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  1. #1
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    How to make RDM necessary for our enfeebling!

    I think something should be done with Enfeebling Magic, somehow it needs to be made that our skill is the main thing to effect it, be it effect the potency or duration alone, or accuracy as well, whatever it effects needs to be much more potent, seeing as RDM can hit this skill higher easier than others, and would allow us to be better at enfeebling all the same, so that even after this Enfeebling update that is coming up, we are not still left out in preference of a WHM & BLM who can do the same spells we can (excluding the II/III versions) and we will be needed.

    The main problem with this being that either it must have a massive effect on the accuracy of the spell, or it will not solve the issue for procing, seeing as potency and duration will not matter. Yet I think this would have some impact on Enfeebling going to RDMs, because since we have the highest skill if it really mattered more on skill than magic acc gear, we would beat other jobs, such as WHM does with healing.

    Its simply a matter of skill meaning more than MND/INT/Acc gear, because when those stack up to the same as your skill gives you, the skill becomes insignificant, Healing had a great change with this, because its skill was put as its main factor, and now healing is great, I feel that with this type of change for Enfeebling magic, it would make RDM potent with them, while other jobs can use them, but not nearly as well.

    Note:I am not saying the main or only focus of RDM should be in any way only enfeebling, only that the skill of which we have the highest of, have many (pointless) merits for, and many pieces of JSE that effect it where as others do not, should be more useful on RDM for these reasons, because we have these things making us obviously the job MENT to enfeeble, and this would give us an edge on it!
    (0)
    Last edited by Demon6324236; 05-12-2012 at 08:02 PM.

  2. #2
    Player Zerich's Avatar
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    Mar 2011
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    502
    Character
    Taruina
    World
    Siren
    Main Class
    WHM Lv 99
    the problem isn't rdm's potency of enfeebles, it's the fact that another heavy hitting DD or more efficient healer would out-benefit a rdm on relevant content.
    (2)

  3. #3
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    Like I said, it could/would also be accuracy for the enfeebling, so that a higher skilled RDM will land Slow where as a WHM may not, it would not be perfect but if the accuracy was so greatly effected by skill than RDM would be more likely used for these procs, its not perfect but if it were to happen then it would give more reason to bring a RDM once the change is made to enfeebling. It would open up the idea that RDM can actually land enfeebling, and land it more effectively than a WHM or BLM.

    I'm not saying it will make RDM heavily wanted, but we can already do the job of a BLM who would do the enfeebling & 2-4 spell procs, its not as if the party losses something from it, but it might be something we get into easier because of enfeebling. Honestly enfeebling wouldn't do much of anything if it did stick, everything is zerged to a point that all we do is watch it spam TPs, so Para & Slow wouldn't help, cant kite anything anymore so Gravity is out, cant use Silence, to restrictive, all in all I'm just saying for what its worth, RDM should get more enfeebling use for at least procs.
    (0)

  4. #4
    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
    Accuracy is negligible. When Enfeebling magic is actually potent, and worthwhile RDM's will be brought to participate.

    The only fix is to make a couple of things.

    1. Unique enfeebles that actually do CRIPPLE the enemies, allowing for easier battles. (such as -TP, Paralyze on TP moves, the -evasion sticking on Gravity when -movement speed doesn't etc)
    2. Enfeebles unique to RDM outside of merits.

    Immunity, the fact a lot on NM's normal attacks count as TP moves, and so on is what is blocking the need for an enfeebler.
    (3)

  5. #5
    Player saevel's Avatar
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    Apr 2011
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    2,350
    1. Unique enfeebles that actually do CRIPPLE the enemies, allowing for easier battles. (such as -TP, Paralyze on TP moves, the -evasion sticking on Gravity when -movement speed doesn't etc)
    2. Enfeebles unique to RDM outside of merits.
    Pretty much this. SE needs to make a line of new enfeebles that reduce the monsters stats and don't have crap potency. Defense Down / Accuracy Down / Evasion Down / Attack Down / Magic Attack Down / Magic Defense Down / STR down / AGI down and so forth. Maybe even a special RDM only enfeeble that removes all -DT effects for it's duration but has a long recast.

    Those are what an alliance leader might bring a RDM for, not the silliness that is Slow / Paralyze / Blind.
    (2)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  6. #6
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    Mar 2011
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    A RDM version of Tomahawk(Albeit weaker so it doesn't encroach on WAR). Phalanx II being castable on anyone in alliance would be nice. A few more potent party buffs like Haste II would be cool. Increasing the cap potency of some enhancing magic such as Blink/Stoneskin would be nice too.
    (3)

  7. #7
    Player
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    Mar 2011
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    Quote Originally Posted by Ophannus View Post
    A RDM version of Tomahawk(Albeit weaker so it doesn't encroach on WAR). Phalanx II being castable on anyone in alliance would be nice. A few more potent party buffs like Haste II would be cool. Increasing the cap potency of some enhancing magic such as Blink/Stoneskin would be nice too.
    I remember reading somewhere that they have 3 settings, Self, Party, and Everyone, so to make Phalanx that way you would have to be able to cast it on anyone, inside or outside of the Alliance, which they wont do ofcourse.
    (0)

  8. #8
    Player geekgirl101's Avatar
    Join Date
    May 2011
    Location
    UK
    Posts
    262
    Character
    Hunibubu
    World
    Phoenix
    Main Class
    WHM Lv 99
    What an RDM can specialise themselves in (dia 3, slow 2, paralyze 2) a WHM can do the lower tiers and land them perfectly and that's good enough. The only outstanding spell an RDM has is phalanx 2 and that only has situational uses like FCs and certain NMs, even then you can do without if you got a good WHM who can keep up with the heals and the tanks are using regen atmas. RDMs are no longer a supporting class since their cures max at cure 4 and draws a tonne of hate, and their refreshes are not needed in Aby due to refresh abyssites. They can proc some yellow spells but not any of the -ga or AM ones. In short RDMs are an unnecessary class, thanks to Abyssea. Cheers SE for destroying the class that I enjoyed the most.
    (0)

  9. #9
    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 Demon6324236 View Post
    I remember reading somewhere that they have 3 settings, Self, Party, and Everyone, so to make Phalanx that way you would have to be able to cast it on anyone, inside or outside of the Alliance, which they wont do ofcourse.
    It's just another excuse, they could change it if they wanted.
    (0)

  10. #10
    Player saevel's Avatar
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    Apr 2011
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    2,350
    SE just needs to introduce Dia IV (20% defense down effect) and some way for us to lower the NMs evasion without running into mega resist issues or 10s duration. Defense down scales like haste does btw.

    And for those who might not understand the difference between 10, 15 and 20 defense down.

    10% = (100/90) = 11.11% attack bonus
    15% = (100/85) = 17.64% attack bonus
    20% = (100/80) = 25.00% attack bonus

    Angon is 20% defense down, stacks with Dia and Box step. Has a 3min cool down and a 90s duration at capped (any DRG who doesn't cap this is a complete imbecile). Their augmented relic +2 hands further increase it by 1% per merit level to 25% total.

    Dia II + Angon = 30% (100/70) = 42.85% attack bonus
    Dia III + Angon = 35% (100/65) = 53.84% attack bonus
    Dia IV + Angon = 40% (100/60) = 66.66% attack bonus

    Your guaranteed to cap out attack on pretty much anything in the game, even NM turtles and Bismark.
    (2)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

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