Results 1 to 10 of 25

Hybrid View

  1. #1
    Player Raxiaz's Avatar
    Join Date
    Mar 2011
    Location
    Sylph
    Posts
    466
    Character
    Raxiaz
    World
    Sylph
    Main Class
    WHM Lv 96
    Barspells (and their respective Barspellra counterparts) shouldn't be self-target only.

    RDMs need a full-time trait to increase their enfeebling potential. Saboteur is weak at once every 5 minutes.

    Silence's hypothesized effect to slow casting time on partial resists could stack with Addle to make the mob have a really long cast time for some spells. I like that.

    Gravity II does seem like an enormous trollface. The method Kristal proposed is a good fix.

    "Zombie" mentioned before would be kind of cool actually. Casting it on normal mobs to make them have undead properties would be nifty - especially since then the occasional accidental mob-cure will have a beneficial effect instead of no effect! Though I think that would be more of a DRK or BLM thing, still, it is as useful as Addle, which would be the WHM counterpart. And what's funny is all the jobs would rarely cast these spells.

    Right now it's not even worth enfeebling monsters, and it may not be the spells themselves. The monsters people normally fight either die so fast that enfeebling is a waste of MP, or they're so ridiculously strong in the first place that even if Paralyze did land it would proc maybe once before it wore off.

    RDM doesn't need a reworking: the enfeebling system itself does.
    o and Haste II yesprz. even if it were only 5% more it would be the bomb diggity for RDM to have, to truly fit that "support" role you want them to excel so well at.

    SE says they want RDMs to be better at enfeebling. They give us (so far):
    * Addle (useful in only certain situations and even then has little to no noticeable effect)
    * Gravity II (decent, I suppose it's good to have 2 gravity recasts now instead of 1 :P )
    * Break (nvm, maybe this is supposed to be Addle's counterpart? Though in all honesty it's like an extra stun/sleep spell, so it's not bad to have).
    * Saboteur (5 min recast and little extra benefit for that cost compared to the other mages' niches).

    3 new spells? 2 of which are given to other jobs? and a rather dull job ability as icing on the cake it seems. Perhaps Spontaneity could tie in with enfeebling enhancements but really.

    RDM needs some lovin'.
    (1)

  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 Raxiaz View Post
    Barspells (and their respective Barspellra counterparts) shouldn't be self-target only.
    SE said this:

    Quote Originally Posted by Camate View Post
    Make it so enhancing magic AoE effects take place centered on the person targeted.
    Since AoE effects are strong, the idea is that you are taking a risk by the effect being centered on the caster. Curega is an exception to this, but it is balanced through a high amount of enmity.
    Quote Originally Posted by Raxiaz View Post
    Gravity II does seem like an enormous trollface. The method Kristal proposed is a good fix.
    She isn't the only one that suggested it. Everyone pretty much has. In fact, I think SE mentioned something about it, but I can't really find that right now.

    Quote Originally Posted by Raxiaz View Post
    "Zombie" mentioned before would be kind of cool actually. Casting it on normal mobs to make them have undead properties would be nifty - especially since then the occasional accidental mob-cure will have a beneficial effect instead of no effect! Though I think that would be more of a DRK or BLM thing, still, it is as useful as Addle, which would be the WHM counterpart. And what's funny is all the jobs would rarely cast these spells.
    If RDM/DRK/BLM got it, it would be okay, but if it is Dark Magic, then Red Mage really should have theirs buffed in skill. The E in Divine makes sense since RDM has no native spells, but the E in Dark Magic doesn't make sense as long as Bio III is a Dark Magic spell... Having at least a C would be nice.


    Quote Originally Posted by Raxiaz View Post
    Saboteur (5 min recast and little extra benefit for that cost compared to the other mages' niches).
    Saboteur should really give an accuracy buff if it is to stay at five minutes. Having a enfeeble under a five minute job ability get resisted feels terrible.

    Quote Originally Posted by Raxiaz View Post
    Perhaps Spontaneity could tie in with enfeebling enhancements but really.
    Spontaneity is fine. It fits more with Red Mage's whole "Fast Cast" deal, and is the counterpart to Black Mage's mini-2hour.

    -

    On buffs in general, I absolutely under no circumstances want to see Temper become a targetable buff - it was mean and should stay a buff for Red Mage melee, not something Red Mage has to cast on others and watch in misery as they aren't allowed to melee... on the other hand, if a Red Mage under Composure were to have a very, very small aura effect with it when the Red Mage has their weapon drawn...

    I know SE said aura effects weren't something they want to give players as much because they have no way of having mobs counter them, but if they are things monsters don't debuff against, then what is the problem? Refresh, Temper, Phalanx, Barspells, Spikes - none of these have a spell that counters them and having a (very small) aura on Red Mage would encourage people to allow Red Mages what SE has wanted for years, while still putting the Red Mage at the risk that SE seems to love for any benefit.
    (1)