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  1. #1
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    Quote Originally Posted by Windblade View Post
    Well, that WHM subjob can remove blindness, paralysis, and most other status ailments that can easily nullify any advantages you might think you get from leaving the WHM sub in the mog house. Like you can remove all those pesky Attack-Down, Defense-Down ailments. Probably, all job combos result in generally the same end result. The only variation is in how you attain victory. So some job combos take a little longer, some are a little faster. And which mobs you're fighting makes a difference, too.

    lemme preface this with a simple disclaimer; you can sub whatever you want.

    BUT! /WHM really does nothing for your killspeed, and dual wield is a pretty huge deal. so don't delude yourself.

    /NIN is like a 35-40% DMG buff, not to mention that utsusemi will mitigate a lot of the damage you take, and potentially some of those status ailments you were on about (assuming the mob even has them)

    /DNC gives a lower tier of dual wield than /NIN, but you're still looking at a 20-30% DMG increase compared to /WHM. this also gives you healing waltz, which directly removes status ailments. (even silence since it's a job ability and not a spell.) you also gain sambas, which can up your survivability, staying power, or damage. (though they force you to use enspell2 or no enspells at all. so it's not exactly a free lunch)

    The only PRACTICAL reason to /WHM is if you see yourself needing to throw out lots of -na spells for multiple people, particularly if you don't wanna be within range of eating those status ailments yourself (that pretty much rules out /DNC) and many would argue that you can get the same or better results by subbing scholar.



    Again, NOT trying to kick anybody's favorite baby down the stairs, just trying to help you make an informed decision.
    (3)

  2. #2
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    The only PRACTICAL reason to /WHM is if you see yourself needing to throw out lots of -na spells for multiple people, particularly if you don't wanna be within range of eating those status ailments yourself (that pretty much rules out /DNC) and many would argue that you can get the same or better results by subbing scholar.
    To add to what DB said here, /SCH is typically your sub of choice for party work. The only thing /WHM has over it is stona.

    DWIII is 25% DR, suppa is 5% additional DR.
    100/70 = 42.85% increase in melee DPS from /NIN
    100/80 = 25% increase in melee DPS from /DNC

    That doesn't take into account the additional hit on WS's nor the slightly increased TP gain speed. So for raw kill speed /NIN or /DNC are the way to go, for party support it's /SCH or rarely /WHM.
    (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.....

  3. #3
    Player Thegreatmonkey's Avatar
    Join Date
    Mar 2011
    Posts
    117
    Character
    Thegreatmonkey
    World
    Asura
    Main Class
    BLM Lv 99
    So I was thinking about RDM and thought maybe they should put Chainspell on a 5-10 min cool down timer and give RDM a new 2hr (1hr) ability that lets them pick what job ability they want to activate. It could be something they set like how BLU sets there spells or something that brings up a sub menu like DNC job ability's. RDM should also get an A rating in sword skill and B rating in both Elemental magic and Healing magic and maybe give them access to Cure V along with a Job trait that would allow them to attack faster when meleeing. I think this would put RDM at the same level as a SCH or WHM while at the same time give them a melee option.
    (0)
    Last edited by Thegreatmonkey; 01-19-2013 at 07:54 AM.

  4. #4
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    ^Lol. I've seen this before.
    (0)
    I'm a RequieSCAT-MAN!

  5. #5
    Player Mageoholic's Avatar
    Join Date
    Jul 2011
    Location
    Myself
    Posts
    239
    Things to fix RDM.

    Enhancing and Enfeebling Skill level now affects potency of all enhancing and enfeebling magics. (Making RDM the best overall magic buffer/debuffer).

    Added back onto light armor melee sets with DNC THF BLU and the other usual suspects.

    Enspell II's adjusted for utility, remove the -MEVA and add an Elemental Debuff like stat modifier (-1 STR for each successive swing. Or allow for specific enspell to increase affinity for that spell on each consecutive swing. IE. a fully charged affinity allows a sword to imitate the bonus damage of a staff.

    Adjust the enfeebles Paralyze, Slow to impact mob TP. Paralyze can trigger on TP moves, Slow reduces a mobs TP gain rate. Restructure Gravity so the -EVA sticks even if weight is resisted. All T2 Merit spells become scrolls.

    New T2 merits that allow a RDM to fine tune their positions, enhanced enfeebling effects, enhanced enhancements, enhanced nuking, enhanced healing, enhanced melee, enhanced defense.

    Allow RDM Access to EX WS's on both Dagger and Sword.

    Put RDM back on damaging daggers.

    Add Occult Accumen to RDM.

    Give RDM a Souleater like melee buff, that consumes MP instead of HP.

    Restructure enfeeble enimty tables so RDM can act as a tank once again. (BLM no longer requires the reduction as they have enmity douse and mana wall as defensive options if they pull hate.)
    (7)
    There is no min only max. Or something like that.

  6. #6
    Player Shumo's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Shumo
    World
    Lakshmi
    Main Class
    BRD Lv 99
    Why not give RDMs the ability to combine 2 spells into one? You know, like alchemy in some of the older games, but for magic. Doesn't mean that every spell combination would be viable but would at least let RDM dabble in something not only unique but useful as well. That of course would mean working on a completely new spell repertoire only for RDM, but at least there would already be a visible scope on possible spell results since they're based on actual spells that have been around for years. I see this as something very, very unlikely but felt like throwing it out there, anyway.
    (1)

  7. #7
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Double cast - combine two spells that match SC properties for Fusion, Fragmentation, Distortion, or Gravitation and set yourself up for Skill chain and magic burst. Use Dia and Bio for Fusion and Gravitation. 3 Minute timer.

    RDM helps to maximize magical damage for the party by having easy access to MBs for other mages. You can create Dark and Light SCs with Death Blossom, so it's not even a matter of having to get Requiescat or an Excalibur for Gravitation or Fusion.

    Fun tip: RDM with an Excalibur can open and close every Light and Dark SC, because they have access to every level 2 SC property.
    (1)
    I'm a RequieSCAT-MAN!

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