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  1. #31
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Demon6324236 View Post
    Sounds alot like when I said this last page.
    It sort of is, but I don't believe Magic Accuracy works on Immunobreak, this would aid the enfeebling side as it increases the chance of it activating HUGELY while putting them ahead in enfeebling much more than BLM, WHM and SCH.

    If Magic Accuracy does increase odds of activation then I'd much rather that over this.
    (0)

  2. #32
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I still don't have trouble landing enfeebles in Legion or VW. Immunobreak is honestly for other jobs. There aren't a lot of spells I can't land in 1 or 2 tries.

    I do merit Earth and Ice in merit 1s. But honestly the only other things to merit was convert and I just don't need it up that often compared to landing slow and paralyze.

    I still can't believe they never redid the merits for casters. They still look like shit.
    (2)
    I'm a RequieSCAT-MAN!

  3. #33
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by ManaKing View Post
    I still can't believe they never redid the merits for casters. They still look like shit.
    Wasn't that still on the agenda? Don't forget, SAM isn't a caster and they need to find ways to make RDM merits suck even more then they already do. That takes some time.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  4. #34
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by ManaKing View Post
    I still don't have trouble landing enfeebles in Legion or VW. Immunobreak is honestly for other jobs. There aren't a lot of spells I can't land in 1 or 2 tries.

    I do merit Earth and Ice in merit 1s. But honestly the only other things to merit was convert and I just don't need it up that often compared to landing slow and paralyze.

    I still can't believe they never redid the merits for casters. They still look like shit.
    Yeah if it's not straight up immune then it's not hard to land enfeebles. We have so much skill and base stats that overcoming the targets magic evasion isn't that big a deal.
    (1)
    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.....

  5. #35
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    My suggestions still come down to what ive been saying for a long time. For nostalgia i wanted to get them quoted from myself.

    Quote Originally Posted by Crimson_Slasher View Post
    That, or at some point on the way to 99, we will be getting a JA that mirrors/transfers all our buffs currently active onto 1 or all party members with a 10 min recast...
    Quote Originally Posted by Crimson_Slasher View Post
    I just thought up an idea, i could see a rdm, and a brd equivolent, and perhaps share it to sch, but im not sure if that would apply, but i have an idea for a fun debuff, could be balanced by duration, recast, or effect.

    Parochialism - Forces special moves by target to only activate upon the target with the highest enmity.

    Now this could be used for a single tp move, then wear off, or be a set duration (before resists) and have a longer recast so this cant be done all the time, though this wouldnt affect aoe spells. This could also (maybe?) prevent some shadow whiping tp moves not dispel the tank's shadows, and this is a substantially powerful party and endgame (HNM?) related enhancement.
    Quote Originally Posted by Crimson_Slasher View Post
    I still think, playing as mage or melee rdm, the time for a blink II is at hand, possibly tier III even!
    Quote Originally Posted by Crimson_Slasher View Post
    Stances: Doublecast/At Arms.
    -Effects in short(doublecast): 50% more mp consumption, 50% more elemental and curing potency

    -Balance: Costs more mp, and cure IV still is weaker than cure V, and thunder III is still weaker than IV, but closer, i used those spells with actual numbers but the forum logged me out and i cant be bothered to post it this second. Both become more potent though and get close to the next tier spell none the less. Though then we are almost stepping on their toes. Almost.

    -Effects in short(At arms): Ex sword weaponskills, recrunched gain/phalanx/enspell calculations, enhanced combat skills, reduced mage prowesses somehow, convert a little mp to hp (15%?) and possibly some JA haste (5-7% haste?), and swap our native MAB and MDB traits to Attack bonus and Defense Bonus.
    Also for something else that could be fun, see this link;
    http://forum.square-enix.com/ffxi/th...393#post191393

    These may not be up to date anymore but i still think they are/were some decent ideas.
    (0)

  6. #36
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    The money in the bank is they said "No" to higher tier enfeebles, and have added a great big 0 new enfeebles for RDM, yet announced a new job who will have unique, new enfeebles.

    If one vision was screwed from the offset it was RDM's.

    PS. Who cares if GEO's enfeebles will stack, when you'll be lucky to land one enfeeble in 6 fights in the first place.

    Do you know a trait they should give RDM.

    Immunobreak Accuracy - level 25
    Immunobreak Accuracy II - level 45
    Immunobreak Accuracy III - level 65
    Immunobreak Accuracy IV - level 85
    Immunobreak Accuracy V - level 99

    (10 accuracy per level)

    Then the update might be useful.
    This makes the job overpowered in solo situations. Something needs done to keep this power in check otherwise SE isn't going to give enfeebles any power. They don't want demigod soloest. If they had something like ritual tactics then their enfeebling powers would be kick ass in alliance situations. These enfeebles would be worthy of the vision you wrote without making them super strong solo. It's got to be something that makes players say "lets get a red mage!" Instead of "lets get something else more useful then a red mage!"

    DEMI and Ritual tactics would be up there with SCH's embrova in utility. Instead of making the party/alliance stronger directly it makes the enemy weaker and as a result the members in the party/alliance can be more effective. Because of the weaknesses on the enemy the party/alliance is stronger to the weakened enemy. Player buffing makes allies stronger directly. Since SE refuses to make us the buffers then our nitch should be something like tactics to make the significantly enemy weaker.

    If enfeebling is serious enough to have an major impact on the battle outcome then and only then will the job reach a potential of what it should be. I don't just mean accuracy I'm talking kick ass potency. What good is a paralyze that lands and procs maybe (IF LUCKY) once then wears after 3 seconds!

    Chit! that's what it is..
    (0)
    Last edited by Sarick; 09-13-2012 at 06:12 AM.
    Developers take notice when a post has a lot of likes. Please support your fellow posters if they make good suggestions or comments by clicking the like.

  7. #37
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Nightfox View Post
    *********** Please keep comments and criticism constructive. ***********


    Spells:

    Bravery – Increases a target party members attack; Overwritten by Faith. (30s recast)

    Faith – Increases a target party members magic attack; Overwritten by Bravery. (30s recast)

    Temper – Increases target party member’s chance of attacking twice. (30s recast)

    Stop – Causes an enemy to stop temporarily. (45s Recast)

    Ail – Inflicts an enemy with plague. (20s Recast)

    Reversal - Swaps current TP with a member in your party. (Only applicable if user’s TP is equal to or higher than target’s TP.) (1min 30s Recast)

    Hinder – Slightly reduces the target’s area-of-effect spell radius. (20s Recast)




    Skill Rating:

    Sword Skill Rating: B+
    Enhancing Magic Rating: A





    Weapon Skills:

    Vorpal Blade
    Sanguine Blade





    Job Traits:


    Fencer- Increases Critical Hit Rate when wielding with the main hand only. Grants a TP Bonus to weapon skills.

    Fencer II- Increases Critical Hit Rate when wielding with the main hand only. Grants a TP Bonus to weapon skills.

    Tranquil Heart II- Reduces enmity gain when casting healing magic.

    Spell Precision- Slightly raises magic accuracy.

    Spell Precision II- Slightly raises magic accuracy.





    Job Abilities:


    Enfoldment – Triples MP cost of an enhancing magic spell and converts its range to an area-of-effect spell. (1 min)

    Entrapment- Triples MP cost of an enfeebling magic spell and converts its range to an area-of-effect spell. (1 min)

    Of all these I like Hinder the best. It's a unique effect that could be very useful, which is what I'm looking for on the job. It would have to be potent initially, or let it stack.

    I like the mutually exclusive Brave and Faith but as self target only. I just don't want another party buff to cycle on RDM. That's why I don't like Temper being party-castable. Yeah it would make the job more desirable in parties but after playing SCH so long after many years as RDM main, I can't stand maintaining anything but AOE enhancements anymore. But I like the idea of giving the RDM a sort of Arts but for magic vs melee instead of white vs black magic.

    Ail sounds good too. SE keeps saying a plague spell would go to SCH because it's DoT but that's ridiculous to me, even with SCH being my favorite job. It strikes me as an enfeeble first, oT second.
    (1)

  8. #38
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    well im a blu and probably should not say anything but plague really isn't a dot, does no hp dmg, it reduces mp and tp which is nice in low man content which how useful for rdm im not sure on. my 2 cents on rdm i think yall should be bumped up to a- sword really think yall need a better formula on your en-spells and spikes cuz at one time adding like 15-20 dmg a strike was nice when even 2 handers were caping out at like 150 dmg and 1 handers would rocking the room at around 60-100 which would have been like a 10-15% boost on dmg, now a caped rdm i think can get it to 30(before enhances enspells) which would seem nice if it wasnt for the fact most melee hit for much much much more dmg now rdm included when using a good sword like almace and if you got a- skill would probly be in the about the 200-300 range that little 30 extra dmg is a decent amount more lacking no real reason your en-spells shouldn't be caped at like say a modest 50 (before enhances en-spell gear). Spikes im not sure how to change them, but yea when nms can have 200+ dmg spikes why cant we have like i don't know 50-70 dmg ones >.>;
    (1)

  9. #39
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    SE Response - "Thank you all very much for your suggestions regarding Bravery and Faith. Unfortunately, we were completely stuck as to how to make SCH useful when we nerf Embrava, but giving them Bravery and Faith looks like it would do the trick just nicely. This does mean of course that we won't be able to give it to RDM as well.

    Keep the suggestions coming!"
    (3)

  10. #40
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Metaking View Post
    well im a blu and probably should not say anything but plague really isn't a dot, does no hp dmg, it reduces mp and tp which is nice in low man content which how useful for rdm im not sure on. my 2 cents on rdm i think yall should be bumped up to a- sword really think yall need a better formula on your en-spells and spikes cuz at one time adding like 15-20 dmg a strike was nice when even 2 handers were caping out at like 150 dmg and 1 handers would rocking the room at around 60-100 which would have been like a 10-15% boost on dmg, now a caped rdm i think can get it to 30(before enhances enspells) which would seem nice if it wasnt for the fact most melee hit for much much much more dmg now rdm included when using a good sword like almace and if you got a- skill would probly be in the about the 200-300 range that little 30 extra dmg is a decent amount more lacking no real reason your en-spells shouldn't be caped at like say a modest 50 (before enhances en-spell gear). Spikes im not sure how to change them, but yea when nms can have 200+ dmg spikes why cant we have like i don't know 50-70 dmg ones >.>;
    That would pretty much do it for melee. If they made Enspell 2s more attractive at the same time, it wouldn't hurt either. It's that lack of growth from 75-99 that makes RDM look terrible more so than anything else. Our Spells were designed for lvl 75 and they didn't plan for beyond that.
    (2)
    I'm a RequieSCAT-MAN!

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