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  1. #11
    Player Sunrider's Avatar
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    Jun 2012
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    Quote Originally Posted by Daniel_Hatcher View Post
    Oh, I didn't notice it said: Elemental based runes add Elemental Damage to attacks and increases resistance to an element.

    If it is items though, bet your bottom dollar they'll be RNF only, like jug pets.
    It depends in how gear and damage are characterized.

    If gear is specialized to Rune bonuses, then there's nothing it could offer RDM. If not, there's the possibility of shared gear.

    If RNF En-spells fall under their own magic category (the way Blood Pacts are for SMN and so forth), then of course, there's nothing there for us. But if it's calculated under Enhancing magic; again, RDM could benefit from it.
    (1)

  2. #12
    Player ManaKing's Avatar
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    Mar 2011
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    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    Unless someone seriously changed about enspell gear while I haven't been on Rdm more +enspell gear is not going to be any more useful than the pieces we already have.

    And yeah, having enspells on par with Rainemard's is a pipe dream.
    You leave my pipe dream alone you demon!!!*cries in the corner all butthurt*

    j/k just saying that's what i want. might as well put in my opinion. I would be pretty happy if the made adjustment to enspell damage that benefited both RDM and RNK. If RDM/RNK was a viable sub that did absurd amounts of white damage with enspells, I would be satisfied.

    RDM is in a decent spot for a job that doesn't use 2handers. I would like there to be some kind of re-balance to 1h, but that would be a long way off. Can't really expect that overnight, maybe as part of some kind of expansion in 2013?
    (1)
    Last edited by ManaKing; 07-04-2012 at 08:07 AM.
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  3. #13
    Player Sunrider's Avatar
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    I was mostly speculating at En-spell adjustments. It just seems to me that if RNF is intended to utilize En-spell effects, then supposing they use Enhancing skill, then any adjustments made to make En-spells more palatable (particularly in settings like Abyssea), then it would follow that we would benefit as well. And, assuming the design doesn't deviate much, the same might go for equipment as well.

    When I think on it, the devs would be a little crazy not to make RDM and RNF's En-spell designs similar, given the En-spell oriented gear currently available--RNF could stand to benefit for items such as the Buzzard tuck or Lycopodium earring.
    (1)

  4. #14
    Player ManaKing's Avatar
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    Mar 2011
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    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I can't really disagree. I'd like to see enhancements to enhancement magic.

    The only thing to note is that enspells are better than ever in aby, they just don't compare to the ridiculous amount of crit enhancement that is also present. Throw Lion and Blinding Horn and you can have Enspell 2s that hit for 100+ damage....but throw any combination of RR, Gnarled Horn, or SS and you will do better white damage and better WS damage as well.
    (0)
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  5. #15
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    Quote Originally Posted by Sunrider View Post
    Since isn't getting Mystic Knight, RNF is the job mentioned to be getting En-spell effects in the new expansion.
    That's what I mean in hoping RNF becomes a gateway to En-spell improvements; SCH was a gateway in the sense that En-spell accuracy was adjusted to accommodate for SCH's Accession powers, and RDM benefited from that.

    Maybe if En-spells are beefed up to accomodate RNF, RDM can benefit form that as well.
    It would be nice but I'm sure the gear would conflict with haste gear or RDM wouldn't get the effects because runes & enspells being treated differently, however you never know.
    (0)

  6. #16
    Player Crimson_Slasher's Avatar
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    Jul 2011
    Location
    San d'Oria
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    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    First thing when i read about "elemental damage added to attacks" and yet separately listed "En-effects" i pictured two different things present on the job, the first being something akin to Corsair's quickdraws, where the RNF would have "Strikes" and then things like FireStrike, IceStrike, Doing a mid-ranged weaponskill's worth dmg of elemental nature, and second being something more akin to Sambas, where instead of en-element(still an option) they would be more like Endrain, Enaspir, Enslow, etc. Or something possibly that causes micro-provokes per strike. Just the way i speculated it could play out. As for enspell enhancements, theyre tied to "Sword Enhancement" so even if RNF's enabilities are granted by a JA rather than MA, theres still a chance the gear can affect both.

    Edit: Bah, jumped the gun. Saw this just now. (Underlining/bolding important notes)

    Quote Originally Posted by Camate View Post
    Looking at the name “rune fencer” it is actually not a magic based job, as they will be consuming runes to gain special effects. To give a bit more insight into the actual name, I will share a quick Japanese lesson with you all. Red mage, black mage, and other “mage” jobs utilize the kanji
    “魔道士” which denotes a mage or wizard-type role. On the other hand, rune fencer in Japanese
    is “魔導剣士” which uses a slightly different kanji “魔導.” Both are actually pronounced the same way (madou) but are different in the sense that the latter is used to denote more of a sage-type character. With that said, it might seem to overlap with the image of red mage, but it is in fact completely different.

    On another note, for all of you who may still be wondering what the main weapon for rune fencer will be, as many has guessed it will be great sword. However, they will still be able to fully utilize one-hand swords as well.

    Attack wise, since they are using great sword, we are planning to have them deal higher damage than paladins. As a tank role though, generating higher enmity than your melee and other damage dealers with attacks alone is quite impossible, so we will be looking into other methods to gain enmity.

    In regards to their defensive capabilities, as was stated their specialty is magical defense and elemental resistance, but they will not be able to have all resistances enhanced at once and will have to use runes skillfully to enhance themselves.
    So theres the conclusive word on RNF
    (1)
    Last edited by Crimson_Slasher; 07-04-2012 at 07:09 PM. Reason: New information gathered, missed it.

  7. #17
    Player ManaKing's Avatar
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    Mar 2011
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    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Yeah, they didn't really clarify anything about if it will be an attractive sub for RDM.

    FireStrike etc. would be pretty darn cool. If it's able to be subbed and it has MAB as a mult i heard we are great at that. You could still give RNK better versions that you acquired after lvl 50+.

    It still doesn't satisfy my curiosity for this statement:
    'Rune fencers will possess versatile abilities like one that cuts the duration of the next enhancing magic spell cast on them by half, but in turn amplifies the spell's effect 1.5 times, and another that erects a barrier that reduces magic damage.'

    I read the word ability, and interpreted Job Ability. Yeah I want an Enhancing magic job ability that I can steal.
    (0)
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  8. #18
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    2,273
    Quote Originally Posted by saevel View Post
    Ok let me put it in perspective.

    DW I = -10%, 100/90 = 11.11% DPS improvement
    DW II = -15% 100/85 = 17.64% DPS improvement
    DW III = -25% 100/75 = 33.33% DPS improvement
    DW III + Suppa = -30% 100/70 = 42.85% DPS improvement

    Not to mention the additional hit on WS's and the STR + 11 ATK + 22(27.5) from off hand.

    Enspells would have to do ~200 per hit to get anywhere close to that. Not likely with how SE is right now. Best idea would be for SE to crumble and just give BST and RDM native DW equal to what they get from SJ at 90.
    25% gear haste +43% magic haste cap = 68% delay reduction = Almace (99) DPS going from 18.75 up to 58.59
    Add DW3 + suppa = 77% delay reduction = Almace (99) DPS going up again to 81.52 (39.1% improvement over single wield)
    So it looks good... However:

    Add in a DNC to your pt with 5/5 haste samba!
    25% gear haste +43% magic haste cap + 10% Samba= 78% delay reduction (2% off cap) = Almace (99) DPS of 85.22 (45% increase over no samba)
    Now, you only need 10% DW to hit the haste cap, so DW2 or 3 will both put you over. In this situation (and it's probably a quite unlikely situation to be in), Fencer will offer you a decent benefit, though not necessarily better than the last 2% haste.

    My recommendation: If you're in this situation, sub WAR and get 5% crit rate, 20 tp bonus, 10% double attack, Berserk and Warcry.
    (1)
    Last edited by Babekeke; 07-07-2012 at 12:26 AM.

  9. #19
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    They said that Rune Fencer would not be a magic class, so I think their 'enspells' are coming from their runes, so I doubt it'll enhance ours in any way.
    (0)

  10. #20
    Player saevel's Avatar
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    Quote Originally Posted by Babekeke View Post
    25% gear haste +43% magic haste cap = 68% delay reduction = Almace (99) DPS going from 18.75 up to 58.59
    Add DW3 + suppa = 77% delay reduction = Almace (99) DPS going up again to 81.52 (39.1% improvement over single wield)
    So it looks good... However:

    Add in a DNC to your pt with 5/5 haste samba!
    25% gear haste +43% magic haste cap + 10% Samba= 78% delay reduction (2% off cap) = Almace (99) DPS of 85.22 (45% increase over no samba)
    Now, you only need 10% DW to hit the haste cap, so DW2 or 3 will both put you over. In this situation (and it's probably a quite unlikely situation to be in), Fencer will offer you a decent benefit, though not necessarily better than the last 2% haste.

    My recommendation: If you're in this situation, sub WAR and get 5% crit rate, 20 tp bonus, 10% double attack, Berserk and Warcry.
    Your not hitting that haste cap without embrava or SV march's, and if you have those then why the hell is the RDM in that party or meleeing. Heck you just mentioned adding a DNC ..... seriously .....

    Now sho
    (0)
    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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