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  1. #1
    Player Nightfox's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    49
    Character
    Nightfox
    World
    Cerberus
    Main Class
    RUN Lv 99

    RDM Adjustment Suggestions

    *********** 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)
    (15)

  2. #2
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    That's what I love about the RDM forum's, Every month a new improvement, adjust, ideal thread pop's up. Well not so much new in idea's, but new thread atleast. You don't get that over on the dead ass WAR forum's.

    Well at least with the way thing's have been going lately they have half a chance of being look at and consider.

    Edit: Bravery and Faith have been toss around for a while now here on the RDM forum's. It would be a big boom to the community moral if these spell's got push threw for the job.
    (5)
    Last edited by tyrantsyn; 09-08-2012 at 03:19 AM.

  3. #3
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    You don't get many idea threads for war because lets be honest, what does war really need? RDM has been left in the corner since Abyssea and any ideas people throw out either get rejected or used for other jobs. So people will continue making threads until the devs listen.
    (1)

  4. #4
    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
    A few things:

    Faith / Bravery would be one of those spells it'd be acceptable to be self cast only.

    Tranquil Heart II already exists upto IV, we have upto III. http://wiki.bluegartr.com/bg/Tranquil_Heart

    I'd accept AoE for Enhancing at quadruple cost.
    (4)
    Last edited by Daniel_Hatcher; 09-08-2012 at 04:13 AM.

  5. #5
    Player Koren's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    Quote Originally Posted by Nightfox View Post
    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)
    Temper and Faith have been mentioned before and people more articulate than I will comment on them. Temper I've viewed like a physical En-spell, and would prefer to see it Accessionable rather than single party target, but if you'd rather have it cast on other players more power to you.

    Stop is basically Stun, or Terror if you want the mob's animation to stop also. If you go with it inflicting Terror, you could stagger the effects of Stun and Terror to prevent an enemies action so there's some use for it. There is no Terror spell for black magic so it's a viable spell to get provided it's not resisted to hell and back.

    Now Plague is more of a solo tool. Any more than 2 people hitting a mob and I doubt you'll see much of an effect. In all likelihood it would fall to the wayside as a "useless" spell.

    Reversal is better used as a job ability, not a spell. I can't think of any realistic situation in which it could be used since RDM does not have a method of gaining TP without melee. Maybe between VW fights.

    Hinder is a spell I like. If it is treated like DNC steps and stacks with itself to reduce the mob's AoE range even further it could be a powerful tool in battle. This spell would certainly needs to be able to overwrite itself. We all know the NMs will inevitably use their 1-hit Deathga move in between when it wears off and while we're reapplying it.

    Quote Originally Posted by Nightfox View Post
    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.
    Fencer I've never understood with RDM, is it because it is an honestly useful ability or because it's called Fencer? Would RDM still want it as badly if it were called Finesse instead?

    Quote Originally Posted by Nightfox View Post
    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)
    I know RDM wants a place in parties, but literally taking a page out of SCH's book isn't doing it. The only benefit is that you don't need the corresponding Arts to use them. The 1 minute recast hurts more than helps to be honest. SCH's advantage to AoE enhancing is they can crank them out one after the other with stratagem charges.

    As a contribution, I'll propose a job ability.

    Reset - Resets enhancement durations to their initial value for party members within Area of Effect. (Recast should be between 2.5 - 5 minutes)

    If a player has Berserk active and there are 30 seconds before it wears off, Reset will return the duration back to its initial time of 3 minutes. Berserk's recast is unaffected. Berserk will not be reinstated if it wears off before Reset is used.
    For enhancements with variables like Stoneskin or Utsusemi, the enhancement will be reset back to its maximum duration and effect based on the RDM skill if applicable. Utsusemi: Ni would be reset back to 4 shadows, while Stoneskin would be based on the RDM enhancing skill. This could be good or bad. If an unskilled RDM uses Reset, you could end up with a weaker Stoneskin than you started, while a skilled RDM could boost Stoneskin to the cap regardless of the skill of the initial caster using Reset. Not sure if gear bonuses should play a part in the effect or even if it should be the RDM's gear or the targets gear.

    2-hour abilities are not affected by Reset. If they were, expect a much longer recast.
    (1)

  6. #6
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Koren View Post
    Stop is basically Stun, or Terror if you want the mob's animation to stop also. If you go with it inflicting Terror, you could stagger the effects of Stun and Terror to prevent an enemies action so there's some use for it. There is no Terror spell for black magic so it's a viable spell to get provided it's not resisted to hell and back.
    A cool way to do Stop would be to make it an enfeebling version of stun. We have our Dark Magic stun spell for BLM & DRK. Having Stop as Enfeebling Magic would do a few things, for instance it would give RDM a unique spell, with higher land rate due to higher skill, along with a native stun spell so that Chainspell Stun can be done without the original methods of /DRK or /BLM. Also, they could separate the resists for them possible, so some mobs/NMs may be more resistant to one or the other. They could make Stop another element, such as Ice based, rather than Lightning like stun is, so that it can also effect different targets.

    In either case, if Stop is done, it could just be another stun spell but for RDM specifically so RDM has it natively, and its own spell for it based off of its best skill, Enfeebling Magic.
    (9)

  7. #7
    Player Koren's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    I keep forgetting Stun is a Dark Magic spell, so Stop as an enfeebling Stun would make sense. The Stun effect is more or less the most powerful "enfeeble" in the game so our most powerful enfeebler should have natural access.
    (1)

  8. #8
    Player Scuro's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    348
    Character
    Scuro
    World
    Odin
    Main Class
    BLU Lv 99
    Lets keep this short and sweet because the Dodger game is on...

    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)

    -They have this its called war cry, Triumphant Roar + diffusion, take your pick. but why not let RDM have it, they need buffs.

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

    -SCH has this, its called Klimaform and BLU but why not I have no problem with RDM getting this.

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

    -YES! Thank you, I have no idea why dafuq SE ever made this single cast to begin with, it should be at least party castable like haste and refresh the staples that are RDM. Self Cast makes it a waste.

    Stop – Causes an enemy to stop temporarily. (45s Recast)
    -This seems to be BLU's headbutt, and BLM/SCH's Break and Stun, I don't see the point of it, you're better off asking for stun, but I doubt BLM's would be willing to give that up.

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

    -Already stated by devs that this seems to be a over time enfeeble that hinders TP and if it were to be instated, it would most likely go to SCH.

    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)

    -Sounds alot like SAM JA that gives TP to party members, and PUP's tactical swap but I don't see this happening, and even than it probably wouldn't be a great contributor to RDM.

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

    - This seems week and pointless, unless it makes AoE's become Single Target and no longer devour shadows. If that was the case, this spell alone would probably get RDM back in the game.




    Skill Rating:

    Sword Skill Rating: B+
    Enhancing Magic Rating: A





    Weapon Skills:

    Vorpal Blade
    Sanguine Blade


    -Will not improve RDM, At all.




    Job Traits:

    NO! No no no no no!
    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.

    - This might piss off WHM's & SCH's since we only have Tranquil heart 1, but giving RDM Tranquil Heart I, I can get behind.

    Going to change Spell Precision to "Magical Focus" because nobody but JP's give a flying f*ck at a rolling donut about MACC, and I would have it apply to MAB, but that would defeat the native traits of MAB so lets just kick this over to enfeebles.
    Magical Focus- Slightly raises magic POTENCY.

    Magical Focus II- Slightly raises magic POTENCY.

    (Which would be mostly for enfeebles to proc more frequently, and stick easier regardless of resistances.)





    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)


    -I doubt you will ever see this because it will clearly be controversial to WHM and SCH. Since AoE has never been RDM strength, but maybe, make composure affect party members instead of just yourself so that you can extend enhancing magic duration and not worry about having to cast enhancing magic so much on others and won't need AoE. Which will also make RDM more useful, it might step a bit on SCH toes, but I think they are willing to let it go.
    (0)
    Last edited by Scuro; 09-08-2012 at 01:13 PM.

    99 BLU,PLD,SCH,RNG,NIN,BST,SMN,THF,BLM,WHM... Any questions..?

  9. #9
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Scuro View Post
    Weapon Skills:

    Vorpal Blade
    Sanguine Blade

    -Will not improve RDM, At all.
    If you use a sword, yes, Sanguine would help, Vorpal not so much once you have Req/CDC/KoR/DB, but without those 4, it probably would end up as the best we got for damage.
    NO! No no no no no!
    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.
    Not really a problem with adding this, not the most helpful thing ever but I mean not really a downfall to getting it either.
    (5)

  10. #10
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Demon6324236 View Post
    If you use a sword, yes, Sanguine would help, Vorpal not so much once you have Req/CDC/KoR/DB, but without those 4, it probably would end up as the best we got for damage.Not really a problem with adding this, not the most helpful thing ever but I mean not really a downfall to getting it either.
    Dude it's scuro, he's a troll. Best think you can do is add him to your ignore list.
    (5)
    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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