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  1. #1
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    Mar 2011
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    New RDM spell idea

    There's been a file in the FFXI database for over 5 years, it's called "Faith". Implement this spell for RDM only as a Divine Magic spell that's single-target and increases "Potency of Cure effect received +X%".
    Make it cap at around 15-25% based on Divine Skill. This will give RDM the ability to have a stronger Cure IV. We really need stronger healing, as it's blatantly ridiculous that a Dragoon's "Healing Breath IV" heals players for 800-900+ for 0 MP and 0 hate but we've not had a stronger Cure spell implemented for RDM since 48 and only heals for ~580ish with good Cure Potency gear.

    As an added bonus, give this spell to PLD as well.
    (5)

  2. #2
    Player Seriha's Avatar
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    Mar 2011
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    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    No thanks.

    I'd rather have Bravery and Faith as ATK and MATK buffs as a rough correlation to their appearance as stats in FFT.
    (3)

  3. #3
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    I'd like this.

    A PDT-15/25% Spell would also go a long way. Perhaps some of the more obscure debuffs like Critical Hit Evasion Down and Critical Hit Defense Down as well. Magic Defense Down and Magic Evasion Down? Couldn't hurt.
    (1)

    I will have my revenge!

  4. #4
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    Mar 2011
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    1,003
    I don't like the idea of a Cure Potency received spell. It's one more buff to maintain that really just treats the symptoms of a problem rather than the cause.
    (5)

  5. #5
    Player tyrantsyn's Avatar
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    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Rather see a JT. Tho I am curious about the spell. Any clue's to what the effect's of it is?
    (0)

  6. #6
    Player Tashan's Avatar
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    Mar 2011
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    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    I like this idea but also agree with Seriha for not calling it Faith.

    For those who know, Faith/Magick and Bravery/Valor were staple buff spells in previous FF's augmenting Magical and Physical power respectively. They were so good that I could easily run a full party of RDM's in several FF games and succeed.

    I genuinely wouldn't mind RDM getting Faith and Bravery. Or the OP's idea.
    (2)


    Reduce or get rid of the penalty incurred after setting blue magic spells.
    The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

  7. #7
    Player Daniel_Hatcher's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Tashan View Post
    I like this idea but also agree with Seriha for not calling it Faith.

    For those who know, Faith/Magick and Bravery/Valor were staple buff spells in previous FF's augmenting Magical and Physical power respectively. They were so good that I could easily run a full party of RDM's in several FF games and succeed.

    I genuinely wouldn't mind RDM getting Faith and Bravery. Or the OP's idea.
    Or both.

    A spell that increases "Cure" Effect received only exists on COR now, so why not also add it do RDM as well, at say 15%.

    Faith and Bravery should have been in RDM arsenal ages ago, it's the one job that the spells fit. The job that can go from one mode to another.
    (1)

  8. #8
    Player Seriha's Avatar
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    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Are some of you guys that desperate to relive the pink mage days? Because without drastic attention elsewhere, this is pretty much a step in that direction.
    (3)

  9. #9
    Player Daniel_Hatcher's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Seriha View Post
    Are some of you guys that desperate to relive the pink mage days? Because without drastic attention elsewhere, this is pretty much a step in that direction.
    It benefits the enhancing side rather than healing. It can help healing yes, but it aid's enhancing more.

    Any enhancing magic increase that isn't self-cast will help reactivate pink-mage, so what should we get none then?
    The healing magic increase could do it also, so should they not add that as well?
    (4)

  10. #10
    Player Seriha's Avatar
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    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    I'm not wild about it, but that's more of general fix. Problem is, let's say when they apply the adjustment and with our Healing Skill and MND, a 750 Cure IV is possible. Pair this with the above 15% and that cure becomes 862 HP. Even in Abyssea, that's way more than enough to get by on things you're not feeding copious amounts of TP to, and longevity gets even better if you're fighting something our enfeebles can stick on.

    The moment people realize RDM is "good enough" on its own to occupy main healer slot again, that's it. Doesn't matter if WHM does it better as we've been there before. Additionally, the idea loses its luster in harder content where maybe you're put in a tank party with a WHM, too. Curative overkill. If the subsequent proposition is to allow it be castable on the entire alliance or any player in general, enter yet another cycle short of multiple RDMs. Otherwise, yeah, enjoy healing the DD parties if temp items aren't an option and someone decides another DD would be more beneficial than another support.
    (3)
    Last edited by Seriha; 02-01-2012 at 12:47 AM.

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