Honestly to me its a solo 2Hour, Chainspell is more a party 2hour with the use of CSS and all that, but this should make us very powerful when we use this and then buff. Sadly with this we also basically lose any chance at ever seeing Renew because to refresh the duration timers for RDM after this would mean you get super buffs for 2hours, SE would never let us have something so awesome -_-;
Chainspell is good in solo or in parties. Solo Chainspell you can nuke stuff to death, or stop something from beating you to death with Chainspell Cure, Stoneskin, Utsusemi . . . in a party, Chainspell is all about regaining control over a situation. Or, if all else fails, Chainspell Raise those noobs to reduce your downtime somewhat. :P
See, that's what's awesome about Chainspell: it's a genuinely versatile Ability for what's supposed to be a versatile job. The new Ability, I can only see being good for when you want to screw around and become The Juggernaut for a while (as if being a Red Mage alone didn't qualify you enough for that title!).
well SE is bloody stuborn on the whole AOE on RDM, at this point idk why though, they have changed their vision on so many jobs and made loads of alterations that they originaly didnt want for those job's.
Drg 2 hour was fixed to a 20 min JA, nin went from DD to tank, sam from tank to DD, sch got regen 5 instead of cure 5 etc.
I still think they should swap out rdm enhancing and enfeebling to AOE as well on that job as it was the original main holder of those abilitys before new jobs came, RDM has given tons of spells to other jobs its time for it to get some back.
The new 2 hour with AOE spells would be very usefull, just think 50+ boost str, 40% DA, double haste, enspell dmg on top, double value stoneskinra for almost900 or so dmg resist, double phalanx effect, double shellra 5 effect and bareffect. ofc limited to only once evry 2 hours, but even with 2 hour burned these would secure a room for rdm.
ofc it all comes down to how long 2 hour effect last if u only got 30 sec to cast ur spells u might have to prioritize witch is best for situation, but even as is with rdm/sch u should be able to do AOE Shell V and all other enhancing spells that are castable as aoe with /sch.
As for the Rng 2 hour im a bit divided, why do they try to fix ammo usage with a 2 hour ? id probably been more happy to have gotten a does 4x dmg a shoot for x time at 1/4 enemitty and carries over to WS or a TP regain giving 50 tp a tick for 45sec -2 min for rapid zerg with greatly lowered enemitty under 2 hour effect.
As for the ammo isue, if this is se answer to some of the ammo problems they doing it wrong, just up the way to make adaman bullets etc for less materials, or add some new Recycle JA that grants 50% or higher chance of recycle proc under effect, lasting 2-3 min recast 5 min.
As for the BST 2 hour, what where they thinking ?
BSt allready complaining about loss of pets on zones etc from jug and they add another eat ur jug JA that takes ur pet away ....
Heres what BST new 2 hour should be Grants access to all PET Ws ( including sevral they left out on sevral pet's ) or a regain/haste/DA effect on pet for 2-5 min with endless points to use on pet sic ws, allowing u to finish a kill on target faster on stronger targets.
Or even a Callable 2 hour pet ( mayby a chocobo like from origin story of BST ) or a Opo Opo NM pet with special sic attacks and higher then regular jug pet stats, just so many sugestions and they went with killing ur jug/charm pet or a DRG 2hour copy.
i wonder though if the Sam 2 hour might end up supa overpowered.
Cool so SAM is getting Perfect Dodge ++ and THF is getting TA + on a 2hr timer and this is considered balanced? I really hope that "Major Damage" isn't the same as "Severe Damage" from Coruscanti.
tandava crackows + chocobo jig + animated flourish = prouesse ring
So I really only play DRG, but to be honest this seems like we get nothing, in addition to a semi-useless 2hr we already have.
DRG 1st 2hr- Basically the same thing as the BST 2nd that everyone else can mention as useless. The only thing we get is some Haste, which can be gotten through other means, and reduces the effectiveness of our other job abilities.
DRG 2nd 2hr - Hey look, its spirit surge, only with a 2hr recast.......honestly. Spirit surge currently heals a very nice amount of HP, like 1/2, and then grants a regen effect. This happens every 1min 30secs. If our wyvern hasn't been staying alive due to this, then it's probably not going to stay alive during this 2hr without it getting invincible. Other than that I can see this being like a DRG version of Familiar, which is better than our current 2hr, but still fairly useless.
Here are some nice changes that could be done.
lower recast on Call Wyvern - make it 5 min, like Call Beast
merge Jump with Spirit Jump - there is no reason for 2 abilities, they share the same recast timer anyways, Spirit Jump is just an upgrade of Jump.
merge High Jump with Soul Jump.
give fight, heel, and stay commands for wyvern.
then give us a useful 2hr, or a couple of stances, like nin and sam have.
Last edited by Aldarin; 08-01-2012 at 07:28 AM.
You don't even know the name of your only job's 2-hour, so I wouldn't consider you an authority on anything DRG-related. Spirit Surge is your 2-hour. It restores the recast timers on all Jumps and transfers your Wyvern's TP and HP and stat bonuses to you, as well as a potent haste effect. It's better than many jobs' two-hours. With all the TP you get from your wyvern and then your restored jumps (which you should use right before Spirit Surge), you deal a very large spike of damage. The only bad thing about Spirit Surge is if your Call Wyvern timer is down.
You're thinking of Spirit Link.
Hmm also a bit confused about the pld and shc 2 hours, if the sch one was for pld and worked as a constant Area effect zeroing out evyone else enemitty and giving it to selft it might be usefull, then have a thf use his new 2 hour behind pld to bind hate on pally.
At this point idk if more block/defence is what pally's want?
Seems like the new mnk 2 hour just had mnk steal pld's place as nm holder in multi nm zergs
and the War 2 hour is like a rehash of mnk merit ability with a little ++ on top.
The blm one also seems lackluster, why not just add a doubles dmg done with spells for x amount of time.
the drg one has some promise, as others said if it's boost is great ( maybe have the wyvrn get access to mini flail under 2 hour as a pet ability with a tiny stun ) if the wyvrn got like -85% DT or something it might be usefull for those big aoe fighs
the cor one seemed a bit disapointing for a 2hour, a 3rd roll ? thats more like something u could add as tier 3 job meritt not 2 hour, wouldnt something like a luck based boost to curent rolls or Devils luck ability giving the cor loads of TH effect on target be more inline with cor theme ? mayby even a doubles treasure drop ability depending on corr 2 hour roll, giving 2 off evrything in a chest if u lucky out.
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