A lot can be done too buff the melee dmg on RDM.
One thing that allways bafled me is that Enspells dont stack on WS dmg, i wish Physical WS could get the added magic dmg on hits from enspells.
Ofc like was mentioned earlier SE need to FIX EN-Spell 2's so they can be used with multihit wepons.
Another thing i wonder about is why wasnt Enspell + effect added to sword elemental trials, surely it has room for it and would kinda make sense on the difrent wepons, like fire type sword would boost all enpell with fire element.
Would having STR +11 ATCK +22 Enspell (FIRE) + 22 broken the game?
Also think SE was super stingy on not allowing rdm dagger elemental trials.
I also agrea Rdm should get a natural way to get Dual wield, would make sense as a merit instead of curent merrits that should have just been scrolls.
However im also open for another type solution to counter some of the lack of DW problem in another way as rdm, we could
get a JT that takes Physical dmg done by main wepon and adds that to enspell as an additional amount elemental dmg when 1 handing with shield.
However that JT should have gear that further boost it to compensate for lost speed versus using /NIN with what is it 30% haste or so, like one piece give's a *1,5 effect if u got two of those pieces of gear u can get double your physical dmg added too the enspell, same JT should also bolster Spikes dmg quite a lot.
I think that might open the door slightly too the ability to swap out /NIN with say /WAR for more DA + attack boost or/DRK to utilize Attack bonuse+ SE + Absorb-TP/Str , im sure there are other combos too that might work like this, but key would be RDM melee would be magic focused but bolstered through melee stats.
Someone also mentioned a self enhancing magic that gives RDM Counter like effect, i agrea it would be nice for melee builds have it be called Revenge ( i know this one will probably be self only like Temper to avoid other melee getting it) and the return dmg done be Enspell dmg only, but let it get some TP on procced hit.
Also i think some higher tiers DOT and native access to the BLM only elemental enfeebles as well as new Enfeebles would be nice addition, not that im a fan off the DOT for 2 hours kite to death method, i just think the current Dot's dosnt scale well with current level/montster hp and deserve some boost. a higher tier enfeeble that did Blind 2/slow 2/para 2 in 1 cast would be nice, then couple it with 2 spells to do the Native element enfebles ( Rasp etc ) in a 3 in 1 cast ( the ones that stack with eachother.) and 1 Spell for Poisen4/Plauge/Weakens deffence( same as acid bolt effect ) as a way to quickly stack these spells on mobs and not waste less time on spellcast while melee.
Another way to bolster dmg would be to add a JA that when used grants Rdm 15-25% ja/haste and boost enspell dmg ( it could be called Brave and that shares timer with Faith ) as well as granting some +skill to dagger/sword raising it too A-, but require's sword and shield for the haste to take effect.
Faith JA would grant MAB+ +2 to refresh spells and +10 to regen spells and raise enhancing magic too A- and also and enfeebling skill+ or even Imunobreak+ on enfeebles cast while in effect.
As many here i think the Dev's have overlooked the need for rebalancing and renewing RDM for far to long due too fears of glory past where Rdm was used as main healer or used to kill stuff in only 1-2 hours solo that normaly required 18man to do, it seems they forgot they added rage timers to deal with this and that the main reason rdm was used as healer was refresh/convert witch any whm can now get as /rdm.
Also they seem to have forgotten that since rdm came around and mainrelease they have added sevral jobs that do much of what rdm does just better, Smn came and got AOE versions of spells rdm have, Blu came and become the DD sword magic user, Sch came and got mp efficency + more dmg/heal power and soon theres RNF/RNK and GEO who both will also doo much of what RDM originally did, its time for some RDM love in all 3 off its fields enhancing/enfeebling/magic melee.
And for gods sake do something about the lackluster state of rdm merits .... why did SE decide to waste all the potential merits had and just make it m-acc for 1 element a merit in cat 1 and spells in cat 2, its like they just watched youtube seing a RDM DOT a HNM in 2 hours and went well RDM is a demigod so no need to add anything more usefull to it......
I don't think RDM dual wield makes sense. Something to consider though: in the Zodiac version of FF12, RDM gets great swords, lol.
SE can say a many, but why have become other jobs , ws,weapons, new enfeeblings?
and rdm play with 75 merit spells... o wait gravity2.... all jobs can now break immun. when you cast the spells long enough.
Not 1 good enfeebling, but maybe when were wait ,were become gravity3![]()
Last edited by Lilia; 08-05-2012 at 08:14 AM.
Sadly this is FFXI, and if you single wield and are not named pld, chances are you should be dual wielding unless you desperately need... a shield, because you're pld.
I mean after all a certain other mage job has enjoyed dual wield during its long history in FF games - oh wait, no it hasn't. What applies to singular RPGs doesn't necessarily apply to FFXI.
Last edited by Neisan_Quetz; 08-05-2012 at 09:38 AM.
Native dual wield won't happen for RDM because /NIN and /DNC are adequate. You can /SCH if you want to play support. If you want to stun you can pick /BLM or /DRK. Are their more options than that? Sure, but they aren't supported by how people play this game or SE designs it.
There are things you could add to RDM that would make it the Jack that many people believe it should be. Here, I'll list them:
- Stun
- Sanguine Blade
- Enspell 2s that aren't terrible
- Occult Accumen
- Immanence
1. Giving us stun makes it so we always have it for CCS. It's still useful. It's still our best trick. When you are caught without it, your 2H is only so so. You can't CCS as /SCH, which is a shame and stops us from being more useful than we could be.
2. Sanguine Blade would allow us to tank in some party situations. If you aren't aware that you can low man tank...well you can. Problem is we don't hold hate very well. Sanguine Blade is a good intro WS for endgame damage and it has above average hate generation so it's a good place to start. Also, it heals you so you can use it to save MP on self heals, especially if you are building your nuking set(like you should be).
3. We have a B in swords and daggers, not an A. If you are using a sword or dagger, then Enspells are how you make up that damage. Composure is how you make up the accuracy. There are many ways to make Enspells 2s more attractive but still very well balanced. I will not go over them again, but just realize that it is a boon for your enspells to have lower priority than your good additional affects from your weapons and that they need to have better DPS than Enspell 1s, or there isn't really a point.
4. Occult Acumen gives us more options for TP generation. It would encourage RDMs to play all of the parts of their job, because it would reward RDMs for nuking even though they were DDing. I've seen plenty of horrible nuking sets for RDM. They are hilariously shameful. I generally only nuke on Magic Burst(which is completely worth it since we have Magic Burst Bonus) or if I'm trying to finish a mob off quickly(dynamis TEs) because you can easily out DPS your spells if you are set up for DD.
5. An extension of the last point is Immanence. Immanence would allow RDMs to self skill chain, so that they could use magic burst for both the damage aspect of nukes or the accuracy aspect of enfeebling. Giving RDM immanence would make them a better enfeeble-er than giving them category 2 merits. You basically get elemental seal grade accuracy on enfeebles when you magic burst them. You can land almost anything that can land. Best part about this is that anyone can Magic Burst off of skill chains, so you can open up extra damage for BLMs.
RDM could be the Jack-of-All-Trades that many want it to be. It could have job synergy. It could be that a RDM is greater than the sum of it's individual parts. The reason it's not currently, is because it missed the train for job upgrades that it needed to accomplish this.
Adding all off this would still not make us a better DD than a WAR or a DRK or any 2H DD. We still would be out bursted by BLU and BLM. We would still be out cured by WHM and SCH. But we would be the best enfeeblers in the game and we would pretty decent at other things too if we took the time to gear and macro for it.
Last edited by ManaKing; 08-05-2012 at 04:32 PM.
I'm a RequieSCAT-MAN!
RDM is a tank now :X
Sanguine Blade would be so absurdly overpowered for RDM... I would just sub dancer and build a 100 TP Bonus sword for mainhand and use -PDT sword in offhand and never die to anything, ever.
Then again, I haven't tried it outside of Abyssea.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |