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  1. #1
    Player
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    Mar 2011
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    Quote Originally Posted by geekgirl101 View Post
    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.
    (1)

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by cidbahamut View Post
    PLD+Abyssea+Regen atma(MC/Stronghold/RR for hate) and you will have a job that basically cant die... ever... even without the healer healing them they can heal themselves with the regen & self cures and basically will never die unless they are 1shot or are badly geared. Not saying that its the best option but it is one I admit to using when I take my dualbox PLD with me because I can already hold hate on the character, no reason not to use regen atma and keep her alive with ease. If you mean DD tank (SAM or WAR) then by all means stack on DD atma, same with THF DNC NIN and the EVA tanks, they use EVA atma or at most possibly PDT/DT, but PLD regen helps alot because it covers the already incredibly low damage you are taking so long as you block.
    (0)

  3. #3
    Player saevel's Avatar
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    Apr 2011
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    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.....

  4. #4
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Quote Originally Posted by saevel View Post
    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.
    Grav II could work if they redid how it works a little so we get eva down to stick but not move speed down. But Dia IV will never happen unless they fix our stupid merits.
    (0)

  5. #5
    Player saevel's Avatar
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    Apr 2011
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    Actually was doing some planning with LS.

    RDM Sab Dia III for 5min of 15% Def Down
    DRG with 5/5 Angon and +2 Relic hands for 90s of 25% Def Down
    NIN/DNC spaming Box Step for 5~13% def down
    45~53% defense down.

    That's 81.81% ~ 112.76% attack bonus on the entire alliance. If a DD had 1600 attack, they now have the equivalent of 2908 ~ 3404 attack. Give a giant middle finger to Bismark.
    (1)
    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
    Player ManaKing's Avatar
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    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by saevel View Post
    Actually was doing some planning with LS.

    RDM Sab Dia III for 5min of 15% Def Down
    DRG with 5/5 Angon and +2 Relic hands for 90s of 25% Def Down
    NIN/DNC spaming Box Step for 5~13% def down
    45~53% defense down.

    That's 81.81% ~ 112.76% attack bonus on the entire alliance. If a DD had 1600 attack, they now have the equivalent of 2908 ~ 3404 attack. Give a giant middle finger to Bismark.
    Add in a Bravura with some Metatron Torment for an extra 18.5% Defense Down.
    (1)
    I'm a RequieSCAT-MAN!

  7. #7
    Player Mostfowl's Avatar
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    Aug 2011
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    137
    I miss the rdm glory days....

    One of the first jobs dismantled by abyssea

    /sigh
    (0)

  8. #8
    Player Sunrider's Avatar
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    Jun 2012
    Location
    California
    Posts
    138
    Since nobody's mentioned it yet:

    Quote Originally Posted by Camate View Post
    We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!

    • Immunity
      In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.

      As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.

      ※The log display for immunity will not be reflected on the test server at this time.

       
    • “Resist hack” (tentative name)
      We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.
      • When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
      • Resist hacks can build up making it possible to lower the resistance further.
      • The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
      • Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
      • If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
      • Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)

       
    • Adjustment objective
      The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.

      There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.


    We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!
    (0)

  9. #9
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by Sunrider View Post
    Since nobody's mentioned it yet:
    It was mentioned, in a previous thread.

    However, to educate the masses let me clarify what a lot of people are missing: RDM will not be made relevant just because Enfeebling Magic changes... this is a minor (and overdue) change, however it will have NO impact on end-game events.

    The only way to make enfeebling (or RDM) in any way relevant is to ensure that there are anti-zerg battles/systems in the future that allow RDM to be useful, without RDM becoming a "requirement".

    Now that SE has borked end-game, they will start implementing things that will do nothing. Cheers!
    (2)


    Quote Originally Posted by Babekeke View Post
    If you can't out-claim someone who's AFK, you need to find a new game to play.

  10. #10
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Only cause it's not a fix for RDM but for the other jobs that have access to enfeebles.
    (3)
    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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