Haste II as a spell should never come to exist. An ability for RDMs to improve Haste's effects SHOULD be considered, but I'm also of the camp that it shouldn't be a backline option.
No job should ever receive haste II. I'm sorry, but the first spell is broken enough as it is.
Nothing new here, just adding my vote:
Spells
Diaga II-III : I'm jealous of mobs casting them.
Dia IV-V - I like how they look, and Dia III sounds constipated.
Reflect - I'd like a very short duration and have it dispelled after it processes, so you have to time it right. I would LOVE if this were implemented the way it works in FF Tactics!
Dispel II - For multiple buffs. Please make the chat log text say something better than "3 of <mob>'s effects are removed" :/
Confuse: I'd like a thunder-based enfeebling spell.
Cure V: My character looks atrocious in WHM AF3. I'm hoping this would overshadow WHM so I never have to stare at that ugly outfit again. I'd miss the Raise III sound effect, though.
Barlight/Bardark - Seriously.
Learn Grammar: This would be a spell that teaches the character's RL player how to use apostrophes in their forum posts and Jeuno shouts. I kid. This would be better for SCH.
Abilities and Traits
Fencer: I just don't want to read the complaints anymore.
Runic: Implemented as many others have explained it, because Celes rocks.
Doublecast - For that new tank who died because I got lazy and tired after 5 hours and let RR wear - gimme some Doublecast so he doesn't call me names. "Impossible to implement"? pfft.
Last edited by Merton9999; 03-27-2011 at 07:16 AM.
They should give RDM haste II as a self target so they can swing faster and get back into that melee scene... just sayin'
I think it's general revamp thats in order. Several jobs have gotten it over the years for one reason or another mostly due to the strengths and weaknesses of how the game was designed when the caps were raised from 50 to 75 and again 90+. What worked well at 50 doesn't usually work as well at 75, and the same can be said now that RDM has lost all it's exclusiveness at 90. Which when the cap was 75 RDM still held onto things like Refresh and Haste, high level buffs, and had tier II enfeebles to contend the growing strength of SCH at the time.
However thats not the case anymore, the level cap rise has (or will) cause RDM lose access to it's exclusive/semi-exclusive spells leaving them with Protect/Shell IV/V and teir II enfeebles to stand out with. Just to make a point however, I'll go through some of the cons of how the system is broken when it comes to spell useage or melee.
Enspell II- The concept sounds solid on paper, however in order to lower resistance say like lowering a crabs Lightning resistance you have to use Enwater II which crabs obviously are strong to water based attacks. Additionally while the power Tier II Enspells are strong, you have to build up the amount of damage done, and since Tier II Enspells only affect the first hit off the main hand weapon it still makes them pale in comparison when it comes to using multi-hit weapons with Tier I Enspells.
Refresh I/II- The use of Refresh has somewhat squandered over the years with the introduction of Sublimation from SCH. Since Sublimation does not stack with Refresh, and many WHM and BLM have started using SCH as a subjob more religiously from it's Light/Dark Art bonuses it has effectively reduced the need for Refresh in general. Additionally, with the increased level cap every job has access to Refresh I now, and the use of Atma's give mage jobs near infinate MP pools to work with in Abyssea effectively eleminating almost all needs for Refresh.
Tier I/II Enfeebles- The general drawback to enfeebles nowadays is many new mobs are resistant to one or multiple status ailments. Otherwise most non-NM's or pre-Abyssea monsters die quickly, reducing the effectiveness of or the need for casting Enfeebles. Tier II Enfeebles also suffer from antoher drawback, being merited you have to put multiple merits into a Tier II Enfeeble to provide a difference over the Tier I Enfeeble forcing you to chose only a few.
Gear/Melee- This has always been disputed on RDM in the past for fear of overpowering them or the lack of oppertunity to melee from heavy spellcasting. On one aspect RDM has a ton of spells they would normally cast in any given day, however for many of the reasons listed above RDM is not utilized for its backline capabilities nearly as much anymore. On the other hand back when the cap was 75, RDM was purposely excluded for many melee based gear for fear of overpowering them. However, the raised level cap has left a larger gap in the amount of sword and dagger skill a RDM has versus a full time Damage Dealer job with a A-/+ rating. Since RDM has also been excluded from most (if not all) Doublet, Harness, and Scale type armors sets since the introduction of VNM's, it's further reduced any amount of melee capabilties RDM could benefit from, which disputes the idea of SE claiming to want to give RDM better frontline oppertunities and capabilities.
Now with the current situation RDM has a good oppertunity to become more of a Jack of all Trades type job that it was designed for in front and backline, however the oppertunity is a waste when the bar has been raised and we've been given the boot on any good boosts to our powers. I DO NOT think the anwser lies in giving us an even more spells to cast, however traits and gear that directly influence and increase both Melee and Magic capabilities in front and backlines and some readjustments to our current repetuar would give us a niche to stick our foot back in the door we've been kicked out of.
Last edited by Swords; 03-29-2011 at 06:26 AM.
Can you just let RDMs wear the Aurore set?
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |