Well me I melee because the mp cost of elementals is awful even with the damage they deal as well as the long casting/recasting times between them. This combination in it self is why I PREFER to melee RDM more than use magic. Meleeing also allows my Refresh 2 to restore more mp while I wait on recasts for my highest tier spells. I usually RDM/DNC because of sambas which also assist my regen 2/ refresh 2 spells for keeping up hp/mp as well as the steps that lower defense and evasion further than Dia and Gravity can accomplish. Gravity, slow, quick step, and blind2 helps with thieves, paladins arent really all that much of an issue when you have higher tier protect and shell combined with fully merited phalanx 2 and keep them bio ii to reduce thier attack power to lower damage taken. I cant say much about going against a Blu mage as I havent faced many BLU Nm or anything else for that matter but silence, paralyze, and keeping up barthunder I imagine would help reduce to effectiveness of any stun type moves and so would having your own shock spikes up to help stun them.
In any case paralyga, slowga, and any other -ga spell for rdm I was only referring to in terms of soloing and dealing with links a little more effectively. Slowga, paralyga, silencga, sleepga, when used in combination all reduce the overall attack rounds a mob would have to attack you giving you extra "free shots" if you will to damage the mob further than you otherwise would without them. These ga spells would also prove useful in battlefields with multiple mobs that need to be defeated in a time limit. I just always believe in having more than one of anything (healer/nuker/enfeebler etc.) RDM is unique as that it can serve as a stand in to any of those roles with little gear change needed to do so though they are still helpful to have.
based on the descriptions I agree they would be casted on a party member and that party member will receive that effect.
What's the point of our set effect on AF3? Enhances composure so that our enhancing magic lasts longer on others. That's pure crap seeing as RDM has maybe 3 spells that we can cast on others despite having the highest enhancing skill not counting Phalanx II, a merit spell. Regen/Refresh/Haste is about all we can cast on others. RDM nukes are as bad on Voidwatch NMs as they were at 75 on Kings/Sky Gods. RDM has nothing to contribute to anything in FFXI outside of our merit spells. Our nukes are second-rate, our cures are third rate, our debuffs are nice but not even by a wide margin. We have Slow II which is still only 75% as good as Carnage Elegy, WHM is getting Addle but we can't get Cure V. Boost-Spells are nice at 95, can get +20ish STR with good enhancing magic but guess what WHM gets the AoE version.
Seriously everyone says RDM contributes with good enfeebles but our enfeebles don't make much of a difference. Blind/Blind 2 are a joke. Poison is insignificant. Paralyze has trouble landing and is random. Slow 2 is decent but TP moves are what kill alliances. Dia III is great but it's a merit spell. All of our good enhancing spells are self-only except for Refresh II which isn't even useful anymore since everyone can Convert and Refresh themselves, making Refresh II a novelty. Our barspells are stronger than WHM but we don't have the gear to augment them and can't aoe them either. RDM is a bad, bad job.
I hate how SE has made almost every NM immune to Sleep/Gravity/Bind/Silence since Rise of Zilart came out. Our primary task as a RDM is to debuff. If you make NMs that are immune to debuffs, then let's start making NMs that are immune to Great Katana damage or Great Axe damage.
Not to mention that people knew that WHM was getting Addle for months now, since October of last year.
It's a sticking point because they keep saying it'll upset game balance if other jobs get stronger cures and will ruin WHM's uniqueness yet at the same time give away everything that makes RDM unique like Refresh/Dispel/FULL STRENGTH CONVERT and now Addle. At 99 BLM/RDM will get Haste too.
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