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  1. #31
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    A huge change doesn't have to alter the core game play of Red Mage. Unfortunately most of what is suggested is just solo survival tools. It simply isn't focused on small group content and doing something that no other job can bring to the table. I agree on weapons and armor, but I don't think moving Dia back is necessary. It's practically unresistable either way. Enspells, I agree need a dramatic difference in potency given how strong Tier 1 spells are to the point, that it eclipses melee in most cases. I don't think there should be such a severe penalty however for not using the correct enspell, as that penalty doesn't exist with any other magical damage. It's always been a mob is strong against, weak against, and rest of the magical elements just do damage in between.

    The resist traits through new White Magic/Black Magic defensive spells seems redundant in regard that we already have barspells. I'd rather them just scale barspells better. Rune Fencer's limited unique factor is about resisting elements moreso than any other job, I don't think Red Mage needs any more than it currently has. In the same regard, I'd personally rather see Phalanx II a scrolled spell for Red Mage only and have both tiers scale better into newer content. I think we have a lot of current spells that fit a lot of this that just have poor scaling with skill and current content.

    As cool as it would be to Doublecast or Triple Cast because it has been a Red Mage staple in the series, it's just very unlikely with how the game is designed. That was the reason they initially gave us Fast Cast, but now everyone has it. Spontaneity is the closest thing we'll likely ever get to that and honestly in an age where everyone can cap Fast Cast, I really think it should be on a much lower timer or have charges.
    (1)

  2. #32
    Player elqplau's Avatar
    Join Date
    Oct 2012
    Location
    rhode island usa
    Posts
    67
    Character
    Elqplau
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    As we have been receiving feedback for quite some time now that it’s difficult for red mages to join parties, we will be introducing potent new enfeebling magic that is geared towards party content. While I do not have a specific time frame to share with you right now, the team is currently looking into new enfeebling and enhancing spells for red mage. I’ll be sure to make a follow-up once there is more information I can share.
    Thank you that reboost to RDM will be well waiting for ...as my other RDM breathern has stated the upgrades to RDM should be on par with what RDM was in the start ...not wanting to be more powerfull just would like to hold my own fir a change
    (0)

  3. #33
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Rwolf View Post
    A huge change doesn't have to alter the core game play of Red Mage. Unfortunately most of what is suggested is just solo survival tools. It simply isn't focused on small group content and doing something that no other job can bring to the table. I agree on weapons and armor, but I don't think moving Dia back is necessary. It's practically unresistable either way. Enspells, I agree need a dramatic difference in potency given how strong Tier 1 spells are to the point, that it eclipses melee in most cases. I don't think there should be such a severe penalty however for not using the correct enspell, as that penalty doesn't exist with any other magical damage. It's always been a mob is strong against, weak against, and rest of the magical elements just do damage in between.

    The resist traits through new White Magic/Black Magic defensive spells seems redundant in regard that we already have barspells. I'd rather them just scale barspells better. Rune Fencer's limited unique factor is about resisting elements moreso than any other job, I don't think Red Mage needs any more than it currently has. In the same regard, I'd personally rather see Phalanx II a scrolled spell for Red Mage only and have both tiers scale better into newer content. I think we have a lot of current spells that fit a lot of this that just have poor scaling with skill and current content.

    As cool as it would be to Doublecast or Triple Cast because it has been a Red Mage staple in the series, it's just very unlikely with how the game is designed. That was the reason they initially gave us Fast Cast, but now everyone has it. Spontaneity is the closest thing we'll likely ever get to that and honestly in an age where everyone can cap Fast Cast, I really think it should be on a much lower timer or have charges.
    i think they should totally revamp the merit II category of RDM. They should give out all spells as scrolls in that category for RDM and add different options to the category like:

    2 Job traits you can pick:
    Double Cast: occasionally cast elemental magic twice with the cost of 1 cast only:
    1. rank adds 10% of double casting, while each additional merit rank adds 2% more on double cast (Relic boots +2/ilvl give 4 MAB per merit rank up)
    Quicken Casting:
    1. rank adds a 10% of occ. quicken casting, additonal ranks add 2% to this (Relic hands +2/ilvl augment give 2% of Fast Cast per merit rank up (quicken doesnt need to proc for this to apply to spells))

    Abilitys:
    Steamy (yes the crappy 2 hour): Greatly increases the accuracy of the next enfeebling magic spell.
    1. Rank: gives access to the ability, recast 10 min, additional ranks enhance the potency of enfeeb magic by 2% (relic hat +2/ilvl enhance the duration of enfeeb magic by 5% per merit level in here)
    Traverse: Extends the effect of the next Enhancing magic spell to party members within range.
    1. Rank: gives access to abiliy, recast 5 min, additional ranks enhance the duration of the enhancing magic by 5%. (Relic legs +2/ilvl enhances the duration further by 5% per merit rank ups in this category).


    now change the SP2 into a spell that cripples the enemy for 2-3 min with def down, atk down, slow and paralyze

    if noone wants occ. quickens spellcasting trait change it into this ability:
    Immunity: Your next enhancing magic spell will not be dispellable (however it can be overwritten!)
    1. Rank: gives access to ability recast 10 min, further merits enhance various elemental resist points depending on spellelement cast by 10 per rank (relic hands +2/ilvl augment give a 1% potency for each merit rank to enhancing spells)
    (3)
    Last edited by Damane; 06-02-2014 at 06:13 AM.

  4. #34
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Quote Originally Posted by Damane View Post
    i think they should totally revamp the merit II category of RDM. They should give out all spells as scrolls in that category for RDM and add different options to the category like:

    2 Job traits you can pick:
    Double Cast: occasionally cast elemental magic twice with the cost of 1 cast only:
    1. rank adds 10% of double casting, while each additional merit rank adds 2% more on double cast (Relic boots +2/ilvl give 4 MAB per merit rank up)
    Quicken Casting:
    1. rank adds a 10% of occ. quicken casting, additonal ranks add 2% to this (Relic hands +2/ilvl augment give 2% of Fast Cast per merit rank up (quicken doesnt need to proc for this to apply to spells))

    Abilitys:
    Steamy (yes the crappy 2 hour): Greatly increases the accuracy of the next enfeebling magic spell.
    1. Rank: gives access to the ability, recast 10 min, additional ranks enhance the potency of enfeeb magic by 2% (relic hat +2/ilvl enhance the duration of enfeeb magic by 5% per merit level in here)
    Traverse: Extends the effect of the next Enhancing magic spell to party members within range.
    1. Rank: gives access to abiliy, recast 5 min, additional ranks enhance the duration of the enhancing magic by 5%. (Relic legs +2/ilvl enhances the duration further by 5% per merit rank ups in this category).


    now change the SP2 into a spell that cripples the enemy for 2-3 min with def down, atk down, slow and paralyze

    if noone wants occ. quickens spellcasting trait change it into this ability:
    Immunity: Your next enhancing magic spell will not be dispellable (however it can be overwritten!)
    1. Rank: gives access to ability recast 10 min, further merits enhance various elemental resist points depending on spellelement cast by 10 per rank (relic hands +2/ilvl augment give a 1% potency for each merit rank to enhancing spells)
    I really love all of these ideas, and they'd be somewhat difficult choices even. The SP2 idea I disagree with and still/always will think that it should actually be an Enhancing Magic version of Soul Voice but besides that, I'd love to see those happen.

    Besides that I somewhat want to say I'd like everyone to talk about adjustments elsewhere, but this thread is getting attention both by SE & players so, while I'll keep posting updates/info here on them, feel free to stay & keep goin with the ideas!
    (1)

  5. #35
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I think it is an awesome idea to give Red Mage a replacement merit category for "Occasionally quickens spellcasting". Especially in this day and age where there is so much Fast Cast and Haste for any casting job.
    (1)

  6. #36
    Player Raydeus's Avatar
    Join Date
    Jun 2013
    Location
    MogVault 101
    Posts
    603
    Personally I don't like casting Quickening much because it makes timing very unreliable. So I would rather have Fast Cast merits that went over the cap instead.

    I'd also have the same issue with Double cast because if the effect triggered at the wrong time it could mess things up bad in many situations. That's why I came to the conclusion that what would work best for me would be something like the Triple Cast job Ability I mentioned in my post. Even if it's very unlikely to happen.
    (0)

  7. #37
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    I gotta say Triple Cast does sound better than the proposed idea for Double, but as you said it's unlikely sadly which is why I wouldn't bank on it as an idea overall by compare. I can't think of a real situation I've come across as of late where double casting would actually be a bad thing, but the flexibility that the Triple Cast idea has really makes it better in the end even outside of the idea of casting 3 spells rather than 2.
    (0)

  8. #38
    Quote Originally Posted by Camate View Post
    Greetings,

    As we have been receiving feedback for quite some time now that it’s difficult for red mages to join parties, we will be introducing potent new enfeebling magic that is geared towards party content. While I do not have a specific time frame to share with you right now, the team is currently looking into new enfeebling and enhancing spells for red mage. I’ll be sure to make a follow-up once there is more information I can share.
    I think you forgot to mention that WHM will be getting AOE versions of all of those spells.
    (3)

  9. #39
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    I think it would be really nice if rdm had a spell, like addle, that slowed weapon skill ready rates and decreased acc. It would be interesting for stunners and a very nice spell for rdm. I know rdm needs a whole lot to be a decent job again, just a spell idea.
    (3)

  10. #40
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Quote Originally Posted by Tennotsukai View Post
    I think it would be really nice if rdm had a spell, like addle, that slowed weapon skill ready rates and decreased acc. It would be interesting for stunners and a very nice spell for rdm. I know rdm needs a whole lot to be a decent job again, just a spell idea.
    It's not a bad one either. I quite like the idea since it's a form of slow that would not only work on all mobs but would work in basically all situations. If you're soloing mobs it allows easier stuns and might actually low our Evasion to play some sort of role. If you're in a party then it either A:Helps Stun or B:Slows down overall attack speed due to the fact that in a zerg as it is right now TP moves are often done back to back and slowing normal attacks would matter anyways. If you're slowing down the overall TP move speed then you're slowing the monster down as a whole. It would also mean that RDM can slow a mob as a whole and a BRD can't, BRD can cover Slow & Addle, but unless they are given this too(don't do it SE... BRD is overpowered as it is -_-) you're looking at a special type of enfeeble only RDM can do and a form of slow that would be powerful on endgame content.
    (1)

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