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  1. #1
    Player Supersun's Avatar
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    Mar 2011
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    I don't expect any major new endgame content to be released this update (or at least anything as expansive as abyssea).

    Keep in mind that when visions of abyssea was released I would venture that the other 2 abyssea expansions were close to completion as well (similar to how all 3 add-on expansion were probably created around the same time, hence when the first one was complained about the other 2 weren't fixed in response because...they were already most likely created and done) all that was really needed were specific tweaks to get them ready for launch such as the level of monsters, but the basic mechanics were already determined ahead of time (such as Bastion and Dominion). What they didn't know was how successful it would be. So here we are at the end of their abyssea queue and they probably didn't expect the way things turned out with XIV failing and people falling in love again with XI so they probably didn't work a lot on new content up until now. They are probably working hard on some new content, but content takes some time to create. In the mean time though I expect them to revamp older content to stall like they are doing with dynamis since such adjustments are easily done.

    but this is getting off topic a little so...

    I know people have suggested in the past that adding utility to Rdm melee would help encourage people to let them melee more in parties. Enspell IIs were an attempt at this although I'm not sure when they will realize that elemental resistances really don't do that much unless they are in large numbers since people either gear to near perfect accuracy or don't even bother due to their stupid high resistances. What type of things could they add to Rdm melee to give it extra utility? I personally want to see enspells that lower monster statuses like maybe enblizzard III could also lower the monsters evasion since those statuses are really not used that often (especially the magic related ones).
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    Last edited by Supersun; 03-10-2011 at 07:43 AM.

  2. #2
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    658
    Quote Originally Posted by Supersun View Post
    I know people have suggested in the past that adding utility to Rdm melee would help encourage people to let them melee more in parties. Enspell IIs were an attempt at this although I'm not sure when they will realize that elemental resistances really don't do that much unless they are in large numbers since people either gear to near perfect accuracy or don't even bother due to their stupid high resistances. What type of things could they add to Rdm melee to give it extra utility? I personally want to see enspells that lower monster statuses like maybe enblizzard III could also lower the monsters evasion since those statuses are really not used that often (especially the magic related ones).
    I like the idea, but it would have to be something implemented to take effect when an enspell is active, not tied to specific spells. Otherwise things get horribly skewed towards one spell (Enblizzard, in this case, given all the ice merits we're required to take as is). My take on that would be:

    Job Trait - Appel (RDM lv55): Occassionally reduces the evasion of the enemy while under the effect of a weapon enhancement spell. Requires Composure.

    Proc rate would be about 80 or 90% of what a THF sees at max Trasure Hunter potential. The RDM could even get a message similar to what THF gets saying "The enemy's evasion has decreased by X".
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  3. #3
    Player Supersun's Avatar
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    Mar 2011
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    I think you sorta missed the point. Each of the new enspells would have their own separate debuff.

    Enfire - Lowers Magic Attack Bonus
    Enaero - Lowers Defense
    Enthunder - Lowers Magic Defense Bonus
    Enwater - Lowers Attack
    Enblizzard - Lowers Evasion
    Enstone - Lowers Accuracy

    The only issue is that some of those debuffs are better then others.
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  4. #4
    Player Swords's Avatar
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    Mar 2011
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    Quote Originally Posted by Supersun View Post
    I think you sorta missed the point. Each of the new enspells would have their own separate debuff.

    Enfire - Lowers Magic Attack Bonus
    Enaero - Lowers Defense
    Enthunder - Lowers Magic Defense Bonus
    Enwater - Lowers Attack
    Enblizzard - Lowers Evasion
    Enstone - Lowers Accuracy

    The only issue is that some of those debuffs are better then others.
    I made a similar suggestion in another thread yesterday. A JA that enhances the power of Enspells and adds additional enfeebling or elemental DoT effcts such as Enblizzard I/II = Paralyze or Frost that increases with each successful hit to a degree like the resistance down effects from Tier II enspells.

    For added effect SE can make it where the success of landing the additional effect can be directly effected by the players Enfeebling/Enhancing/Elemental skill, just to add a bit of balance to the mechanics.

    I really think our potential to melee could be greatly increased, if first and foremost SE finds some creative ways to reduce the amount of spells we have to cast while still letting us use our main strengths.
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    Last edited by Swords; 03-11-2011 at 02:10 AM.

  5. #5
    Player CapriciousOne's Avatar
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    Aug 2011
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    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Which spell is better would solely rely on the type of mob being fought and the difference in level between the mob and the party since higher level mobs result in penalties often time in defense, accuracy, evasion, etc. X amount per level. I think I saw somewhere.

    For instance if you are constantly fighting mobs more than 3-5 levels above you in a 3-6 perosn party then Enblizzard/enstone/enwater and enaero would probably be the most used ones overall.
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