Seconded, im still the kind who would love an instanced, no time limit event, however im aware that puts some load on the server, id love to see a stamina based event (preferably point earning and exchange for reward type) where you and a few friends could put a day aside, and spend 8+ hours wading armpit deep through mobs, even if fodder with an occasional boss.
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.
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".
i know how to fix redmage. they need a new weaponskill.
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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.
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.
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.
* 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.
* 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.
Unfortunately as long as FFXI retains its current magic system, then this won't really ever change. RDM was never invited for debuffs, even when they made a difference (XP vs IT). Plainly speaking, this game has too many jobs and not enough variety to make them all distinct. MMO's tend to be balanced around three types of class's / jobs, the defensive hate holding type (Tank), the offensive kill it now but with paper-thin army type (DD) and the keep us alive / make us stronger type (Support). The dev's short sightedness and refusal to admit when their wrong as lead to the complete destruction of the first type (Tank). Rampant AOE's make "tanking" worthless, what use is it holding the monsters hate on one person when everyone else within 15 feet will die anyway. The coupe de grace was the enmity system vastly favoring damage over anything else, so even the monster doesn't immediately kill everyone around the tank, the tank won't be holding hate and thus not tanking. So now we're down to 20 jobs fighting over two types of slots, (DD) and (Support) and since a hybrid like RDM isn't the best DD we're then shuffled into the support role. We're not very good at support, but support doesn't need to be very good to be useful. This is why there are those who want to see the return of "pink mage", a RDM who can support, even if at an inferior level, can still be made into something useful in super elite content.
SE needs to radically redo game mechanics to fix the class diversity issue. A short term fix for only RDM would be to make a set of powerful enfeebles, then we would actually have a specialty / function. It may not be the absolute most desired, but it would be something unique and helpful.
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