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Thread: RIP RDM

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  1. #1
    Player Babekeke's Avatar
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    Mar 2011
    Location
    Windurst
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    2,273
    With the new system and enough casts, you can probably land Blind on Pil as smn/rdm lol.
    (6)

  2. #2
    Player Daydreamer's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
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    20
    Character
    Taruina
    World
    Bahamut
    Main Class
    MNK Lv 8
    Redmage should be allowed to ARISE. I think these spells would give redmage new life.

    "RefreshJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.

    "HasteJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.

    "PhalanxJA" Cast it more times on the team members to enhance its affect based on enhancing magic skill and gear.

    "Potency aura" Increase Physical and Magical critical hit rates. critical hit rates will increase with enhancing magic skill and the number of times the effect is casted on the group up to cap.

    They can be as expensive as you want them to be for balance but it would be a fun way to give redmage haste II in a sense, and it would be better overal by making it AOE just have to use MP to build its haste powers vs targeting 5 people to give haste II .

    The same can be said about the rest and Phalanx II is just never going to really be very awesome. Fix Diablos phalanx and give redmage a phalanxJA that starts at the same dmg taken down and increases 3 points of damage for every recast up to maybe 12~18 points more of damage mitigated. still going to eat up alot of mp but RDM has a lot of MP to eat up.

    RefreshJA, I think its fair and balanced even without talking about the final number values it will hand out. The redmage would still have to keep on top of the refresh powers, can still use refresh II for the party members you want to single out.

    Despite the Hydra hat from a long long time ago. There is almost no other way to get the effect of potency besides abyssea / VW / brown casket items. Also I dont think potency effects Magical critical hit rates, let this one effect both of those. Its a fun and fair way to up the critical hit rates on players.

    Overall I believe this set of Spells would increase the use of redmage and hopefully bring it back from the dead. While still maintaining balance and maybe even tipping the scales back in the players direction so long as you bring your redmage along.
    (2)
    Last edited by Daydreamer; 11-21-2012 at 07:48 AM.
    Fantasy: imagination, especially when extravagant and unrestrained.

  3. #3
    Player Luvbunny's Avatar
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    Mar 2011
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    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Agreed, Arise and Meteor should have been given to RDM, and so is Embrava. Heck if they do not want to share Embrava, RDM should get Mighty Guard :P
    (0)

  4. #4
    Player Mageoholic's Avatar
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    Jul 2011
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    Myself
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    RDM would be better served by adjusting the mechanics of enfeebling and enhancing magic to actually affect potency, not new spells or abilities. You can't build a house without a foundation, and presently RDM's foundation in enfeebling and enhancing is decaying. When a BRD/RDM can do everything a RDM main can do just as well, in addition to all of its BRD stuff, there is a problem, and that problem isn't the abilities or spells RDM has access too. It is how those abilities and spells potencies are determined. A BRD/RDM gets a full 15% haste, it can cap a 29% Slow I and the ACC to land it!, fix the mechanics, then add to the job.
    (3)
    There is no min only max. Or something like that.

  5. #5
    Player
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    Mar 2011
    Location
    Ru'Lude Gardens!
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    4,310
    I have fun playing my RDM, but then again I play it as a DD and a mage in one as few do. I do good damage and have no problem getting in parties with those who trust me to do my shit well. RDM is only dead if you either play it bad, or if you let it stay that way, I let my RDM live and gear it well, getting better each day. You cant expect RDM to just be a Refresh/Haste whore like before, play the job the way I have been and I can assure you, it will give you something worth playing.
    (1)

  6. #6
    Player
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    Because people don't specifically ask for it, its dead?
    (0)

  7. #7
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Demon6324236 View Post
    Because people don't specifically ask for it, its dead?
    It's dead because there is nothing RDM can do that another job can't do better. Healing is for WHM, magic damage is for BLM, meleeing is for the pure DD's, White + Black magic is for SCH, hybrid DD / healing / crowd control is for BLU. All of them above can "enfeebled". Buffing / Party Support is for WHM, BRD, COR, SMN, and SCH, all can do everything RDM provides are more. Hell BLU/RDM can do everything RDM can do, while also doing AoE Haste most of the time (ST haste in between).

    Seriously, no reason to use RDM ~ever~. It's a direct result of SE totally ignoring the job for years and giving it weak gear options combined with weak magic / JA / JTs.
    (13)
    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.....

  8. #8
    Player
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    See it as you will then, I don't see the job as dead, I see it as underused, because people don't understand how to use the job anymore to be effective. It is not more effective in any of those fields than the job that is supposed to be better in those fields, because its not meant to be. It can still do what it needs to, the only thing that needs improved is the ability to use Brave/Faith to focus our power on what we are doing the most of at the time, as well as fixing our shit merits and fixing our spell list by adding new tiers and buffing old spells which were broken with the cap going up, not to mention the spells like En-IIs that were broken to start. Past that, job is fine, which is why I still play it and recently have almost been playing RDM exclusively on Demonjustin.
    (1)

  9. #9
    Player Llana_Virren's Avatar
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    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by Demon6324236 View Post
    See it as you will then, I don't see the job as dead, I see it as underused, because people don't understand how to use the job anymore to be effective. It is not more effective in any of those fields than the job that is supposed to be better in those fields, because its not meant to be. It can still do what it needs to, the only thing that needs improved is the ability to use Brave/Faith to focus our power on what we are doing the most of at the time, as well as fixing our shit merits and fixing our spell list by adding new tiers and buffing old spells which were broken with the cap going up, not to mention the spells like En-IIs that were broken to start. Past that, job is fine, which is why I still play it and recently have almost been playing RDM exclusively on Demonjustin.
    The problem is not that RDM isn't "as good" as the non-hybrids. RDMs aren't supposed to heal better than WHMs or deal more damage than BLMs or melee better than WARs. But that isn't the problem.

    At 75-cap RDM was better than WHM because it could suspend its MP pool long enough to maintain haste and refresh cycles without losing the ability to also Cure. Once WHM regained its proper role as a master healer, RDM had no other "niche" to fill; for procs, a BLM/rdm can cover more procs than RDM/anything; for any high-intensity battlefield WHMs and SCHs could provide more survivability and enhancements than RDM.

    So, the problem is really that RDM never had a niche to fill. Up until the 75-cap was raised, RDM was simply a glorified Pink Mage; used in place of WHMs due to MP management tools. Yes you could enfeeble things, but we're not in 2006 any more. The events that we do now do not need enfeebles, and if they do, BLM/rdm or WHM/rdm or SCH/rdm can still handle it.

    RDM has nothing that it can offer to the game. To say that it is "fun" is OK, but just because something is fun for you does not mean it is relevant to the game. I'm sure some people have fun playing PUP, but you're rarely, if ever going to find someone going PUP to end-game events.
    (7)


    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 Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Llana_Virren View Post

    Yes you could enfeeble things, but we're not in 2006 any more. The events that we do now do not need enfeebles, and if they do, BLM/rdm or WHM/rdm or SCH/rdm can still handle it.
    Here-in lies the problem, enfeebles need to be made relevant and tiered by skill, adjust enfeebles like they did with cures. Do that and RDM becomes relevant again.
    (1)
    Last edited by Calatilla; 11-23-2012 at 06:53 PM.

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