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  1. #1
    Player
    Join Date
    Sep 2011
    Posts
    31
    This is essentially -Store TP 50. On any NM that actually used the TP counter to perform their special moves (there are many that can just do it whenever they want without TP) this would break them, especially if it lasted then entire fight. Cut the duration to the standard 3 min and the potency variable based on dINT. 50% is too high a cap on NMs for SE not to nerf the living sh!t out of it. Possibly 25 ~ 35% would be the most likely target, it slows down the NM enough to actually be somewhat useful while not disabling it or crippling it.
    Thank you saevel for the perceptive. I appreciate it. I can see that the original spell's strength may have been on a one way trip to Nerfville. The potency of the TP gain loss I can agree with. It seems more realistic. Again, I appreciate it.

    Pain is a great concept, but to be a plausible spell that they would implement I think that it would be a reduction in the computation of statistical modifiers for TP moves, not a flooring. Maybe go from -25% to -75% depending on dINT. Once more, it will have an effect on HNMs, but it won't be a "press button kill NM" type thing.
    I appreciate the input. I wanted to see a spell that could reduce the strength of TP moves, though what to chose to modify in the damage formula that wouldn't break the game is always tricky. Thinking about what you said, your logic make sens, and I agree with it. It doesn't seem to break the game. Not to mention, whatever we can do the to the mob, we can receive ourselves (mobs being able to cast Pain... or worse, Painga on unsuspecting players). So, this wouldn't hurt players to badly either.

    Heat sounds nifty, but it would have to be heavily nerfed if it was added to the game. They would probably make NMs would maybe take 10%, HNMs maybe 5% if that making the spell fairly useless.
    Yeah... it is one of those "toy spells" that I wouldn't mind having. Actually reducing the damage down the targets receive may be a good idea. As I said above, anything RDMs can cast, enemies will be able to give (or give the area version... Heatga). I wouldn't want an Ukon WAR to get too much damage while under this ailment (or anybody else for that matter). In Abyssea it may not be so bad, but outside (like doing Voidwatch), I could be pretty bad.

    But really, RDM needs more outside of the box thinking like this in order to be a productive job again.
    I agree. I look forward to seeing more ideas and challenge what has been presented (like debating). I try my best to think outside the box. I really can't think inside of it, that is where I store my stuff.
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  2. #2
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Xtrasweettea View Post
    Yeah... it is one of those "toy spells" that I wouldn't mind having.
    White Mage gets tons of toy spells, why not Red Mage?

    Seriously, White Mage got Holy II on principal, not because White Mage got a real buff to nuking. Red Mage could probably use a few spells to fit this too... some sort of advanced paralyze spell that makes the mob hit itself and is affected by paralyze merits would be a nice start, even if it didn't work on NM.
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  3. #3
    Quote Originally Posted by Economizer View Post
    White Mage gets tons of toy spells, why not Red Mage?

    Seriously, White Mage got Holy II on principal, not because White Mage got a real buff to nuking. Red Mage could probably use a few spells to fit this too... some sort of advanced paralyze spell that makes the mob hit itself and is affected by paralyze merits would be a nice start, even if it didn't work on NM.
    As someone who is insane enough to be working on the Light Damage Staff, I will say unequivocally that, yes WHM needs a buff to nuking. My kill speed increased exponentially when I started to use Seraph Blade to finish off mobs than to hope and pray that Banish III or Holy decided to not suck this time. >_>
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  4. #4
    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 Septimus View Post
    As someone who is insane enough to be working on the Light Damage Staff, I will say unequivocally that, yes WHM needs a buff to nuking. My kill speed increased exponentially when I started to use Seraph Blade to finish off mobs than to hope and pray that Banish III or Holy decided to not suck this time. >_>
    WHM deserved a buff to nuking and RDM needs one to curing... I'm fine with an exchange of sorts.. MAB II for Cure V.
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  5. #5
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    WHM deserved a buff to nuking and RDM needs one to curing... I'm fine with an exchange of sorts.. MAB II for Cure V.
    This wouldn't be a fair trade for White Mage. If you think it is, you severely overestimate Divine nukes. Plus, you can sub Red Mage, still have a portion of the MP regeneration and speedcast powers that /SCH provides, while getting MABII if you need it. You can't sub White Mage for Cure V.

    Of course, this thread isn't supposed to be about trolling for Cure V, it is supposed to be about enfeebles. Like talking about how Red Mage should get toy enfeebles in addition to real adjustments since jobs like White Mage have toy nukes (not real nukes).

    In my opinion, something that nerfs TP build and maybe harms TP move accuracy would be a nice one, in addition to a self-hurting paralyze that could be called something like Confuse. This could be implemented in addition to toy enfeebles like Toad.
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  6. #6
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Economizer View Post
    White Mage gets tons of toy spells, why not Red Mage?

    Seriously, White Mage got Holy II on principal, not because White Mage got a real buff to nuking. Red Mage could probably use a few spells to fit this too... some sort of advanced paralyze spell that makes the mob hit itself and is affected by paralyze merits would be a nice start, even if it didn't work on NM.
    Dude, I totally overlooked this post when I was posting about Seizure lol
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  7. #7
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Dia IV .... I can only dream ....
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  8. #8
    Player Kuvo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    132
    Character
    Kuvo
    World
    Bismarck
    Main Class
    SAM Lv 99
    Merit2 does need to be redone. I don't feel that spells like bio3,dia3, and so on are at their base less then their 2 version is acceptable. Just unlocking all the merit2 spells for us should already be much stronger then their earlier counterparts. And let us decide to merit them as such to make them even stronger.

    Adding more enfeebles is all good and well but when all the NMs and higher lvl mobs are immune to them then whats the point. If SE would stop the NM immune to all RDM debuffs and would make our enfeebles job specific then we would actually have some use in this new end game era. Adding new spells is always welcome and gear that enhances those make it more to be desired.

    Cure 5 - yes please, enfeebles able to be used again - yes please, enhancing party more usefull - yes please.. thank you... oh wait didn't i just describe what a RDM is used for in all the other FF games that had a RDM? (or close to it). I have a better idea. If SE won't give us back our worth then just delete the RDM totally and make another Melee job that can't cast any magic or perform skillchains since both are obsolete anyway. A new melee job discription that reads "I hit stuff with this stick, then I hit stuff with this other stick, then i hit stuff more."
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    Last edited by Kuvo; 10-14-2011 at 01:07 AM.

  9. #9
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Great idea for a thread. I've always had this thought for an Enfeeble:

    Spell: Seizure
    Element: Thunder
    Type: Black Magic
    Description: "Sends the target into a self-inflicting mental shock."
    Effect: Occasionally damages itself when trying to attack its target.
    Effect Activation Rate: 20%~25%, 30~35% with Saboteur
    Duration: 1 minute 30 seconds unresisted, 3 minutes with Saboteur unresisted
    Modifier: INT
    Removed by: Erase

    A Enfeeble with a damaging effect caused by a monster's own means would be pretty cool to see personally, not to mention having it be a Red Mage-specific Thunder-based Enfeeble to make Thunder Staves worth using outside of Nuking. It would be an even more devastating spell when used against players as well.
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    Last edited by Quetzacoatl; 10-15-2011 at 04:47 AM.

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    I did them on Rdm >< Blizz 4 > X Nuke to low hp > banish 2/banishga/II to finish it off. Without Blm friend helping I found it easier on Rdm...
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