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  1. #21
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    I thought of something that would be kinda cool for rdm but its too powerful. It would be either self-target spell or JA or if other targets, mages strictly. Echo. Effect in a nutshell, it turns cures or nukes into say a 3 tic DOT/HOT. Lets use thunder IV and Cure IV as examples, lets assume a modest 1000 damage thunder IV and a 600 Cure IV. Once cast the spell would take effect as normal initially, however 3 seconds later would repeat at half potency, then quarter potency another 3 seconds later. So thunder would inflict 1000 > 500 > 250 for a grand total of 1750, and that same cure IV would heal 1050 hp. Too strong, likely best a single cast per use, or short durration but i thought id share the idea.
    (7)

  2. #22
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Crimson_Slasher View Post
    I thought of something that would be kinda cool for rdm but its too powerful. It would be either self-target spell or JA or if other targets, mages strictly. Echo. Effect in a nutshell, it turns cures or nukes into say a 3 tic DOT/HOT. Lets use thunder IV and Cure IV as examples, lets assume a modest 1000 damage thunder IV and a 600 Cure IV. Once cast the spell would take effect as normal initially, however 3 seconds later would repeat at half potency, then quarter potency another 3 seconds later. So thunder would inflict 1000 > 500 > 250 for a grand total of 1750, and that same cure IV would heal 1050 hp. Too strong, likely best a single cast per use, or short durration but i thought id share the idea.
    I'm going to make you a thread for this one.
    (0)
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  3. #23
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Crimson_Slasher View Post
    I thought of something that would be kinda cool for rdm but its too powerful. It would be either self-target spell or JA or if other targets, mages strictly. Echo. Effect in a nutshell, it turns cures or nukes into say a 3 tic DOT/HOT. Lets use thunder IV and Cure IV as examples, lets assume a modest 1000 damage thunder IV and a 600 Cure IV. Once cast the spell would take effect as normal initially, however 3 seconds later would repeat at half potency, then quarter potency another 3 seconds later. So thunder would inflict 1000 > 500 > 250 for a grand total of 1750, and that same cure IV would heal 1050 hp. Too strong, likely best a single cast per use, or short durration but i thought id share the idea.
    Since they've decided that ______ over time effects are SCH's niche now, watch them give this to SCH. I'm surprised they haven't taken Refresh away from us yet.
    (1)

  4. #24
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Ophannus View Post
    Can't be accessionable. The rule for which spells are Accesionable is: If a SCH doesn't learn it natively or through any level subjob, it's not accessionable. Accessionable spells are spells SCH learns as SCH main or through < Lv. 49 subjob spells. It would be impossible for RDM to acquire a spell that can be used with Accession that SCH wouldn't gain as well.
    Except for Haste, which is absolutely subjobbable as SCH but can't be Accessioned anyway. That shows that SE can make any spell they like Accessionable or not, at their whim, regardless of any "rules".
    (4)

  5. #25
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I would like our enhancing magic to be focused on qualitative buffs that give us a unique position in a party. If we get Haste II, I want us to be the best at it and I don't want to be a cross that RDMs are nailed to because Embrava-hungry DPS can force us into it. I would recommend making it AOE so that RDM doesn't have to waste all of their time focusing on who gets what next and making it so that our ability to make enhancing magic last longer is valued. Make it so that you only need 1 RDM per alliance, but that you would be silly not to bring one. Just like they are doing with BRD.

    Most RDMs don't have a desire to be a BRD or other dedicated support, otherwise we would already be playing one. Since they are better at support. The same goes for melee DPS. If any of the people here wanted to be a normal DPS, they would have just picked up WAR and been great at what they wanted to do because WAR is great at what it does. RDM would like to be good at what it does, or could be doing.

    Quote Originally Posted by sweetidealism View Post
    I've put my suggested changes in bold. The critical hit rate probably ought to follow a separate equation as +20% critical hit rate may be a bit much, but I think it would be fun to add that, too.
    Brave and Faith are getting old....
    The reason it's never going to happen is that Brave would give us access to full melee specs even though we have composure, enspells, phallanx, haste, Temper, and gain spells. Those are supposed to make up for our lower skill caps. Obviously, they aren't adequate, but having both Temper and Brave would invalidate the reason for RDM having Enhancing magic, since then you would be statistically similar to a WAR + magical proficiencies. If you want to play a WAR, you can, but you obviously don't want to, because you are posting in RDM forums.

    RDM isn't a melee DPS. That doesn't mean it can't contribute to damage, but SE should not care that a RDM can't WS as hard as a relevant melee DPS with a physical WS, because RDMs aren't actually melee DPS. RDM are Hybrid mages that have decent melee capabilities because they augment themselves with spells. A RDM can gear to the point of being almost viable, but they still aren't going to be viable against high tier boss type monsters because then RDM would be broken and maybe everyone would play RDM again.

    If you want RDM to actually be RDM, then actually think about what niche we have been in the past. No, I'm not talking about refresh/haste bot. I'm talking about a bee stinger or a ceremonial dagger. People were willing to trade their normal melee damage and TP gain for sustained/safe magic damage against mobs. These RDMs were obviously exploiting the game, but at the same time they were doing something that actually makes sense for the job: DPSing like a MAGE.

    Why do you need something like Brave when you could ask for Enspells that would bridge the skill gap, like it did originally? I would love a Tier of Enspells that converted auto attacks to magic damage. Elemental Formless Strikes. Monks don't lose their TP gain when they do formless strikes, neither should we. We could still be a front-line fighter, but we would have a specialization: Magic DPS. Mob has High Defense? Not a problem. Can't use physical WSs as well as actual DPS....duh?

    RDM is a hybrid mage job that lacks synergy. We fail because there was no reason for RDM to have access to most of the skills in the game, just to be bad at all of them. We get nothing out of knowing 6 different magic skills and just as many combat skills nor are we definitively the best at any of them. We don't even get traits like Occult Accumen or WSs like Shatter Soul to compliment our ambiguous status of being a hybrid. If we don't have anything unique and useful to offer, nothing will ever change. We need a niche.

    I personally want our niche to be magical DPS with a very small assortment of useful, alliance-wide buffs. Debuffing being relevant would be amazing, but it seems very subjective to the whims of content development. I really wish that I could help my entire alliance with Haste II every 8 minutes, give Phallanx the same treatment, and then contribute to damage and debuffing. I really want us to be able to debuff magic defense so that we can specialize at contributing to magical damage in an alliance.
    (0)
    Last edited by ManaKing; 11-10-2012 at 06:32 AM.
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  6. #26
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    Aside from the fact that the very same statement you make about rdm not being a war applies in the magical damage department as rdm isn't a blm or sch (hell, even a drk with no mab traits has higher elemental skill than rdm). If you want to do magical DPS then be a blm or Sch since not only do they get access to higher tiers of spells, in any case I've seen both will out damage a rdm nuke for nuke where our fast cast traits just don't make up the difference in.

    The only proficiency we ever excelled in has been turned into a laughing stalk due to other jobs having access to similar enfeebles or that we have to put 5/5 merit worth into select spells that should have been scrolls to begin with. Any new enfeeble spell rdm has gained access to has been also handed off to other jobs. Despite our natively higher enhancing skill, whm and sch excel at this far better than a rdm since they too can get to the same 500 cap we can by use of sch AB and gear. What little enhancing spells we do get that other jobs don't, we can only use on ourselves to make up for something we personally lack.
    (2)

  7. #27
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Its interesting to think: DRK has respectable B Elemental Skill, but no traits or spell tiers to make good use of it, while RDM has respectable B Sword skill, but no great traits or native Weapon Skills to make use of it.
    (1)

  8. #28
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    You know it goes to show the level of disbelief ppl have become a custom to here on the forums. When it comes down from the Dev's that there looking into giving RDM Haste II and everyone pretty much believe's some other job will end up with it. Even tho most ppl here that have been pushing for years trying to get unique spell's for the job. It's just completely un believable they might actually get one.
    (1)

  9. #29
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    That is because other spells that were rdm only originally were then taken away and given to whm (and then more so to sch IE: Regen), or new additions were made less effective/potent due to Merit point restrictions, or that later new spells were then handed off to whm once lvl cap raised again. That isn't even touching on the fact that another one of the spells they gave to us is nigh useless on any endgame content due to full resistance (IE Gravity II).

    Given SE's track record with Rdm thus far you can't really blame people for being suspicious when a community rep drops a vague statement that we might get haste II.
    (7)

  10. #30
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    No surprise I would be the one to say something on rdm melee behalf, but brave does have a downfall that prevents us from hitting that "Warriorlike" level of combat proficency. Durration, It must be recasted to make us effective. Durration may be long but with all our other buffs our "warmup" time is longer, a warrior can be ready on a moment's notice. Not to mention the higher damage 2handed weapons. Not that it pushes them insanely above rdm in the situation but rdm still needs more preptime and needs to fully reprep.
    (0)

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