And the alternative is ...... what exactly?
For big group play RDM has .. Cure IV ... Haste ... Refresh and Dia III.
Assuming the NM isn't super resistance to enfeebles / has potency reduction, your enfeebles are.
Slow II -> monster hits slower, TP moves and magic still kills you.
Paralyze II -> monster might miss attack round, TP moves and magic sill kill you (somehow they don't get paralyzed during casting, or SE made them immune to the effect).
Blind II -> Monster goes from 150% hit rate to 130% hit rate, still hits you, TP moves and magic still kill you.
Bio III -> Lowers monsters attack, deals slight DoT. Monsters Ratio is still prevented from going under floor, TP moves and magic still kill you.
Dia III -> Lowers monsters defense, significant increase to melee damage dealt. Monster dies faster, TP moves and magic still kill you.
Addle -> reduces monsters casting speed slightly, monsters TP moves and magic still kill you.
Are you getting the idea already, our enfeebles don't do jack sh!t to reduce the targets offensive capability and right now SE is just giving everything insane offensive ability. The enfeebles that do something don't do enough of it on anything made in the past two years. The other day a friend of mine and me did some KSNM99's for Fafnir pops. I went in as RDM/NIN and him BLM (to drop it quickly to the ground) and we destroyed it. Slow II + Blind II were easily noticeable on it. It still hit like a truck but it's magic didn't even scratch me. Later we poped Fafnir twice (got crap drops btw) and I hit it with full debuffs and Jesus that guy might as well of been a level 0 bunny. Paralyze II was evident in the near constant paralyzes along with Slow / Blind effect. You see nothing like that on anything made in the last few years. Yet still, even after reducing it to a panzy it hit hard And looking back at both fights, not having any enfeebles wouldn't of made a slight bit of difference no matter the level. All they did was reduce it's offensive melee power, it's TP moves remained the same.
What I'm hinting at is that SE has purposely made all their more recent NM's either immune or have severe potency reduction. Even if they go about removing all the "special defense" they put on their NM's, the reduction in offensive power wouldn't be enough to justify a RDM's position. What does more damage to the alliance, the monsters melee hits, or the stupid powerful aoe's it uses?
yea pspxpert rdm has litteraly ZERO demand right now >_> everything we can do, someone else can do better >_> (well except slow and para, which are pretty useless in VW)
oh wait, bard can slow better then we can >_>~
I think rdm is a good job, an enfeebling class at best and I had a discussion with a mage friend earlier today about why rdm didn't get Cure V (or something like that). Even though Whm is the healing class and the job promotes itself as the top healer above all classes, why give Rdm higher tier cure spells?
Rdm has to master it's enfeebling more than healing, divine and dark spells rather than give mix signals. A lot of things can be suggested for Rdm but to steal the role of other jobs and make it insanely more powerful is like trying really hard to sell a job which could make Rdm less dependent on help.
En-spells are the selling point for a Rdm IMO and that's the coolest thing about the job! If only it can be cast on my H2H by a Rdm party member and have the effectivity as a blm spell, which rdm could probably be the only one who could it (another insane proposal but doable). ;D
Don't make Rdm any more self-sufficient than it already is, they need our help as much as we do theirs'. Peace out!
"With the POWER of Taru...!"
@@@~'~~~;SYLPH WORLD;~~~,~@@@
Psx I'm not attacking you. But I do feel the need to correct you.
First off as a enfeebling class RDM does come out on top. But, in end game utility the skill has just become useless for the most part. Blanketed immunity on mobs since WOTG has made casting a enfeebling spell on anything that check's as a NM pointless. Which cut's out a large amount of RDM utility.
Cure V would have given RDM a niche position as a party healer. And would have given us more utility against end game content. Of course SE said no to it. And stated that they wanted the role of main healing to stick to WHM to reinforce there place among the party. Fair enough.
RDM has the highest rated enhancing skill in game before gear or light arts. Yet when I comes down to it RDM has very little in the way of spells that help transfer this over to other's. And while some of them can be shared threw accession, other's like the gain line, bar spells, Temper, Refresh and a few other's can not. I plan to address some this in a thread soon, so keep an eye out for it.
Enspells are nice for a damage increase. But there in no way a selling point for RDM. You would think they would be, but in my experience ppl would rather have DNC buff's than RDM's. Would that change if enspell damage increase to 60 to 80 a blow, probably. But it's not going to happen.
Finally, no RDM is out there looking to be more self~efficient. Most ppl that post here want the job to have a stronger place in end game utility. That's it.
It's a job that excels at all arts, but other than enfeebling in best at none.
Difference being, as it currently stands RDM is a better nuker than healer by a massive margin. SCH and BLM excel at nuking over RDM, but RDM it does well/decently as it should be. Same is not true of curing.
I wont go into it, but people need to realise Cure V would not suddenly make RDM over-powered, nor will it make it the supreme healer. RDM was never that.
If you go down the list of the best jobs.
BLM - Gains unique and powerful black magic.
WHM - Gains unique and powerful white magic.
SCH - Gains unique and powerful black and white magic but is still behind BLM and WHM.
RDM - Gains Refresh II and Composure. WHM and BLM gain the same enfeebles (RDM's mastery) outside of merits and for the few it lands on can land it on them easily. (And the Merits are the equivalent of giving BLM tier V nukes or WHM Cure V and 'na spells via merits.)
Last edited by Daniel_Hatcher; 02-19-2012 at 12:42 AM.
What's the big deal? Cures 1-4 are getting a huge revamp anyways. There's no real "need" for Cure V in a backup role post-March.
I will have my revenge!
Adding those WS would make RDM better in low man Abyssea procing and VW procing at least or at least enhance our solo play in Abyssea. Countless times wanted to be able to proc with Red Lotus Blade or Seraph Blade when soloing NMs in Abyssea. /sigh
You probably already have a BLU in Voidwatch anyways. You don't need to waste a slot on redundant sword procs.
Even if procs are covered, it's a slot where you could haz a ukonz for dmgz.
I will have my revenge!
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |