Ah, thanks. That was an odd moment.
Re-looked into it myself, you're right. I must've had an error when I looked into that. >_> I stand corrected.
I did do some looking into Cure V, however, and to give people an idea what RDM and SCH are capable of with this spell:
RDM- You're lucky to break 1k. Cure potency, on RDM, reaches up to ~42% at this point as far as I'm aware, using Augur's gloves and Estoqueur's Houseaux +2 (The large MND boost beats 1% extra from serpentes).
SCH- Won't break 1k, but using Rapture + Savant's Bonnet +2 (+60%) you're capable of doing 1500+, which is stronger than a WHM's Cure VI usually. That isn't factoring abyssea (cruor buffs or atma) either. There's a reason they haven't given SCH this yet, and I think that's probably one of the reasons.
I do have to laugh @ the raise 2/3 additions to these jobs though. Seems kinda pointless with the ease EXP is to get.
Last edited by Fredjan; 08-20-2011 at 09:38 AM.
WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99
46% actually, not that it matters by much. the missing 4% is probably Augmented Z pumps.
The good thing about R2 for RDM isn't the EXP but the fact that we now have 2 Raise spells to use so we don't have to ride R1 timers in an emergency.
Player
This is a big number, but if you include the Cureskin from Cure VI and consider it requires a stratagem, White Mage is still in the lead by miles. I could see people being upset if they just go by the huge number that pops up in the chat log, but I hope the development team doesn't let petty stuff like that affect their decisions.
As for this update and Red Mage: If Temper can be cast on anyone, Red Mage just became awesome. If not, at least the Red Mages who inexplicably want to hit things with things are happy. Either way, somebody wins.
I'm reserving judgment on Temper until we confirm that it is targetable and functions as Mythic Weapon style OAT and not Joyeuse.
If it IS like Joyeuse, then SE fails hard. Still waiting for that enfeebling magic update too - it'd be nice if every NM under the sun wasn't either super resistant or outright immune the spells that would help most for that fight - like Silence, Break, Gravity etc. God forbid a RDM may actually be able to perform it's intended function.
From my experience they don't really worry about anything in the game. They just look at definitions.I could see people being upset if they just go by the huge number that pops up in the chat log, but I hope the development team doesn't let petty stuff like that affect their decisions.
WHM: Best healing job. Ok, then we don't give cure V to other jobs.
This is also a large reason behind getting stuff that sound fitting, but aren't. Like stunga which sounds awesome, is terrible due to the actual ready animation time. But it really sounded like a Ramuh would be casting this spell, so SE are happy.
Sometimes I wish SE actually worked on balance rather than definitions.
Personaly i allways wondered why Se never went the path of magic melee = greater dmg in exchange for rdm's mana per hit, kinda like a mini version of drk's Souleater ability but for the magic melee and drain mp instead of hp on rdm.
It could have augemented all spell's like spikes, enspells, stoneskins/blink and the mana drain would be adjusted to avoid mass abuse from haste party zerg/Kc zerg alternetivly give the best boost to en2 spells or have the requirment be sword/dagger for ability use.
im in no way sugesting it should yield tier 4-5 spell dmg from strikes but it should be in in the 100-200 at least.
The spikes would hit harder when ur struck with ability active and stoneskin would add some more amount of dmg it can take in % but for cost of mana, blink would have more shadows at cost of some mana for the extras.
Another ability that would rock for rdm would be one that activate on element of enspell u use, like enfire2 would give DA trait with that ability on and enthunder2 would grant Crit rate trait active, enbliz2 would boost MAB, making the rdm a further and better caster if one chose to be backline, or enwater2 for a cure potency trait.
But im loving the idea of rdm getting some kind of DA spell.
Ive played rdm as my first job and loved the fact that i could be melee/healer/DD caster/Defeebler and swap roles as needed at lower levels, but alas it all went sour after i hit near mid 40's - late 40's and i become the mindless refresh/haste/dispel bot that sometimes was allowed to cast ele spells but never again go frontline, after 50's it got worse and i was made into a main healer and i ended up hating rdm in Partyand left the job at 55 for 5 years, until i ended up relevling it in 2010 in FOV Duo box refinding what i loved about rdm, the ability to swap roles, not be locked in one forever.
as for the cure5 discusion i dont think i would mind it as long as it dont mean a return to single role, if anything i wish SE takes the last 9 levels to give RDM back it's old form of an jack of all trade, and refocus on all of RDM's ability's enfeeb defeeb element sword-magic.
Oh and i wish the devs would either fix the enspell2's weaknes effect to be aligned with the element of the spell so u dont have to use enwater2 on crabs for weakning them to lightning when crabs r resistant to water spells, it dosnt make any sense or give us a new set 3 that weakenes to same element as the spell u cast.( it may make sense on nin spells but not on enspells)
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