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  1. #71
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Crimson_Slasher View Post
    Maybe on your server Tyrantsyn, but if i had a dollar for every time ive seen a good rdm or whm doing their job, be it meleeing, or curing, or buffing, get blamed for something outside their control (Like getting doomed and not being able to remove it on chloris or bukhis, or muted and dieing cause they couldnt last it out) Then id never have to pay my subscription fee ever again. And im barely exagerating. Jobs like whm, and rdm, and sch take a lot of flack, and not much praise to offset it, just cause some 'hot Shot' job steals the spotlight and "OH MAN WE WOULDNT HAVE WON IF YOU WERENT WSING FOR 3K!" when it should be "OH MAN WE WOULDNT HAVE WON IF OUR WHM WASNT HEALING YOU FOR 2K EACH HIT BEFORE YOU GOT MAULED!"
    This pretty much. People don't realize how much work being support is, and it's a completely thankless job. And should something bad happen, the very first person they try to blame is the support / healer. They used to blame the BRD's until those became rare, now the BRD could be naked and singing two buffs and nobody would blame them for fear of making them leave the group.
    (1)

  2. #72
    Player Calatilla's Avatar
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    Aug 2011
    Posts
    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)

  3. #73
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
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    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.

  4. #74
    Player Calatilla's Avatar
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    Aug 2011
    Posts
    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)

  5. #75
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    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.

  6. #76
    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)

  7. #77
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    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.

  8. #78
    Player saevel's Avatar
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    Apr 2011
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    Well it's spilled milk now, nothing to do but more on. The real problem with SCH is that this game is too narrow with it's magic system, there simply isn't room to fit in multiple specialist jobs which leaves jobs fighting for slots. Between RDM and SCH a SCH will win on everything not melee related, the buff better, heal better and nuke better, could even enfeeble better once you consider how little difference between Slow I / II there is. SCH is the better version of "Pink Mage".
    (0)

  9. #79
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    i know how to fix redmage. they need a new weaponskill.


    nah im just kidding >_>
    see what SE dosent realize
    is that when a job is broken, the only way to fix it is to over power it past everything else, and then adjust it down to balanced level. doing small upgrades does not work.
    case and point dragoon.
    case and point black mage
    case and point white mage
    i could keep doing this but id get bored.

    this is what my take was on how to fix redmage
    Imperil
    32 MP
    level55
    3 second casting time
    Effect: Deals Damage and reduces Monster resistance to Enfeebling magic



    Wound
    30 MP
    4 Second cast time
    Reduces Healing effects received.
    Effect: Reduces regen effects by 10-50%, reduces healing effects by 10-30% based on skill.

    Jinx
    34MP
    2.5 second cast
    6 second recast
    Deals Darkness Based Damage and slightly increases the duration of all current enfeebles on the target.

    Pain
    50 MP
    2 second cast
    Effect: augments all enfeebles on the target based on the casters enfeebling magic skill, increases Remaining duration by 30 seconds. see individual enfeebles for effects.
    Para> Reduces the monsters TP Usage Frequency
    Slow> Increases the monster's Weaponskill Charge time
    Blind> lowers the monsters evasion
    Gravity> reduces the monsters attack speed
    dia > Reduces the monsters Elemental Resistance
    Bio > Reduces the monsters Special Defense.
    Addle > Reduces the Monster's Magic Accuracy.
    Wound > Causes Damage over time equal to 1% of Wounded HP value ( the ammount of HP that the monster cannot recover)
    Enhancing
    Veilga
    160 MP
    5 second cast time
    Effect: Increases resistance to all status ailments

    Vigilga
    200 MP
    5 second cast time
    Reduces the damage from Area of effect abilities.

    Boon
    RDM
    30 Second ReCast time
    50 MP
    Applies all of the casters currently active Redmage Enhancing magic spells to the target.
    Mechanics: works just like Empathy, copies all current buffs, and their durations/potency to the target of this spell, can target alliance members

    Renew
    100MP
    3 second cast time
    10 second recast time
    Effect: Returns all enhancing magic spells cast by the caster to their maximum values. does not work on buffs NOT applied by the caster.
    Nukes

    Ruin:
    25 MP
    1 Second Cast time
    3 second recast time
    Effect: Deals weak light based damage, increases the next source of elemental damage by +X%. Effect is cumulative, stacks up to 5 times, each application is worth +5% damage. effect wears off when struck from ANY source of elemental damage other then the spell Ruin.

    Job Abilities:

    Blitz
    60 seconds
    Delivers a two fold attack. Additional effect: Enhances Enspells
    Hidden effect: If an Enspell is currently active on your charachter, then you will preform an "elemental blitz" which is Much more effective then a normal blitz, and carries beneficial effects. (the text log of the blitz effect will be changes based on the currently active enspell Example: enfire is active, Blitz will be displayed as fire blitz)

    damage is based off of main hand weapon damage, and the current damage of any enspell.

    the use of blitz will enhance enspell and enspells II in different ways
    heres an example of how it would improve enfire : Increases Enfires Damage by 100% for 60 seconds, Allows EnfireII to activate on all melee swings for 30 seconds:

    Unique blitz effects;
    Inferno Blitz> Deals Fire damage, Plauges Target, increases ice based damage dealt to target.

    Subzero Blitz> Deals ice damage, Binds Target (breaks after 15 seconds, not by damage), Increases Wind based damage dealt to the target

    Whirlwind Blitz > Deals Wind damage, Mutes Target, increases Earth based damage dealt to the target

    Fissure Blitz > Deals Earth damage, Petrifies Target ( Not broken by damage, lasts max 15 seconds), increases thunder based damage dealt to the target

    Gigavolt Blitz > Deals thunder damage, Stuns Target ( Extremely potent stun), increases Water based damage dealt to the target

    Torrential Blitz > Deals water damage, Lowers Targets Magic defense, Increases Fire based damage dealt to the target.
    (1)

  10. #80
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by hideka View Post
    this is what my take was on how to fix redmage
    As I mentioned in your thread, I LOVED Renew and hope the devs implement it. That one spell would make my life a lot easier and melee gameplay a lot smoother.
    Quote Originally Posted by saevel View Post
    Well it's spilled milk now, nothing to do but move on. The real problem with SCH is that this game is too narrow with it's magic system, there simply isn't room to fit in multiple specialist jobs which leaves jobs fighting for slots. Between RDM and SCH a SCH will win on everything not melee related, the buff better, heal better and nuke better, could even enfeeble better once you consider how little difference between Slow I / II there is. SCH is the better version of "Pink Mage".
    That's the downside of the Final Fantasy IP, though. Same case as it is with enfeebles. Though at the least each job should have it's own version of certain spells, if only so that spellcasting is mechanically sound rather than something that favors one job over another.
    (1)
    * 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.

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