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Thread: To the devs!

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  1. #1
    Player Mageoholic's Avatar
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    Maybe your inaction.

    I have always contested that RDM was in a decent place, I could link you to at least a dozen thread I have participated in, started and trolled in. It has always been a viable option to play, however most just tuck tail and sit in the back. I used to melee on kings and sky gods casting Ichi spells, meleeing in Ceremonial daggers. I leveled nearly entirely on melee with the exception of middle levels before colibri came out. (SE helped by adding composure in these levels).

    It has been your inaction that has led to your being upset, it is your in action now. RDM/DNC is a perfectly solid option for front line work in all events. (cross thread shenanigans) It is hardly the self sabatoge you claim it is, to lower your personal damage to enhance everyones.



    Here's an interesting concept: Some might not enjoy it because it's simply ineffective.
    and some might not enjoy it because they tried melee, and didn't like it, and prefer to be a caster. Some might have picked RDM to dabble in everything, and understand because of that we couldn't be stellar at them all(like me!!!!). What is your point.
    (0)
    There is no min only max. Or something like that.

  2. #2
    Player
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    Mar 2011
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    Windurst
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    If by useful every 2 hours like Smn is then yes, Sch is useful. Both have little use versus stronger monsters at the moment.
    (0)

  3. #3
    Player
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    Mar 2011
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    Think you mean Blu is hard to find in general, at least for PUG. They certainly don't care what weapons the blu has as long as it has spells, and they certainly don't care about what subjob they have on, or even if they never touch the mob at all.

    But that applies to any job brought along for proc'ing.
    (0)

  4. #4
    Player ShadowViper's Avatar
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    Aug 2011
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    Character
    Shadowviper
    World
    Asura
    Main Class
    RDM Lv 99
    I know SE has put down the concept a few times but MAN would it squash alot of the bickering in the RDM communities-

    AURA BUFFS - buffs that have a small range of a "sphere" effect that strength relies on enhancing skill that gives a solid buff to nearby members. For those that don't want to melee the sphere can be used to benifit other mages while the melee RDM can add sphere effect to nearby melee/tanks, personally i would add these "sphere" effects on top of like EN2 spells to make those spells useful. The sphere could be different than the normal effect of the spell.
    (1)

  5. #5
    Player Mageoholic's Avatar
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    AURA BUFFS
    No.

    If I want to melee I want to be able to buff my mages.
    If I want to nuke I want to be able to buff my melee.
    If I want to heal I want to be able to buff my melee.

    There is no reason to have 2 RDM's per party it doesn't make sense, considering nothing they have stacks.

    Unless you are suggestion Alliance wide aura's in which case, pinch yourself you are dreaming.


    ENII's are useful. They apply nearly the same damage increas, but allow you to get benefits of Samabas. (from party DNC or as /DNC). Which is an incredibly friendly increase to damage, from both melee hits, and enspells. Much more than the decrease.

    If no DNC or /DNC you can use ENI's.
    (2)
    Last edited by Mageoholic; 02-03-2012 at 11:18 AM.
    There is no min only max. Or something like that.

  6. #6
    Player Mageoholic's Avatar
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    Good thing ENII's can't be cast on others then or SE would have a real issue. (the only reason ENI's retain the casted potency is because Accession allows them to be AoE, thats it thats all.)

    Enspell II's work fine on RDM and gives RDM access to Haste Samba from DNC main or /DNC, both of which provide a larger increase to damage then a full cast Enspell II would.

    500*6/100 = 30 * 2 = 60 DMG at capped potency enspell II
    404*6/100 = 48
    60/48 = a 25% increase.

    /DNC haste samba = 45/40 = 12.5%
    DNC haste samba = 50/40 = 25%

    A DNC main offsets the % loss completely, and as /DNC (assuming no main DNC) it provides an additonal 33% more in attack on top off 12.5% damage from haste. Attack which carries over on the more frequent weaponskills. (about a 45% increase to damage, where nin provides a 40% increase or so)

    ENII's are probably the most useful tool in our melee arsenal, they allow us to increase our damage by more than /NIN, or allow us to increase the potential of /NIN by 25% + the increased WS frequency.

    25% enspell 1's don't stack up, thus EN2's are much better depending on the situation. (which can be all the time if you /DNC while you melee).

    (i did not include merits in ENII's it might make DNC main haste samaba actually more beneficial then an ENII. At max potency)\


    Dont have DNC or DNC sub, the use ENI's. Issue resolved, you are welcome.
    (2)
    Last edited by Mageoholic; 02-03-2012 at 11:53 AM.
    There is no min only max. Or something like that.

  7. #7
    Player ManaKing's Avatar
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    Mar 2011
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    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Mageoholic View Post
    Good thing ENII's can't be cast on others then or SE would have a real issue. (the only reason ENI's retain the casted potency is because Accession allows them to be AoE, thats it thats all.)

    Enspell II's work fine on RDM and gives RDM access to Haste Samba from DNC main or /DNC, both of which provide a larger increase to damage then a full cast Enspell II would.

    500*6/100 = 30 * 2 = 60 DMG at capped potency enspell II
    404*6/100 = 48
    60/48 = a 25% increase.

    /DNC haste samba = 45/40 = 12.5%
    DNC haste samba = 50/40 = 25%

    A DNC main offsets the % loss completely, and as /DNC (assuming no main DNC) it provides an additonal 33% more in attack on top off 12.5% damage from haste. Attack which carries over on the more frequent weaponskills. (about a 45% increase to damage, where nin provides a 40% increase or so)

    ENII's are probably the most useful tool in our melee arsenal, they allow us to increase our damage by more than /NIN, or allow us to increase the potential of /NIN by 25% + the increased WS frequency.

    25% enspell 1's don't stack up, thus EN2's are much better depending on the situation. (which can be all the time if you /DNC while you melee).

    (i did not include merits in ENII's it might make DNC main haste samaba actually more beneficial then an ENII. At max potency)\


    Dont have DNC or DNC sub, the use ENI's. Issue resolved, you are welcome.
    In a party, 100% Agreed. If there isn't a DNC there you can actually help out.


    As a solo, RDM is getting pretty good at double attacking, one might call it a strength that RDM has. I'm more inclined to see it as a nice bonus that was added to the job, since it really was only recently we got it. En2s don't really do anything for someone that has a decent double attack setup with good enhancing magic.

    I get 30 extra damage between 2-4 times a round. My offhand is a Double Attack Khadga. I rarely only attack 2 per round when dual wielding. I've turned my Almace into a Joyeuse +1 and given myself an extra attack that comes with it's own enspell 1 damage. (30 x 3) / 48 is closer to the number in a solo setup.

    If you are being selfish, Enspell 1s > 2s. But honestly SE could just fix it so Enspell 2s would just work better in general. Enspells have always been my favorite buffs in the game. They could be much better implemented.
    (0)
    I'm a RequieSCAT-MAN!

  8. #8
    Player Crimson_Slasher's Avatar
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    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    Cant you still apply samba daze effects to a mob with enspells up? I mean i know you cant benefit from them but... cant a enspell rdm/dnc with en1 spells still grant haste samba to others? I think a dual/single wield drk/pld with enlight/endark can do the same, could be wrong, once i finish skilling staff up on mnk ill give it a shot but i think that worked last time i checked. In expanding on my idea before, the criteria for building those buff copy charges could vary actually. Could be something like "X amount of magical damage, or X amound of physical damage, or X amount of HP cured" similar to how various events use those numbers to determine exp rewarded at the end (besieged, campaign). That would offer benefit to any role without restricting you to any, however it wouldnt incorporate buffs/debuffs, but if we are only debuffing or buffing, we would have a lot of time according to mage, so this could be an appealing option for the buff sharing option and wouldnt need us to have single target buffs, we could just swap our gainspell between transfers. If that is how you are so inclined to do it, mind you.
    (1)

  9. #9
    Player Mageoholic's Avatar
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    yes a RDM can do that, they just don't get the benefit of the samba.
    (0)
    There is no min only max. Or something like that.

  10. #10
    Player Daniel_Hatcher's Avatar
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    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    lolGoogleTranslate

    Cure adjust the amount of recovery
    is to receive healing magic skill is greater than the impact of the recovery amount of Cure. Increase the amount of recovery higher than traditional skills, skills for low reverse recovery amounts to virtually eliminate the impact.
    This effect has been set as a difference in the growth range depending on the type of Cure, we have focused on the following adjustments, particularly Cure IV.
    (For adjustment of the scope of this magic system recovery Kearuga / Kearura, and dancer for waltz is not eligible.)
    Cure I ~ IV: The amount recovered up to approximately 1.4 times the conventional
    Cure V ~ VI: almost no effect
    When this adjustment has been mention last Sun review of up amount healed Cure Released Date / amount healed Cure or ex two, and aims to increase the number of opportunities回Reru Standing healer in job-based mage than White Mage .
    So does that mean Cure IV goes from 500 to around 700?

    Eitherway we'll know when officially translated.
    (0)

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