Last edited by Quetzacoatl; 08-11-2011 at 03:12 AM.
I simply don't see the JT being useful outside of solo as things currently stand. It's not as if we get useful shields bar Genbu's - or are tanking with said shield(s) - so as far as I'm concerned Fencer is superfluous at best.
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Job traits have largely been hit or miss (mostly miss) for jobs ever since level 80. It's almost a lost cause to expect any particular job trait. If you're really serious about melee, it might be time to stop asking for things just to be consistent with a perceived job image, and start asking for things that are actually consistent with what the job has now.
If you want to frontline, you treat yourself like a 1hand weapon user like THFs or BSTs or NINs and you duel wield. Why not start suggesting something like:
Elemental Force JT
Increases Sword Enhancement magic damage and raises Magic Accuracy for the corresponding Sword Enhancement magic element.
There, a job trait consistent with inherent aspects of XI RDM, an existing archetype in Square Enix's JRPG series (we want them to put their foot down and just stick to a direction with the job already, but SE themselves are slow to let go of their "magical swordsman" image), and it serves both a frontline and backline purpose.
How about we start seeing things like that instead of traits most of us won't even have value for? But I know some of you won't like my idea because now you'll just have to start cycling Enspells to raise your magic accuracy for individual spells...Some of you have even asked for nerfs to our magical side of things.
"NeED★RdM? PLeaSe sENd★teLL!"
I couldn't care less about Fencer.
Making new enspells sound good, hopefully they fix the old ones too.
If they allow us access to more WS's that alone will fix lots.
New enfeebles that actually matter, I seriously want these.
We'll see how they go about this. Knowing SE they could screw it up badly, really badly. But their actually taking feedback and communicating now, so there is a chance whatever they implement won't be broke.
ITT: Red Mage is a bad mage that isn't unique or user-friendly, that can and should be simply replaced by any of the myriad other mage jobs for whatever content they are doing.
ITT: Red Mage's magical aspect is a haste/buff bot with no personality or activity.
ITT: Scholar is a better mage than Red Mage.
ITT: Red Mage is only powerful during solos, which also don't count because they're cheesy.
ITT: Final Fantasy 1 epitomizes Red Mage. Oh wait. Didn't Red Mage melee suck in FF1? I guess this one was actually pretty spot on.
Seriously, all I'm getting from a lot of posters here is that they plain aren't good at Magical Red Mage. Not to worry. Most people aren't.
Camate's Manifesto response looks pretty solid, and put things a lot more delicately than I would've. I'm looking foward to Gravity II and group-oriented magical buffs.
I'm still wondering about this glorious party play style that seemingly doesn't involve casting buffs or cures, because we know you're not meleeing.
Doesn't involve buffing or curing? Absolutely not.
Limited to Haste/Cure/Refresh botting? Hardly.
Personally, I find it amazing that people can both complain about the monotony of Red Mage magical play while at the same time complaining that they're doing too much. Casting basic party buffs is such an easy task that every single good mage I know doesn't even think about it any more. It's better to apply the brainpower to the magical play that matters. If you can't find something to do between Hastes, you're not looking hard enough.
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