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  1. #1
    Player
    Join Date
    Sep 2011
    Posts
    166
    No it doesn't stack, and its just to open more options incase the party needs the Red mage to tank.

    -I am looking at all aspects of RDM the buffs to Melee is only one part, theres also the new debuffs, the new Quickcast ability that can be used to get duties done with fast. etc everything with Red mage should be balanced and that why I suggested to raise healing and elemental magic to B- as well as sword skill to A-.
    (0)
    Last edited by Brightshadow; 09-11-2011 at 08:28 AM.

  2. #2
    Player
    Join Date
    Sep 2011
    Posts
    166
    BLU just had more time to be designed better lol.
    (0)

  3. #3
    Player
    Join Date
    Jul 2011
    Posts
    26
    you forgot to have them raise RDM shield skill and give more enhancing spells as it has the highest enhancing skill
    (1)

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Procs (for at least 2 events). And it doesn't have to be worse at everything, it was and still is the best enfeebler next to Brd (who can only keep 2 debuffs on a mob up at once not counting from subjob) - the problem is the amount of NMs which are heavily resistant/immune to our common enfeebles, and the increasing amount of NMs where enfeebles don't matter because all of their attacks are unnamed TP moves.
    (2)

  5. #5
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    the increasing amount of NMs where enfeebles don't matter because all of their attacks are unnamed TP moves.
    This is actually a huge concern of mine and needs to go away.

    @gokku I assume you mean A+ and equal str/dex formula as 2h jobs use right? Cause 2h jobs having default ~60 acc/attk more than 1h's is INSANELY dumb. I don't agree with buffing lolmeleerdm though.
    (0)

  6. #6
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    Quote Originally Posted by Shiyo View Post
    This is actually a huge concern of mine and needs to go away.

    @gokku I assume you mean A+ and equal str/dex formula as 2h jobs use right? Cause 2h jobs having default ~60 acc/attk more than 1h's is INSANELY dumb. I don't agree with buffing lolmeleerdm though.
    rdms have a B , at most they will get a boost to B+. blus have a A- they arent going to make red melee potential on the same level of blu's and thats were it needs to be skill wise to even have the ACC / ATK to really matter for levels 91-95 you gain 7 skill per level with any A ranked skill vs 5 for anything B. assuming that trend continues to 99 your looking at blu 417 base skill , Red 380 , 37 acc and atk difference is pretty big gap to cover without some major gear.
    (0)

  7. #7
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Quote Originally Posted by Gokku View Post
    rdms have a B , at most they will get a boost to B+. blus have a A- they arent going to make red melee potential on the same level of blu's and thats were it needs to be skill wise to even have the ACC / ATK to really matter for levels 91-95 you gain 7 skill per level with any A ranked skill vs 5 for anything B. assuming that trend continues to 99 your looking at blu 417 base skill , Red 380 , 37 acc and atk difference is pretty big gap to cover without some major gear.
    I wasn't arguing with you or anything, I was just saying all 1h jobs need to have the same base acc/attk as 2h.
    (0)

  8. #8
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Gokku View Post
    rdms have a B , at most they will get a boost to B+. blus have a A- they arent going to make red melee potential on the same level of blu's and thats were it needs to be skill wise to even have the ACC / ATK to really matter for levels 91-95 you gain 7 skill per level with any A ranked skill vs 5 for anything B. assuming that trend continues to 99 your looking at blu 417 base skill , Red 380 , 37 acc and atk difference is pretty big gap to cover without some major gear.
    I'm pretty sure I read somewhere that it's not a straight 1 attack / accuracy per skill.
    (0)

  9. #9
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Why would you invite those other jobs for anything, ever?
    Different job traits, job abilities, spells, skills, weapon/WS access, and gear more finely tuned to the prior. The Abyssea and Voidwatch proc systems are also another point to why you'd best flesh out your party roster. Regardless, being a "jack" in the MMO world is basically a death sentence for the very reason people try to justify them being not as good. It's no coincidence that the aspect of the job RDM got most shoehorned into technically required no gear to perform passably in the old days. Haste and Refresh were just as potent from a naked 48 RDM as it was the pimpest of 75s. And while we've seen more Cure Potency gear recently, you didn't need to keep the skill up to date and it's not like party members resist it. The job also hit the point where Slow and Para didn't matter because mobs died to fast, and the desired enfeeble, Dia, would always land anyway.

    The hypothetically feared doomsday superman RDM can never exist as long as MP is finite and casting/melee aren't so mechanically opposite one another. The ideal should be that with the proper gear, sub, buffs, and food, the truly versatile RDM could step up as their party needs in an acceptable manner. At present, however, things are skewed heavily toward the job's magical aspects. Some are fine with that. Some will argue tooth and nail, belittling those who aren't. Some feel RDM should be a specialist, particularly of the enfeebling variety, but again you'll find those who feel melee integration has no place in that prospect because another job does X (and better!) even though it could yield appropriately powerful debuffs for the added risk. Some try to rationalize dev attention is limited, and that anything not fitting their agenda is a waste, but while things may be spread thin trying to give 20 jobs a little something throughout the cap increases (some definitely getting more than others), that doesn't mean job updates suddenly stop once we hit 99.

    In general, people wishing for a more themely, versatile RDM isn't a new development. This isn't 75 anymore and part of the reasons against giving the job attention back then aren't much of a factor anymore. Healing? WHM's unquestionably better and could sub Refresh/Convert if they truly need it. Soloing? Behold numerous other jobs soloing things in Abyssea, or are more mechanically prohibiting like Voidwatch (and the inability to exploit pinning thanks to fight zone limitations). Nuking? Well, BLM and SCH are better by virtue of tiers alone and took advantage of the same exploits in their own solo endeavors. Relative to BLU, RDM can be similar, but still different, just as MNK and WAR are DDs of their own flavor. Not exactly close right now, however, and BLU will be pulling even farther ahead this update. Don't let the DD only types fool you, BLU rocks some solid utility potential.
    (4)
    Last edited by Seriha; 09-11-2011 at 11:27 PM.

  10. #10
    Player Tashan's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    I actually like the OP.
    (0)


    Reduce or get rid of the penalty incurred after setting blue magic spells.
    The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

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