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    Well if we're focusing on what ifs, I'd prefer RDM not become a cheap one-trick pony just because the players are desperate to attend events. Improving enfeebling is as important for RDM as it is for any job that enfeebles (not counting Weapon Skill procs), but it's important to remember the type of mobs we have trouble on have always been troublesome. Enfeebling has been kind of a non-entity against bosses in every FF game. If it wasn't, the bosses wouldn't be worth their title. Indeed, has a little more potential than to just hide in the backline when fighting event bosses.

    It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.

    Finally, would it really be so blasphemous to share Regen 3 and Reraise with us? One is a self-cast spell that steps on no one's toes, the other would be so late-game (because of the level they introduced Regen 2), that it simply doesn't pose a threat to the other jobs that utilize it.
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  2. #2
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    Honestly RDM is not built for high end content, its built for everything low leveled. Phalanx is an example of it (and is still 1 of the unique spells of RDM), its great on things hitting for something such as mobs who hit you for 80 because you can take that down considerably to 50 or less, however mobs that hit for 400s, will only be taken down to something like 370ish, a slight dent. Stoneskin is the same, low lv mobs it will stay up for a few hits, high end mobs will smack through it in 1 hit and hurt you still even if you have the gear for it, making it pointless. Blink is worthless because everything is AoE. Enfeebling is currently a problem, enhancing is mainly only on ourself if its unique.

    One problem is that RDM is built for low content but we have not much going to help us in higher content. Honestly going back to what someone said before in another thread about changing Phalanx. If RDM had a DT spell that worked like Aegis (Spell would not count towords cap of either PDT or MDT) then it would give RDM some damage reduction in high end content. All of RDM's current damage reducing spells are relatively worthless in endgame because they do very little and the dents they make in numbers are insignificant where as on other mobs it can turn their damage to absolutely 0.

    Quote Originally Posted by Sunrider View Post
    Well if we're focusing on what ifs, I'd prefer RDM not become a cheap one-trick pony just because the players are desperate to attend events. Improving enfeebling is as important for RDM as it is for any job that enfeebles (not counting Weapon Skill procs), but it's important to remember the type of mobs we have trouble on have always been troublesome. Enfeebling has been kind of a non-entity against bosses in every FF game. If it wasn't, the bosses wouldn't be worth their title. Indeed, has a little more potential than to just hide in the backline when fighting event bosses.
    I don't want RDM to become a specialist job either, but honestly when you look at it things don't work for jobs like RDM tries to be. There are currently no events you go into in endgame that give you a random feel that RDM can actually work with, the only thing of the sort is NNI which due to RDMs needing buffs they are unable to attend. There would need to be an event where when you go into it, you are fighting something you can not prepare for in the way we do today. For now when you go to an event you know what you are fighting every time and know what to bring along, RDM is the job that would benefit from a random fight because it can adapt to what you fight and what you need it to do on the spot.

    It seems they've focused magic tanking on RNF, but it would be nice to see RDM's self-buffing capabilities juiced up. Maybe leaving out the hate-holding abilities of the more specialized tanks, but something that reminds everyone the job isn't as soft as some of the specialist classes. We get Phalanx, Stoneskin, Protect, Shell, and a full range of Bar-spells. It might be nice to see maybe a JA adding HP to Stoneskin or damage reduction to Phalanx (at the cost of recast time, maybe). Perhaps another tier of these, for the Bar-spells as well. I don't know the reasons for not having Barlight and Bardark, but those might not be bad to have as well, in addition to Bar-statuses that we haven't already been given. The devs don't have to focus on tanking, but RDM has way too many survival tools not to be further explored; if RNF is meant to be the first choice in magical tanking, it can't hurt to employ RDM as a second.
    I agree, as I have said before, RDM was the magic tank, or at least A magic tank, back when every PLD wasn't expected to have Aegis, now tanking on RDM is gone, partly because of the hate problem, however it makes sense not to give hate tools to RDM because its not actually a main tank. However in the end like I said above, many of our damage reduction methods become worthless once you get close to or into endgame.

    Finally, would it really be so blasphemous to share Regen 3 and Reraise with us? One is a self-cast spell that steps on no one's toes, the other would be so late-game (because of the level they introduced Regen 2), that it simply doesn't pose a threat to the other jobs that utilize it.
    Regen was given to SCH which I understand, as its become the job that does things over time, using Helixs & Regen with advanced forms being Kaustra & Embrava, but RDM was given a max of 2 out of 5 which seems a little low. However when you think of it with Composure & gear to extend duration, it does make some small amount of sense. Reraise I can understand not being given to RDM only because it would add even more solo power to the job, and as some already prove, RDM soloing is still massively powerful.
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  3. #3
    Player Sunrider's Avatar
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    Quote Originally Posted by Demon6324236 View Post
    Honestly RDM is not built for high end content, its built for everything low leveled. Phalanx is an example of it (and is still 1 of the unique spells of RDM), its great on things hitting for something such as mobs who hit you for 80 because you can take that down considerably to 50 or less, however mobs that hit for 400s, will only be taken down to something like 370ish, a slight dent. Stoneskin is the same, low lv mobs it will stay up for a few hits, high end mobs will smack through it in 1 hit and hurt you still even if you have the gear for it, making it pointless. Blink is worthless because everything is AoE. Enfeebling is currently a problem, enhancing is mainly only on ourself if its unique.

    One problem is that RDM is built for low content but we have not much going to help us in higher content. Honestly going back to what someone said before in another thread about changing Phalanx. If RDM had a DT spell that worked like Aegis (Spell would not count towords cap of either PDT or MDT) then it would give RDM some damage reduction in high end content. All of RDM's current damage reducing spells are relatively worthless in endgame because they do very little and the dents they make in numbers are insignificant where as on other mobs it can turn their damage to absolutely
    That's why I suggested our enhancing magics are overdue for updates.

    Whether scaling re-calculation or simply higher tiers, it's time to see our enhancing abilities re-explored. Beefing up Phalanx and Stoneskin for even another couple hundred damage reduction would be a nice augmentation of the job's survivability, but ensures that you don't simply use the RDM to low-man/solo Voidwatch, or some nonsense.

    The problem is that the cap was raised, but RDM's tools weren't really raised with it, at least not terribly proportionately.



    Quote Originally Posted by Demon6324236 View Post
    I don't want RDM to become a specialist job either, but honestly when you look at it things don't work for jobs like RDM tries to be. There are currently no events you go into in endgame that give you a random feel that RDM can actually work with, the only thing of the sort is NNI which due to RDMs needing buffs they are unable to attend. There would need to be an event where when you go into it, you are fighting something you can not prepare for in the way we do today. For now when you go to an event you know what you are fighting every time and know what to bring along, RDM is the job that would benefit from a random fight because it can adapt to what you fight and what you need it to do on the spot.
    Then that means it's past time to see some events that cater to the diverse powers of jobs like RDM, rather than paring down the job to fit in currently existing events.

    RDM shines in things like Campaign and even low-man Nyzul settings. If Walk of Echoes mobs could be adjusted for more manageability, jobs like RDM, BLU, DNC, and PLD could not just have a place, they'd dominate. Salvage holds a similar feel, only problem being the unpredictability of cell drops combat the Pathos effect.

    But those were just examples. The point is that the job's best hope is to see more events that cater to it. Otherwise, it'll forever be resigned to imitating WHM, SCH, and BLM (and soon GEO), in the hopes of gaining spots.

    Quote Originally Posted by Demon6324236 View Post
    Regen was given to SCH which I understand, as its become the job that does things over time, using Helixs & Regen with advanced forms being Kaustra & Embrava, but RDM was given a max of 2 out of 5 which seems a little low. However when you think of it with Composure & gear to extend duration, it does make some small amount of sense. Reraise I can understand not being given to RDM only because it would add even more solo power to the job, and as some already prove, RDM soloing is still massively powerful.
    Regen has as much place with RDM as SCH, as RDM was the original time-lapse spell user: Regen and Refresh were it's tools for providing recovery over time, Dia, Bio, and Poison were it's damage-over-time tools. And even with Composure and gear, SCH's Regen potential still stands superior, so it's not as if their utility is threatened.

    RDM soloing is a pale imitation of other jobs currently, and any job relying on Reraise as a strategy (zombie tactics), has always had use of Reraise items (such as the earrings), so that's not a valid worry. If anything being able to Reraise oneself gives the WHM one less person to worry about, and getting the RDM back on his feet quicker allows him to assist the WHM and PLD in getting other back up quickly. It's more party-friendly than any enfeebling fix.
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  4. #4
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    Quote Originally Posted by Sunrider View Post
    That's why I suggested our enhancing magics are overdue for updates.

    Whether scaling re-calculation or simply higher tiers, it's time to see our enhancing abilities re-explored. Beefing up Phalanx and Stoneskin for even another couple hundred damage reduction would be a nice augmentation of the job's survivability, but ensures that you don't simply use the RDM to low-man/solo Voidwatch, or some nonsense.

    The problem is that the cap was raised, but RDM's tools weren't really raised with it, at least not terribly proportionately.
    The problem with buffing up Stoneskin/Phalanx is the higher they go, the more we dominate lower content, thats why it would need to be a new -DT spell. -DT is only a percent, not a -number. As I'm sure you know, the way Phalanx works is why FCs work as well as they do, or did at least when Phalanx was the way to go about it, with -DT it would limit us from being gods to lower content while still giving us something to help in endgame. If Phalanx were just a -100 @500 enhancing & Stoneskin capped at 1.5k damage with gear instead of roughly 500, then its no doubt that any past content would be easily soloable by RDM.
    (0)

  5. #5
    Player Daniel_Hatcher's Avatar
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    Alvian
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    Phoenix
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    Quote Originally Posted by Sunrider View Post
    Finally, would it really be so blasphemous to share Regen 3 and Reraise with us? One is a self-cast spell that steps on no one's toes, the other would be so late-game (because of the level they introduced Regen 2), that it simply doesn't pose a threat to the other jobs that utilize it.
    I'd actually vote for upto Reraise II, match them to the level that we get the Raise spell as always, we would still be one tier behind SCH and WHM.

    As for Regen, RDM was the very first to ever get it, now I'm not asking for them to get tier V, but they could adjust Regen II to be lvl 75, and then grant Regen III at the same level as we get Regen II. It'd never be too much as SCH itself doubles the HP recovery, whereas we have to wait longer, in fact more than twice as long to get the same back. (based on lvl.99 SCH)

    PS. Barlight and Bardark was refused due to "Limited spell spaces" they decided to waste one of the (limited) spell spaces on Gravity II instead. Fun!
    (2)
    Last edited by Daniel_Hatcher; 07-04-2012 at 10:40 PM.