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  1. #1
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Yeah, when we have the highest FC by JT and other jobs are casting magic at around the same speed, it's just kind of insulting. That would be like SAM being outdone in Store TP or BLM not being the hardest nuker....

    On Ultimate Spell, I would want a debuff, since that is what we are supposed to be the best at. If we could cast Impact II and it did everything Impact does but better and cheaper I would be satisfied. Make it work on everything. You could even make it stack with Impact I so that we can enjoy Convert and Spontaneity for Double Impact.

    http://www.soundonsight.org/wp-conte...le_impact2.jpg
    (2)
    Last edited by ManaKing; 03-20-2012 at 08:49 AM.
    I'm a RequieSCAT-MAN!

  2. #2
    Player Ladyofdragons's Avatar
    Join Date
    Mar 2011
    Location
    Windurst (Odin)
    Posts
    37
    Character
    Ladyofdragons
    World
    Odin
    Main Class
    RDM Lv 99
    I totally agree
    (1)

  3. #3
    Player
    Join Date
    Sep 2011
    Posts
    31
    Not to mention with hybrids you can no longer afford to shove a singular role down the player's throat and expect them to like it. Hybrids are and have always been about choices.
    Thank you for bringing that up.

    Which I have personally started playing RDM like a Hybrid job as of lately. I am very lucky to have a linkshell that allows me to make my own choices during events as long as it does not hinder the group (better yet, as long as it contributes positively). The majority of the time I am RDM during events is Voidwatch.

    I am usually in charge of keeping the "ranged" party alive (BLMs, RNG, NIN, BLUs) while trying to proc weaknesses with magic. Counting on the enemy and the skill of the other players, I will melee on RDM (with a melee set). Though, my first priority is curing and magic procing. Melee is something I get to do because the linkshell I am in is open to the idea.

    The group does benefit from me with my weapon drawn. Usually in the form of Sword and Dagger procs. I do not have a top-tier Melee set, but basic enough (full gear haste, enough accuracy and attack to make some difference, WS gear, etc) to make a minor impact.

    I understand that most people are not open to the idea of a person who wants to play a RDM as a hybrid more than a PNK or someone's mule just to have RDM merit spell procs. I have ran into that problem my whole FFXI career. It is just finding the right people who will allow you to play RDM as a RDM.

    And for the topic of an ultimate spell for RDM: I wouldn't mind an enfeeble (like something that weakens TP moves or punishes a mob for using a TP move). I just do not want it to be tied to any job abilities.
    (3)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    I just can't believe SE removed or reduced the effectiveness of the following abilities and spells when subbed(or not subbed in some cases):
    Warcry
    Hasso
    Sneak Attack
    Trick Attack
    Hide
    Soul Eater
    Sublimation
    Ranged Weapon Skills
    High Jump
    Bard Songs
    Ancient/Warding/Holy/Arcane Circle
    Phantom Rolls
    Waltzes
    Steps
    Zanshin
    Meditate
    Utsusemi Ni
    Call Beast
    Cal Wyvern
    Afflatus: Misery/Solace
    Innin/Yonnin
    Velocity Shot
    And countless other abilities and spells


    By subbing RDM nothing is reduced or removed. Refresh is still maximum potency and duration. Convert is still full strength. Enhancing spells are still as potent as they would be for the level and Fast Cast is untouched.
    (5)
    Last edited by Ophannus; 03-24-2012 at 06:31 PM.

  5. #5
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Ophannus View Post
    Refresh is still maximum potency and duration.
    Not a bad thing. I like that the new standard for non-RDM mage jobs is "bring your own damn refresh".
    Convert is still full strength.
    Not a bad thing either. It means jobs subbing it have some semblance of MP longevity. Less on our plate, so we win on this one too.

    I kinda know what you're getting at, but you're trying to make the variances in potency universal instead of looking at it case by case.
    Fast Cast is untouched.
    I can sort of agree with you on this, though I agree with Saev that Fast Cast should be stronger on RDM. I feel that Fast Cast could be left as is and add a trait on RDM at lv55 or so to make if more potent when casting spells without affecting recast timers any further, as per Saev's suggestion.
    of course, id also like to see SE increase the group 2 merit cap and rework rdm group 1 merits while they're at it...elemental accuracy...wow...
    I agree with this. Group 1 merits need to be reworked, and I'd take that a step further and turn the group 2 merit spells into scrolls and add in something else for group 2.
    (2)
    Last edited by Duelle; 03-25-2012 at 08:35 AM.
    * 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. #6
    Player Tassidaru's Avatar
    Join Date
    May 2011
    Posts
    29
    Character
    Tassidaru
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Quote Originally Posted by Duelle View Post
    I agree with this. Group 1 merits need to be reworked, and I'd take that a step further and turn the group 2 merit spells into scrolls and add in something else for group 2.
    id agree with them being scrolls if and ONLY if the scroll versions were equal to the potency of they're 5/5 merit version.
    make sure you stipulate that, cuz i have no love for the devs in terms of how they screw over jobs so easily...and my cynicism tells me that they would make the scrolls the power of 1/5 merits...and do it in a heart beat
    (3)

  7. #7
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Tassidaru View Post
    id agree with them being scrolls if and ONLY if the scroll versions were equal to the potency of they're 5/5 merit version.
    make sure you stipulate that, cuz i have no love for the devs in terms of how they screw over jobs so easily...and my cynicism tells me that they would make the scrolls the power of 1/5 merits...and do it in a heart beat
    Just like pro/shell 5
    (3)

  8. #8
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Maybe a spell a bit like Berserk from FF (9?) that boosts the attack speed and power of a mob, but prevents them from using abilities.
    Or vice-versa, a spell that enables a mob to only use TP moves, but can't melee in between them. The latter would likely have to give them some regain I guess, or allow them to TP on the timer of a 999 delay weapon perhaps? Maybe less than that, that's ~16.5 seconds I think.
    (1)

  9. #9
    Player Tassidaru's Avatar
    Join Date
    May 2011
    Posts
    29
    Character
    Tassidaru
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Im not really sure if a single ultimate spell could really encapsulate rdm w/o utterly breaking the game...i think id rather see a set of spells that together would be our ultimate. of course, id also like to see SE increase the group 2 merit cap and rework rdm group 1 merits while they're at it...elemental accuracy...wow...

    maybe a set of offensive and defensive auras (sphere effects but you get it too) 3-5 each, maybe...you could have 1 of each up at a time...like a regain (i can dream, cant i) to boost the pt (also nice in solo) and say... a plauge, or zombie, or just general stat down aura (maybe a new dot?) that affects the target... not only would they get rdm to the front line, it would buff the pt and/or debuff the target, and the mechanic is already there. so not a horrid amount of work for the devs either
    (1)

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Fast Cast needs reworked for RDM because of the way AF3 sets work, look at BLM, you have -12% cast on your head piece if +2, use this with a lv99 trial staff of an element and you have -26%, use with the neck that lowers it by yet another 3% and you have -29% with Fast Cast of /RDM you cast much faster than RDM will, I know a BLM who casts at about 18-20% which is faster than my RDM can using similar gear. I may not be meant to be a nuker better than BLM but the fact they can use their much more potent spells much faster than me is wrong, RDM has Fast Cast because it is meant to have the advantage of speed to it as well to make up for the lack of potency I would think, and as such I should be casting at least as fast as a well geared BLM, not slower.

    As for Convert & Refresh not being lowered in potency its right, they aren't, I'm happy in a way my RDM need not cast refresh on all the mages in the party/alliance yet it also rids of some of the unique points of RDM which most jobs have nerfed unique points on them as a sub, also convert helps MP and gives much larger supplies which I would not change except perhaps making it to where half of your hp goes into MP, which would give you MP back still in a large amount wouldn't be so massive. Though it may lessen the effect of the sub-job itself would make it more balanced.

    As for a RDM super-spell I think Amnesia would work well, stop the mob from using TP attacks for a short time with a high rate of resist build as to not allow locking its TP attacks all together, also duration would not be long, perhaps 15 seconds or so, enough to be noticed but not to make the enemy defenseless. Obviously NMs would resist it more often but not to the extent it shouldn't be used, it should have a high rate of landing on anything with the first cast, after that NMs build resist faster than other mobs would. For instance I can use it on high level worms in Gustav Tunnel and land 2-3 times if I so choose before it would be to resisted to be worth trying, where as in VW I would cast 1 time, and from there on the chances of it landing would be spotty at best. Amnesia is one of the most potent enfeebles against players (I would say the most next to silence which we already get, and muddle which has no use how it is against anything other than players) yet we have never had access to it, the only way I know of even for a player to inflict it is through WAR using the Great-axe with it as an additional effect. So I think it is fitting for RDM to finally receive one of the most potent enfeeblings in the game, and be able to restrict not only the TP gain of an enemy (which some jobs have already, RDM should have something to itself as a ultimate spell, not something other jobs have) but to be able to prevent it over a short period of time!
    (2)

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