Yes, job adjustments are coming, last time RDMs asked SE about our adjustments we were told the same thing I'm being told now, the enfeebling changes, which don't actually help RDM, they drive it even further into the ground.
"you become new enfeebling spells rdm"...
addle but whm have too
gravity2 ... "you can stack with gravity"
sorry but this "new spells for rdm" is so disappoint
Since they are for magical defence, my money's on this job will be the one to get Reflect.
Not that im disagreeing with you Demon but i'm under the impression that runic knight's damage will be more spell blade style (mystic knight FFV style) so its not exactly en spells... on the other side of things though you could probably view these as Enspell 3 with a different name /sigh.
In anycase mystic knights spell blade converted all their damage to the element of enhancement VS additional damage... this'd make them potent vs high PDT- mobs, and as far as the magic tank totally with ya there, they'd have to make them stupidly broken to beat out aegis pld.
On a side note making protectra V fully merited 4x as powerful think that might actually make defense relevant again?
It might, problem is that it being so strong though sounds like if it is more relevant a WHM casting it on everyone in the party will be needed, which means less spots for other jobs, or more annoying cycling like with COR & BRD. I do like the fact they have seemed to take notice that some things are not as effective as they need to be and are trying to improve, like with Cure1~4 and now Protect. Somewhat surprised they didn't just make it PDT like shell is with MDT though, or perhaps thats when they meant and threw a random number at us, who knows.
Haven't seen anything about this so far, so I'm not quite sure I heard it now, but on the NA stream didn't they mention that they could put barriers around party members to protect them from magic damage? That sounds like it could be useful, maybe it'll help with magical AoEs at least. ^^
Yes the live feed did say this. It immediately gave me the impression that this "tank" class would be less like the traditional "Keep the mob's attention and avoid/endure its attacks" and more focused on protecting the party from the recent waves of massive AOE. I get the feeling that old hate mechanics will not be expected to return and that they're going with a different idea of tanking here.
I remember posts after BLU and DNC were announced, and people weren't even close on how those jobs were eventually implemented. Whatever pessimism I have about these new "play as monster" and outpost building systems, I've seldom been disappointed in the dev teams' ability to make a creative and fun new job. They might not always be the flavor of the day, but in my experience they're always enjoyable to play, regardless of how some people end up feeling screwed for whatever reason.
I don't think any of the fears posted here are going to be lost on the developers. Well maybe the "RDM marginalization" one, but I don't care about that. For example, my first thought about GEO auras was the need to stand in AOE range, then I noticed the description said the spheres would be "large". I might be reading too much into that adjective, but I really think that they'll handle the damage proximity issue pretty quickly if half the job's functionality is rendered useless.
Last edited by Merton9999; 06-25-2012 at 09:36 AM.
Given how well Blue Mage and Corsair and Puppetmaster and Scholar and Dancer worked before a number of adjustments and additions, particularly Puppetmaster and Scholar, I am expecting both Rune Fencer and Geomancer to be mediocre at absolute best for the first six months of their existences.
That said, I've found all of the newer jobs to be very involved and fun to play, even in their early periods when some were average performers and others were flat-out useless. Of course, fun is a super-duper subjective thing.
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