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  1. #71
    Player Stylin's Avatar
    Join Date
    May 2011
    Posts
    83
    Character
    Stylin
    World
    Carbuncle
    Main Class
    RDM Lv 99
    Quote Originally Posted by FrankReynolds View Post
    Yes, we "fit" in lots of roles. It would be nice if red mage skill set was reshaped to fit better, but for the mean time, haste, shell, refresh, protect and phalanx are all buffs that are expected to be used in a large portion of the game. Saying that the person who casts them isn't buffing the party is ass backwards.

    Maybe we should tell people to stop calling 360 and ps3 game consoles. Afterall, my pc has better graphics and a larger available game catalog, so 360 and ps3 are clearly not game consoles.
    I think you've missed my point. Yes, it can fill in that spot, but it's not what defines the job. RDM has so much more going for it than "party buffer".

    Quote Originally Posted by Neisan_Quetz View Post
    lolwut, are we playing the same game?
    I don't know, are we? You seem to be implying RDM's curing capacity is fine and is not in need of any proper adjustments.
    (1)
    What is the Cure released five red forehead and I agree.

  2. #72
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    No, I've always stated the opposite, you can see that pretty clearly on the Cure V thread.
    (0)

  3. #73
    Player Stylin's Avatar
    Join Date
    May 2011
    Posts
    83
    Character
    Stylin
    World
    Carbuncle
    Main Class
    RDM Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    No, I've always stated the opposite, you can see that pretty clearly on the Cure V thread.
    I'm aware of your stance on the matter. I'm just giving you a hard time. Seriously though, what is wrong with my reasoning for RDM's few party-targetable buffs? All I can gather is that you don't like that I mentioned "Jack of All Trades".
    (1)
    What is the Cure released five red forehead and I agree.

  4. #74
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    I feel more like a 7 of clubs tbh.
    (0)

  5. #75
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by saevel View Post
    You have these choices,

    Dia III
    Bio III
    Blind II
    Paralyze II
    Slow II
    Phalanx II

    Out of those, Blind II is useless. Bio III is only good at 5/5 for really long solos. The leaves Paralyze II / Slow II / Dia III for enfeebles and Phalanx II for buffs. Out of all those Dia III is the most potent and useful. Phalanx is only good at 5/5, so using it requires you to dispose of Slow II / Paralyze II.
    This very reason that I honestly dont see why se dont just increase the max total merits for each group to 20 or even 30 and quit bs. Personally for rdm I would just rather have all those given as spells directly and just have group2 affect elemental potency myself but whatever.
    (1)

  6. #76
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by Ophannus View Post
    Hinder: Increases the amount of TP required to use a special move.

    When used on a mob, the amount of TP required for them to use a special move is increased by 30-75% which means less frequent special moves. Below 25% HP this means the mob will need a minimum of up to 175% TP to execute a TP attack instead of the usual 100%.


    Dispel should get a bonus with Enfeebling Skill so that every 100ish Enfeebling Skill, Dispel will remove another debuff (RDM main only). We don't need to waste another spell slot on a tier 2, just make it scale like how Bio and Elemental Debuffs and Enhancing spells do with skill.

    Poison III would be welcomed because 10-11/tick isn't much now that most NMs have 150k+HP now, besides BLU's Disseverment poison is already 16/tick.
    IF this scaling was implemented across the board for our enfeeble as well as enhancing magic spells, could this possible alleviate the need for Cure V. For the enfeebling spells that are already being scaled, maybe an increase in scaling to make it proc more thus reducing the need to cure. I feel this would be especially be useful for NM and regular mob beyond 85.
    (0)

  7. #77
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Stylin View Post
    I think you've missed my point. Yes, it can fill in that spot, but it's not what defines the job. RDM has so much more going for it than "party buffer".
    Yeah, actually it is just one of the things that define the job. Red Mage doesn't have one defining role. it has several. Party buffer is one of them.
    (0)

  8. #78
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by Economizer View Post
    At this point, most of Red Mage's problems (and more relevant to this thread, defensive enfeebles, and other enhancing based moves) would be solved when they fix the merits.

    It would be very easy for them. First remove Phalanx II as a spell. Then replace it with a merit that gives Red Mage a job trait that allows casting most buffs on other party members when under the effects of Composure. This would include Barspells, Aquaviel, Stoneskin, Blink, Phalanx, the Gain-STAT family of spells (but not Temper), and the spikes spells. It could also potentially include Reraise. Additional merits would increase the duration of spells, up to 50% (If I'm doing the math right, its multiplicative with the RDM AF3 gear, which means duration would be increased three fold with the full set, or at least that's the goal).

    I know its slightly veering off topic, but that would also help Red Mage when it comes time to give out more defensive enfeebles.
    Seriously why you messing with my spell. I agree it shouldn't be a merit but removing this spell completely is bs. Well that is how it sounds per your wording. Hopefully you meant converting Phalanx II to an actual spell not completely removing it. If you want to do all that other stuff most of it is just taken care of by say...um... playing WHM?! OR /SCH and accession or whatever. On the other hand I guess it wouldn't make a difference to me if those spells were allowed because I dont main heal like ever but why add more crap to a rdm spell cycle for which you know everybody will be begging?
    (0)

  9. #79
    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 CapriciousOne View Post
    Seriously why you messing with my spell. I agree it shouldn't be a merit but removing this spell completely is bs. Well that is how it sounds per your wording. Hopefully you meant converting Phalanx II to an actual spell not completely removing it. If you want to do all that other stuff most of it is just taken care of by say...um... playing WHM?! OR /SCH and accession or whatever. On the other hand I guess it wouldn't make a difference to me if those spells were allowed because I dont main heal like ever but why add more crap to a rdm spell cycle for which you know everybody will be begging?
    I don't like cycles, but I would so merit it if they did a merit to increase duration of enhancing spells by 10% per level, so 50% at 5.
    (0)

  10. #80
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by CapriciousOne View Post
    This very reason that I honestly dont see why se dont just increase the max total merits for each group to 20 or even 30 and quit bs. Personally for rdm I would just rather have all those given as spells directly and just have group2 affect elemental potency myself but whatever.
    It's what I've been saying for ages. Make all the "merit" spells available via NPC vender and change the merits into "potency / accuracy" merits. Slow II becomes "Slow Potency", Dia III becoms "Dia Potency" and so forth. This way you still get all your spells but also maintain the ability to pimp them out. Currently SE can't create "Tier III" enfeebles or a Dia IV due to the merit spells existing the way they are. It's become such a hindrance that they making lol spells like Break / Addle that mostly do nothing.
    (0)

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