No they are not that far behind, but RDM isn't that far behind BLM or WHM in terms of healing or nuking either. SCH doesn't have any of the native spells a RDM does (enhancing or enfeebling) and requires RDM to gain those spells at one time. The only thing that separates WHM and BLM nuking and healing is that they have tiers of spells RDM's does not. They also have traits and abilities that support their healing and nuking roles. RDM has perks to buffing and debuffing (composure and Sab).Not sure what you're trying to accomplish by championing enfeebling skill much. WHM, BLM, and SCH aren't THAT far behind, especially with Arts bonuses in play.
If Skill played a larger role it would allow a RDM to gear skill of which they can push higher than WHM or BLM or SCH. Meaning that their spells (T1's) would always be more accurate, more potent, and longer lasting. This is before even taking into account that we have higher tiers of Dia, Bio, Paralyze, Gravity, Refresh, Slow, Blind, Phalanx. Some of these have issues (namely gravity, phalanx, blind, para). But RDM is in the same position as a WHM or BLM, however unlike WHM's Cure 5 our spells don't reflect of proficiency because they don't work. Unlike a BLM's Thunder 5 our spells don't reflect our proficiency because our spells don't work.
Really did you math that out all by yourself? with both temper and gain being added you gain 3seconds (both drop under the 3 second casting lock with just base fast cast.) this is 30 seconds gained buffing. At the same time these spells gain 45% duration (just from gear) which means you only cast them once every 5 minutes. In the end you have an increase to about 20% of time spent casting. (essentially doubling the current 30 seconds of a 5 man haste/refresh cycle) this is still a 40% increase over previous casting cycle times from the old 75 cap, which saw us spending nearly a third of our time cycling buffs. 1 minute/3 minutes.It's not good because you're adding a possible 10 spells to cycle, for basically an added minute of additional casting and waiting on the GCD before even factoring actual recast timers.
If enhancing magic skill also increased duration of spells as well as potency on spells it does not (such as haste) RDM would have less than 20% time buffing and debuffing, with more than 80% of their time spend doing other things. By allowing enhancing magic skill to factor in on duration (for all jobs with it) it is a direct buff to casting time reduction. Even adding on an additional 30 seconds for potentially 10 more buffs gives us 4 minutes every buff cycle to do what ever the fuck we want.
Thats why I champion enfeebling magic and enhancing magic changes, because it benefits the group, and that will get us the invites. The changes are a direct buff to every job in the game that casts these spells, and a larger buff to RDM because it natively out skills other jobs. If a RDM can provide spells that work, better than other jobs, while at the same time as bringing the ability to perform tasks like other jobs, it will have a place again in group play, doing the same shit it did at 75 cap. Enhancing and Enfeebling, and support healing, nuking, and melee.
I get you love your melee, but how you can not see changing the way our support side works doesn't benefit melee is baffling to me. Not to mention, isn't it hard to melee when you don't get invited to groups? I don't think you are selfish, I just think you either misunderstand what the issue with RDM is, or don't understand how the game functions. I am sure its not the latter because we have had back and forths for years so Im going to assume the former. Ill give you a hint, RDM's current issues have nothing to do with melee, nuking or healing, none of those impact our invite rate.
Just to note the 60 seconds of casting time is not assuming haste/refresh/a gain spell/temper on 5 targets, a total of 12 seconds casting spent over 4 buffs per party member. It assumes the obvious reality you will likely not ever have to buff all 4 spells at the same time, realistically the most you will have to do is 3 Haste/Gain/Temper, Refresh/Gain/Haste. For a total of 45 seconds spent casting every 5 minutes. for buffing, with 5 enfeebles @ 3 seconds each bring you to total 60 seconds of casting time.
Due to enfeebles likely having to be recast at least once this gives you about 1:07 of total casting time spent, over 5 minutes. that is 3:53 seconds of melee or an average of 89 attack rounds. Or 12 Blizzard 4's, or 11 Thunder 4's, or 58 cue 4's.
Also recast has no impact whatsoever on cycle times, unless you stand there doing nothing at all for 10 seconds waiting on a buff to cool down.

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