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  1. #1
    Player Metalgod's Avatar
    Join Date
    Apr 2011
    Location
    an island
    Posts
    40
    Character
    Laide
    World
    Ragnarok
    Main Class
    RDM Lv 99

    Overall fixes/wishes for RDM

    I had alot of thoughts on this and most threads had bits and peices on it. My ideas:

    1. Melee skills additions: Gives rdm an E or F rating on H2H and staff. Got alot of weapons we rdm's are able to use but no skill. Discussed before somewhere.

    2. Increase Sword and Dagger to A- skill or B+ rating. Discussed before

    3. give RDM access to vorpal blade. Discussed before

    4. Give RDM access to some divine magic natively like Banish/flash. Discussed before

    5. New Enfeebles: Terror/plauge/curse/amnesia and any other new diabolical enfeeble u can conjure up

    6. Enhancements #1: allow rdms to cast thier self target only enhancements like the barspells/enspells/gain on other party members

    7. Enhancements #2: New ones like attack/Acc/macc/mab/racc/ratt gain spells

    8. New ability: <insert name> Increases MAB/MACC, decreases acc, weapon delay increases, enhances gained don't last as long (50% less time). Composure or new ability can only be up, not both @ same time.

    9. new trait @ 76: Quick magic - occasionally quickens spell casting (instant cast) 10% @ 76, +5% next to upgrades for 20% overall. Discussed somewhat before.

    10. Elemental magic: access to tier5 spells from 94 to 99 and comet/meteor. If BLM/SCH's get tier6 spells.
    (0)
    Last edited by Metalgod; 07-14-2011 at 04:15 PM. Reason: title change

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    1. Unnecessary
    2. Nice but still see 1
    3. Don't really need it
    6. That's what whm does
    7. could be in the works, one was potentially found in the .dats
    8. What does this fix exactly?
    9. Not as a trait, never as a trait.
    10. Doubtful.
    (6)

  3. #3
    Player Metalgod's Avatar
    Join Date
    Apr 2011
    Location
    an island
    Posts
    40
    Character
    Laide
    World
    Ragnarok
    Main Class
    RDM Lv 99
    fixes is almost like wishes I should have better titled it
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Metalgod View Post
    9. new trait @ 76: Quick magic - occasionally quickens spell casting (instant cast) 10% @ 76, +5% next to upgrades for 20% overall. Discussed somewhat before.
    Absolutely not. This is a terrible, terrible idea.
    (4)

  5. #5
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Agreed. I'd quit the job. A rdm_quik ability was found in the .dats. I'll take it as a controllable JA.
    (0)

  6. #6
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Neisan_Quetz View Post
    3. Don't really need it
    Our lacking sword WS selection while at the level range others get Vorpal begs to differ.
    8. What does this fix exactly?
    Seems like a caster boost, more than anything. The bandwagoners would be happy with it, I guess.
    7. Enhancements #2: New ones like attack/Acc/macc/mab/racc/ratt gain spells
    Rather than add to the self-cast cycle, I'd say those should be baked into the current Gain spells. As a whole, the gain line needs to be knocked down a couple of levels, as getting those in the 80's is fairly ludicrous.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  7. #7
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    1) It's hard to get to level 90 (99)?

    2) Anyone who isn't a Melee RDM is a bandwagon RDM now?
    (3)

  8. #8
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Greatguardian View Post
    1) It's hard to get to level 90 (99)?
    Part of proper class design involves proper distribution of spells, abilities, and traits. Gain spells are placed where they are because the devs simply wanted to give RDM something for the sake of being able to say "we gave RDM something". That runs similarly to the whole "zero to hero" thing that has been brought upon us by Almace (which is also bad design); Your performance and relevance is flatlined for 90 levels, then suddenly spikes up the viability chart and plateaus again. Gain spells' location in RDM's growth distribution are badly-placed, as you go for so long not having them and then you suddenly have them in the 80s.

    From a design perspective, they should have come into play earlier. I'd say probably at lv55 or 60, with a 5 level spread between each Gain spell, and going with the idea of tacking on additional bonuses per spell, a trait that strengthens the gain line somewhere in the 80's. Then you have proper spell distribution and give the impression of the RDM becoming more proficient as they gain levels.
    2) Anyone who isn't a Melee RDM is a bandwagon RDM now?
    Actually, no. The ones who sing the praises of refresh botting, haste botting and cure botting while denouncing the melee camp as ignorant peasants that know no better, on the other hand...
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  9. #9
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    Okay tried to post my ideas but they fell apart. Even my calculations. But anyway my theory to fix rdm, is to keep it simple, i been reading these forums for MONTHS and while i love some new ideas, simple ideas work better for me, not only are they easier for us to understand and use, but we dont need to sit there and teach a lesson on how a job's new JA works. Anyway, some of you dont like it, but i like stances, and thats my approach, but i do have other ideas too.

    Stances: Doublecast/At Arms.
    -Effects in short(doublecast): 50% more mp consumption, 50% more elemental and curing potency

    -Balance: Costs more mp, and cure IV still is weaker than cure V, and thunder III is still weaker than IV, but closer, i used those spells with actual numbers but the forum logged me out and i cant be bothered to post it this second. Both become more potent though and get close to the next tier spell none the less. Though then we are almost stepping on their toes. Almost.

    -Effects in short(At arms): Ex sword weaponskills, recrunched gain/phalanx/enspell calculations, enhanced combat skills, reduced mage prowesses somehow, convert a little mp to hp (15%?) and possibly some JA haste (5-7% haste?), and swap our native MAB and MDB traits to Attack bonus and Defense Bonus.

    -Balance: Lowers mage prowesses to enhance melee, woo.

    should be enough i suppose to get things rolling. Simple, effective, easy to understand and use. I have other ideas but dont wanna get logged out again so post go!
    (0)
    Last edited by Crimson_Slasher; 07-25-2011 at 04:43 PM. Reason: (Easier to read now!)

  10. #10
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    I'll pass on both. As I've said before, our backline aspect doesn't really need more incentive, and jacking Cure IVs to the 750 range, even if at higher MP costs, would pretty much be the nail in the melee coffin. Meanwhile, eliminating our MATK and MDB hurts, first, us putting EX magical WS to good use with the MDB loss negating the point we're one of the more sturdy jobs for eating magical AoEs. +28 ATK when we get MAB3 is not really gonna change the game, at best bridging the gap in skill ratings between us and PLD/BLU.
    (0)

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