I am fine with new spells so long as they do not interfere with the melee aspects of the job, Temper being cast on others is the primary thing I had a problem with of all ideas ever given because it does just that, the same thing with the obvious lack of people coming up with ideas for melee enhancement spells. Such as your list where nothing enhances melee at all, thus, leaving it behind and unbalancing the jobs features even further.
The reason I gave the suggestion to allow us to cast Temper on Melee in the first place is for the purpose of us being more useful than just being needed for Heals and Haste and most of the time people do prefer to hire other jobs over us because they can do the same exact things we do and more making us really not needed.
Adding a new category of Enhancement spells for stuff you see on gear would give us better purpose. I just laid down a basic example rather than write a book on my last post and didn't get into real detail. So yes I did make the suggestion.
Like it would be nice to have a spell that can enhance weapons, like sword skill (and all other Melee skill) +15 for a duration, , parry +15 etc, hence why I said Cure Potency 10% for a duration, Fast Cast +5 for a duration. (examples of stats you see on gear/weapons)
Although these stats are included on gear, so are STR, AGI, INT etc. yet we have boost spells, we just never had any spell to enhance a good majority of the awesome stuff you see on gear other than Temper (That only Redmage can use.) Again this was unique to Red Mage before SE gave all other jobs gear with Double/Triple/Quadruple Attack gears. Also Corsair has Fighters roll which gives Double attack anyways- yet other rolls are used than this so allowing us Redmage to cast Temper on party members would only help make the spell more useful and beneficial to others than having it alone for RDM only.
Even mages have blithe mantle, pole grip, brutal earring, windbuffet belt which these 4 combined surpasses Temper. So this spell really doesn't make Redmage unique anymore. As you said RDM is way behind and left out on a lot of DD gear. I did say on another post however that its pretty ridiculous that RDM can equip a level 99 staff yet only use a level 1 ws which misses most of the time.
Anyways.
I also really don't think this interferes with the Melee aspect of the job, it enhances our job and allows us to give people something others can't give. The power and choice lies in your hand to who you want to give it to. Like how we can give Phalanx II to a Paladin in case the person doesn't have time or is placed in a situation where he/she cannot recast it. How would Temper be any different? Not like we will be casting this on any of the Mage jobs. Most likely we would be casting this only on jobs that give best results. And I did say that SE could set a long recast timer to prevent us from over casting it.
Also I didn't feel like taking the time to look at Cor, bard, sch, blu and write something by mistake that those jobs can already enhance like Cor allowing Critical Hit rate etc.
If Red Mage could cast Temper on others, do you not think people will love Redmage for that? I'm just tired of people saying "Sorry we don't need Red Mage, do you have any other job that can help the party?"
What's the point in having Temper by yourself when the reality is that RDM will never out damage any DD. it's not big enough spell to make RedMage impressive enough to encourage people to invite us for that specific ability. And there is plenty of Double, Triple, Quadruple attack gear that other Melee can surpass Temper with anyways, if anything Temper would just give us the ability to provide more power to the DD we cast it on. So Redmage having Temper alone in this day in age doesn't really put us on par with DD anymore.
A Bard / Redmage can give Ballad 1/2/3 + Refresh, Cure 4, Haste and yet do more.
A Scholar /Redmage can give Refresh/Phalanx/Enspell tier 1/Haste and yet do more.
This is why we are suggesting that RDM be given some better unique support spells that no other job can do that way atleast we can participate in more events than now.
Also I already understand what Redmage can do best. Being the master of enfeebling magic. Redmage has the highest ability to fast cast compared to all other jobs allowing us to be a great nuker. I stated that SE should remove the "Completely Resist / Immune so we can actually do what our job is suppose to be the king at, enfeebling.
No one invites us to enfeeble bosses because Gravity is completely resisted which makes us completely useless. And other jobs can Blind, paralyze, Slow, silence, Dia, sleep making redmage really not needed when other jobs can get the job done and do more.
We also have the privilege to wear more -pdt gear than any other mage job. Making us to be the best survival job compared to other mages. This was great when we were able to be the kiter for events when Gravity actually worked.
You are looking at RDM as one aspect of game play. I'm looking at it as multiple aspects of gameplay. I just didn't get into the Melee topic because this thread is not about that.
Not everybody will multitask every single aspect of any job. For example, Blue mage "could" set several spells to be supportive to party yet be crappy as a DD, vise versa.
Scholar can play the support roll or the nuking roll but very hard to play both rolls at the same time being that the limit of strategems make it difficult.
Of course it will be hard to be melee/support/enfeebler/stunner/nuker all in one etc. but that's the beauty of having the option to choose what path or build for the specific situation at hand.
It doesn't mean you need to be a jack of all trades for every single purpose.
The way RDM is built now pretty much is a self solo type job who really lacks at being a great support needed for 18 man alliance events. My argument is that while it was good to be this way before the cap went above 75 and before SE gave our special abilities to other jobs like refresh, it needs to have something better at 99 that can give a better reason to include us in the group other than haste/cure4/Protect/Shell especially since we are left out on pretty much the majority of content.
I'm not disagreeing with you on the Melee aspect of what you are talking about. Just this isn't the thread to be discussing all of that.
Last edited by Daemon; 06-10-2013 at 06:27 PM.
Ohh look ... this conversation again. Did we enter a temporal distortion field and go back to the year 2005?
Every argument anyone can possible create has already been done to death. RDM sucks right now, it sucks because the dev's have nerfed all three of it's designed aspects. RDM is a combination of Warrior, White Mage and Black Mage. This is a design that goes back long before FFXI was created and SE kept it here for "flare". Of course they didn't want RDM to be the best in any one of those categories so they nerfed the sh!t out of it in all three which turns RDM into a nearly useless job.
That can only be fixed through a very concentrated redesigning of the job. Better melee gear and a wider range of self-cast spells that enhance various aspects of the job. I used to say give RDM unique minus-stats enfeebles, but SE took that idea and created GEO. So yeah I don't expect anything to happen to RDM anytime soon, deep inside the SE devs wish it would just vanish.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
Can you imagine if SE gave the spells/abilities of SCH and/or GEO to RDM as opposed to creating those jobs?
In the current endgame, red mage as a fine place in delve mega boss parties. All mobs in delve are fully enfeebable and you have to land certain enfeebles on certains mobs in order to activate their gimmick to kill them. rdm/blm is also a good back up healer and support of the sch/blms on stun rotation and the geos who are standing in range of everything. My perfect third party for the mega boss battles would be geo geo sch sch rdm pld.
Delve is the only event RDM is good in right now, and mostly because enfeebling is required for most NMs in some way.
I am sorry but SCH/RDM (and soon GEO/RDM with native enfeeb skill after update) are doing and will do a better job then RDM on delve related things. The only time you would take a RDM into delve is when refresh II and addle matters. I am takeing my sch/rdm with my m.acc trial staves any day over my RDM. It cures better, it has better AoE control and it can stick the debuffs even much better then my rdm because of klimaform + stormspells and then there is impact, which costs way less MP on SCH due to stratagems and has a way higher stick rate on sch to land then on rdm.
So no RDM isnt usefull at all atm if you have very competent well geared SCHs.
@those people wanting melee RDM:
go change your job to a melee if you are so hard on for melee things.
Last edited by Damane; 06-11-2013 at 06:04 AM.
here you go Demon6324236: Temper 2, an enspell, that gives DA to party members like sambas do from DNC.
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