* 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.
That's ironic you said this because almost all the mobs that have these immunities can be stun locked in some way or another. If seen from outside the box buffs from brd/cor stack and don't resist. RDM is a job that's supposed to help the team by making the monster weaker. Buffs do the same but ,are considered more useful because they don't resist on the party. THe rolls can be bad with an inexperienced player but still potent. It's simple logic, they always make the enemy easier by making the team stronger.
What does RDM have? Spells and abilities that aren't as benefiting the team at the same level. Why?, because they can't stick big stuff so their not nearly as useful. Back when chainspell stun was the rage a lvl mnk75/drk37 could stick it like a lvl drk75/war37. Likewise flash also stuck as mnk75/pld37. Here comes a RDM that's well geared and they couldn't even chainspell native spells with the same effect potency as subjob spell with lower skill. About the only thing that would stick was dias.
On a final note for mobs that need procs, If a mob is weak to it should automatically have 100% accuracy. Potency and duration would still be restricted if skill was low.
Last edited by Sarick; 04-27-2012 at 03:01 PM.
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It's not ironic "that I said it."
It's stupid because that's how SE did it.
Except SE has shown they can subvert that even if they do land by giving monsters unnamed AoE TP moves that require no TP to use.
In the case of a mob having a immunity to a spell which base element there weak too is the real issue. Example: A mob that's wind base and weak to Ice shouldn't have a immunity to Ice base spells like paralyze. That's just doesn't make sense.
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