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  1. #1
    Player Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by saevel View Post
    Two spells do not a specialize make, which has been my point the entire time. We are not and never were a buffing job, we had two spells, one that restores a precious commodity at the time (MP) and the other that made melee's fight better and exponentially scaled with other buffs. That's it, nothing else, Cure IV is only enough in low damage merit parties on anything of HNM status it's just not enough, never has been, and this fact become painfully clear after level 80.

    We're not invited for enfeebling because SE has gimped the crap out of enfeebling magic and refused to introduce new spells that are actually functional. Break is just a short duration earth based sleep and about as useful, addle is nerfed on HNMs, and that's it. I've said it many times and I'll keep saying it, SE needs to give us newer enfeebles that actually do something. Lower the monsters stats, lower it's TP gain, lower it's offensive damage potential and such. Give us a move that temporarily locks out the target's TP moves for a short period of time, make the target gain immense resistance after the first use that slowly tapers off over 5min.

    When I state self buffing I'm referring to the ability to alter our stats to optimize for one role over another. Temper is +5~20% DA not 20% static, the RDM needs a 500 skill build and I've met very few who have, maybe it'll increase who knows. We need other spells similar to Temper that give us +FC, +Cure Pot, +MAB, ect. They should overwrite each other so as not to be overpowering. This would allow a RDM to adjust and tailor their stats to the specific role their performing.

    And seriously, if you want +15~25 of a stat ask the WHM or the BRD, good luck.
    You just described SCH, which is what RDM should have been from the start.
    (0)

  2. #2
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Calatilla View Post
    You just described SCH, which is what RDM should have been from the start.
    Considering that SCH can't melee, not really. Sure, they got the "use a spell to open a Skillchain" thing we should have gotten as a lv75 Job Ability, but still.
    (4)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  3. #3
    Player Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Duelle View Post
    Considering that SCH can't melee, not really. Sure, they got the "use a spell to open a Skillchain" thing we should have gotten as a lv75 Job Ability, but still.
    I was referring to changing stats to fit the role, higher cure potency, more Matk etc, which is essentially what SCH does.
    (0)

  4. #4
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Calatilla View Post
    I was referring to changing stats to fit the role, higher cure potency, more Matk etc, which is essentially what SCH does.
    SCH does it through JAs, we would do it through spells. We also wouldn't have additional mechanics tied to our spells. On concept it works, and even fits the whole "RDM uses magic to enhance themselves" bit.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  5. #5
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Calatilla View Post
    You just described SCH, which is what RDM should have been from the start.
    SCH should of never been made a job, everything it does should of been broken up between WHM, BLM and RDM. SE was trying to make a better sub for WHM then /SMN and ended up creating an entirely new job out of it.
    (2)

  6. #6
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by saevel View Post
    SCH should of never been made a job, everything it does should of been broken up between WHM, BLM and RDM. SE was trying to make a better sub for WHM then /SMN and ended up creating an entirely new job out of it.
    I guess, though I don't have much of an issue with SCH (I actually enjoy the fact that it's a pure caster, and always figured it would take that spotlight from our job to allow us to move on). The only real problem I have with that job is that we should have gotten Immanence under a name more fitting to RDM on a 1 minute cooldown. As a job ability it pretty much goes to waste on SCH. Kinda pointless that we have magic burst bonus but no way to guarantee skillchains to take advantage of it. Especially so in a setting where self-skillchains are not exactly uncommon.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  7. #7
    Player saevel's Avatar
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    Apr 2011
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    2,350
    I was just throwing idea's out there. Also after that I said the monster should gain immense resistance that would taper off after 5 min, thus it would be impossible to spam that spell. You cast it and for a brief period of time, 5 ~ 15s maybe, the target wouldn't use TP moves. Gives a short breather to everyone and precious time to heal / remove status ailments or whatever. Again just an idea. I really want stat down spells better then the elemental enfeebles.
    (0)

  8. #8
    Player saevel's Avatar
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    Apr 2011
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    Now to add to what you said DH. Introduce a debuff the RDM casts that acts like DNC's sambas. Every melee who hits the monster would get a buff or their attacks would be modified in some fashion. This would fall perfectly in line with what SE said about making other people strong by debuffing the monster, but somehow I doubt they'll do this. I can dream.
    (1)

  9. #9
    Player
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    Mar 2011
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    1,401
    SE said they wouldn't add stances or spells that buff one aspect of magic and reduce physical abilities or vice versa. They also stated they wouldn't want to add abilities or spells that add mutually exclusive enhancements to either physical or magic. SCH is the class that chooses between white or black magic speciality. RDM, SE said doesn't choose between white and black magic or physical, RDM was supposed to be able to access all of it simultaneously albeit weaker. So SCH gets stronger WHM spells and BLM spells because they have almost no physical prowess. Since RDM has better physical capabilities, we have weakened spells or whatever. So to sum up, SE would never implement a stance where a RDM's abilities in one aspect get boosted at the cost of another(i.e like dark arts/light arts/hasso-type abilities where Phys+/Magic- or Magic+/Phys-)
    (1)

  10. #10
    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 Ophannus View Post
    SE said they wouldn't add stances or spells that buff one aspect of magic and reduce physical abilities or vice versa. They also stated they wouldn't want to add abilities or spells that add mutually exclusive enhancements to either physical or magic. SCH is the class that chooses between white or black magic speciality. RDM, SE said doesn't choose between white and black magic or physical, RDM was supposed to be able to access all of it simultaneously albeit weaker. So SCH gets stronger WHM spells and BLM spells because they have almost no physical prowess. Since RDM has better physical capabilities, we have weakened spells or whatever. So to sum up, SE would never implement a stance where a RDM's abilities in one aspect get boosted at the cost of another(i.e like dark arts/light arts/hasso-type abilities where Phys+/Magic- or Magic+/Phys-)
    My idea does improve only one aspect at a time, but doesn't gimp another. So Faith wouldn't make melee worse, the spells are no different to Temper or enspells which are strictly melee buffs, which SE already gave to RDM. These spells fall in line strictly with RDM without potentially putting them at OP in all areas.

    However, these become less if SE actually put RDM back on the gear it was on instead of putting BLU on it when historically BLU wear only cloth armour whereas RDM equipped both cloth and light armour.
    (5)
    Last edited by Daniel_Hatcher; 03-15-2012 at 02:34 AM.

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