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  1. #11
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    We will have to agree to disagree there, i personally prefer vorpal blade over sanguine blade, so losing 28 MAB when im not performing mage duties for 35 attack (which is what attack bonus III offers and is a pretty decent boost) is a great option for someone like me, additionally, having that would solve our curing woes, and allow us to magicburst better. This afterall though is the "overall fixes to RDM" so i have focused on the mage and melee side, looking at the overall picture, not the melee, even if i too am a melee enthusiast. Though i realize i did neglect enfeeble suggestions. I still honestly believe that stances are a great option.

    Though i do agree sanguine blade is a great weaponskill and id like to have some fancy special new gimick to solve our problems, a quicker, if a bit crude option isnt entirely bad. Just less tasteful.
    (1)

  2. #12
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    The fact that you can sub most of your suggestions should tell you something. But, your asking for a native ability which eliminates the need for "sub job locking".

    I'm remind if the game balance SE established between Redmages and whitemages from day one. Let's take Protect/Protectra and shell/shellra. Both of these spells offer exactlty the same buff I believe, with mp efficiency going to the -ra. How was this balanced? The -ra types should have either been balanced by either lower duration and/or less potency. This wouldn't matter since WHM still have access to individual protect and shell as with RDM.
    This same SE "balance" continued with the bar-type spells both elemental and status. Same potency and durations. Followed lastly by the gain/boost spells. Being a RDM has a barely negiliable potency over a WHM that can party buff with one spell.
    In any of the cases shouldnt the fact that redmages are locked into solo buffs have been given greater potency and/or greater duration(this voided with composure)? I don't know the number difference both isn't the gain/boost ration something like 7 to 5 or 6?

    As far as adding melee capabilities...this is the suggestion for every job. Why are mages asking for even more melee power? Because melee doesn't cost MP is why....I think. It's cheaper Mp-wise to melee than worry about casting...even if 2 nukes can out damage all the melee damage of redmage. If you really want to be a melee RDM I suggest going /DRK. You'll have access to not only strong attacks with job traits, but you have all the absorb spells including absorb ACC AND absorb TP. Not to mention souleater AND vorpal blade. With a good absorb TP, redmages can save themselves from swinging roughly 6-10 times. In fact, they can stay back more often this way and run in to do a vorpal blade every so often after absorbing DEX and STR.
    For this reason alone, SE shouldn't ever touch a redmages melee. If not dark, there other options like /THF, /nin, and /warrior(guess what a RDM now gets fencer with this job...stop complaining). Heck, there even /paladin if you want a shield bash.
    (0)

  3. #13
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    Red Mages Dark skill is too low to actually land abosrb TP on anything that's relevant without a full set of Dark magic gear and even then it's just useful for exp.
    (0)

  4. #14
    Player SNK's Avatar
    Join Date
    Mar 2011
    Posts
    438
    Character
    Snk
    World
    Sylph
    Main Class
    BST Lv 99
    Quote Originally Posted by Covenant View Post
    If you really want to be a melee RDM I suggest going /DRK.
    Stopped reading after that....
    (1)

  5. #15
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    Oh im a DRK too, and i love to /drk on rdm. However, again this is overall fixes to rdm, and well, melee is something rdm can do, it is part of rdm, even if deficient, as are other aspects of the job, personally, id like to enfeeble more mobs, but aside from one or two things, id like some more enhancing spells over some enfeebling. Now as to having to chose a subjob to melee, its a nice thought, but unlike say...dancer, or thief, which have standard jobs they sub which allow them to melee equally or better but dont hinder their ability to do anything else. As it stands, theres another approach that can be taken to offer rdm the ability to sub a melee subjob of their choice, status removal, and well, as nice as /dnc is, then it hinders out ability to melee with needing tp to remove statuses. And it harms our damage potential, this is in fact common knowledge.

    Now if we were given some native way to remove statuses, or to cause them to wear faster (a sphere buff/effect? Job trait? a mass debuff purging JA?) this will remain the case. Even in exp, at party or abyssea levels, as it stands, if you sub say...war on dnc, nobody will bat an eye, but if you sub war on rdm, you will be met with disbelief and in some cases hostility.

    Now onto the matter at hand, why do rdm feel entitled to be able to melee? Well its a number of reasons. Other ff games where redmages melee come to mind, the fact we start with a dagger as starting equipment is there. However partly too is like people said, we were told we got to be fighter-mages! Oh but things have changed since then? Maybe so, but as many state, theres a lot of compelling arguments against it. Magian swords are a strong reason, as well as our continued featured /rdm tag on new swords. However theres another argument a lot of you havent even mentioned (atleast as far as i can see) that square has made no effort to spell it out that we have been designed to stop meleeing.

    Let us take a trip to...oh...say.... www.finalfantasyxi.com shall we? Okay now that we are here we can see they have been updating the content to include abyssea, even selling the abyssea collection through it. Good, now lets go to... "Your Characters" and then "Jobs" to see what they say... Hmm. Something is confusing me here... well it says... "Red Mage; These fighter-mages can utilize both black and white magic, as well as the arts of the sword." So i guess im reading this wrong? Likely its an oversight by square-enix, but its still QUITE possible they have decided to not change it, in a nutshell its what we do. My point is to those that have said time and time again that rdm isnt ment to melee and square didnt "sell" us on anything. Well you are WRONG! They by neglect or by choice are still selling the image of a fighter-mage to new players interested in rdm! So why cant we try to be what they want to be?

    Now that ive had my moment. It still stands some simple fixes can solve rdm, or if we want some more inventive ones, we can be a bit silly over it.

    Other ideas: Random Buffing!
    -What this is? Well lets take a page from plenilune Embrace, where while curing it grants a buff to the target it is casted upon. Well why not add a JA or JT to do the same? Someone dieing? Throw a cure, and if its a JA (stance-ish where it remains active) or a trait, it tells you that it proc'ed and grants a random-esque buff to that party member. Possibly haste? Possibly Refresh? Regen? While not the most effective JT/JA, and i can see it being useless, it still could save mp, and grant a buff to party members and save time. Is it good? Not really. Could it be fun? sure. Or we could get our own creative AOE buff, similar to nameless song from FFT games, that when cast, aoes and grants random buff statuses to nearby party members. Will it save a party from death? unlikely, its a gamble, but pre-battle, it could offer some quick buffs to lighten casting load, or even offer buffs rdm may not natively get (such as reraise?). Anyway just my rambling, feel free to take your turn and share your opinions!

    Hp in this topic/battle: 160HP (this will go down as my points are truely defeated if anyone cares to do so!)
    (1)

  6. #16
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Supersun View Post
    Red Mages Dark skill is too low to actually land abosrb TP on anything that's relevant without a full set of Dark magic gear and even then it's just useful for exp.
    So the question becomes: Why don't you have a set of dark magic gear?
    (0)

  7. #17
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Frankly, /SCH does more for Dark Magic than what gear we have available ever could. Downside, you don't actually have /DRK's spells with this aside from Drain and Aspir. While perhaps not as lulz as us and Shield skill/Mastery, Dark and Divine magic are two of our aspects that have been much slowly antiquated. Depending on future gear additions, my dark magic set will probably be some of the first gear phased out.
    (1)

  8. #18
    Player Dirtyfinger's Avatar
    Join Date
    Jul 2011
    Location
    Bastok
    Posts
    115
    Character
    Dirtyfinger
    World
    Odin
    Main Class
    WAR Lv 95
    Just give RDM C5, you want to melee? Ok, but expect to solo as I wouldn't pick you over a strong DD.
    (0)

  9. #19
    Player Lilia's Avatar
    Join Date
    Jun 2011
    Posts
    316
    Character
    Lilia
    World
    Odin
    Main Class
    RDM Lv 99
    RDM dont need C5, when you want C5 play blm,sch or pup, thats not rdm.
    The 3 have much better skill as rdm. And you rly want stay and cast spells when can have better dmg with hits and ws?

    Oh and why you want a strong DD? The melees and DD have more from lvl 75>90 as rdm. What have rdm become- lol spells.
    c4 spells? when other jobs have c5? and for melee rdm... nothing.

    And now the manifest is the best... best buffer...lol, need that game 1 more buffjob?
    (0)

  10. #20
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    No DRG for party, anyone?
    (0)

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