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  1. #61
    Player Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    I want them selfcast, so perfectly fine with me, make them the exact same as Temper except with 1 being Attack/Acc & 1 being MagicAttack/MagicAcc & Ill be happy.
    And RDM would be in the exact same spot its in right now, solo or gtfo.
    (0)

  2. #62
    Player
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    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Calatilla View Post
    And RDM would be in the exact same spot its in right now, solo or gtfo.
    Well rather than re-explain how I see it from the start, I will simply reply with a quote from a post I gave in the RDM forums to start me off.
    Quote Originally Posted by Demon6324236 View Post
    In my opinion these are the 3 things RDM needs to fix the job.

    A) Add Brave & Faith.

    Brave & Faith should scale with Enhancing Magic, however they should not stack & should have a fairly long cast time, such as a cast time of 15 or so seconds(11ish seconds after lv99 Fast Cast trait). They should scale as Temper does, starting at 5% with low skill, and reaching 20% at 500 skill. Brave should increase Attack/Accuracy, where as Faith should increase Magic Attack/Magic Accuracy. Doing this allows RDM to be fairly potent in both forms of combat, however not at the same time. Neither spell should have negative effects, and neither spell should be able to be cast on others. The only real problem with this I see is that the Magic Attack Bonus from Faith, may cause worry in SCH & BLM. However RDM is limited to T4 spells, and I doubt BLM's better Magic Attack with T5 Nukes, or SCH's weather bonus with T5 Nukes, would be threated by RDM, even with the maximum effect.

    B) Add more gear options.

    RDM currently is restricted to mainly mage gear, however we do occasionally get melee gear as well. The magic gear for RDM is great, and grows alot, however when you take a look at other jobs, RDM can feel as though its physical power is forgotten. Emp gear gave many jobs massive boosts to many stats, including but not limited to, Haste, Attack, Accuracy, and skill of their main, or secondary weapons. RDM did not get this, RDM had the same treatment as WHM, BLM, and SCH, a set of JSE gear that focused completely on nothing but magic. The Estoqueur gear is by no means bad, but it is only for magic, being stacked with MND, INT, Magic Accuracy, and Magic Attack, along with magic skills. When looking at what other jobs got, this leaves me feeling as though our melee was forgotten, and even with more recent gear giving RDM some melee options, there are still massive shortages in gear we do need, such as WS gear like Athos, or TP gear, like Thaumas. Events which are actually great for gear on RDM, often are not for other jobs, such as Arch-Limbus, and Meeble Burrows, which offer some good gear for RDM's melee side, but little for other jobs, making it hard to get help with these things, especially as a job that is often left out of events, and has to solo things itself.

    C) Increase Skill levels, and make current skill levels more meaningful.

    We all know RDM has the highest rating in Enfeebling Magic, the highest skill in Enhancing Magic(excluding SCH during Light Arts), and decent skills in dagger & sword. However the use of Enfeebling has died out, there has been little reason to enfeeble anything in sometime, making this feature of RDM, nearly worthless. Enhancing Magic is ok, however its very limited to RDM, SCH has much better buffs for their party members, WHM has AoE spells, and much more powerful Barspells, Protectra/Shellra V, and Boost Spells that effect the party, rather than RDM's self only Gain Spells. All of this leaves RDM's enhancing far behind, and the only unique Enhancement RDM finds itself with that it can cast on others, is Phalanx, which loses its use on higher leveled, harder hitting content due to how it works. Sword & Dagger skill levels are good, however this plays into RDM's problem as well a bit, as its melee loses some accuracy & attack, which is much harder to make up for with gear than it is for many other jobs. In the end, our skills are nice, but without much to use them on, making them fairly meaningless. Bumping up Sword & Dagger to a B+, or A-, while adding new potent, and exclusive Enfeebling Magic & Enhancing Magic, should help RDM become useful again both as a melee, and a mage.



    These are the 3 things I think RDM needs to be fixed. With these, we would get new spells, to make our Enhancing & Enfeebling more important, we would get new gear access, so that not only would we be potent mages, but potent fighters as well, and we would have the ability to fill a role better by using a buff to improve our position, while not overrunning jobs that currently hold those very same positions. I think this, would help make RDM the versatile hybrid job it was meant to be, and has fallen away from in recent times.
    This is what I think would actually fix RDM. Just the main thing I see as effective to fix RDM is Brave/Faith. With Brave RDMs might be able to melee without as much complaining. I currently melee in VW on T3 Zilart/Jeuno NMs, I have capped acc in each fight using a TP build not meant for acc, and I have parsed in the top 3 on average. The potential is there, Brave only helps to make it more flushed out & accepted.

    Faith allows RDMs to have a much higher Magic Acc with enfeebling, it would make landing enfeebles much easier for a RDM, and would also grant extra Magic Attack Bonus for nuking. Cure Potency is fine how it is, we are just where we should be with healing, but nuking is lacking massively. Our MAB gear is decent, mainly because of the "all mage" gear sets like Nares offering a ton of it for many jobs, but T4 spells only, and a low tiered trait, leave us weak in nukes in many cases.

    Between these 2 spells RDM could adjust between front & back line jobs given the time, allowing alot more power in it. Making it target others would result in a much lower potency. Brave for instance would make a DRK/WAR's attack & accuracy even more insane, Last Resort, Berserk, Aggressor, and then another 20% on top of that? Would be much to over powered. The same with a SCH or BLM, giving them a 20% boost to their MAB & Magic Acc would drive up their nukes a ton, especially if its multiplied after other bonus such as affinity & weather, which without those, it would make the spell much less useful in general. I think this is the same reason Temper is self target only, its 20% Double Attack, and to preserve its potency it has to be that way, otherwise it would be something like the original 5%, ending up as worthless & unwanted.
    (1)

  3. #63
    Player Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Enfeebling should be skill based, and there should be a noticeable difference between T1 and T2 enfeebles. Jobs that aren't RDM shouldn't be able to land enfeebles on a high level NM as easily as a RDM can, you said yourself, skill should mean something. But this alone won't change much of anything if all the big fights are zerg fests where enfeebling isn't desired or even needed.

    Fights of old where enfeebling a mob was part of the strategy.
    Fights where there actually is a strategy to begin with. (Zerging isn't a strategy)
    Enfeebling skill having an active effect on landing debuffs (a lv99 SMN/RDM shouldn't have the same chance of landing slow on an NM as a lv99 RDM)

    Those things need to be addressed before RDM will see use in party/alliance play.

    Improving RDM`s melee potential would be a novel idea but it still won't make people invite you if you have nothing to offer that can't be done on another job. BLU is 100 times better than RDM when it comes to melee but even that job is reduced to a proc whore in most voidwatch alliances, if BLU isn't allowed to melee what makes you think they're going to let RDM.

    Anyways,this thread went off topic so I'm shutting up now.
    (0)

  4. #64
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    My point exactly was that RDM should be able to land them easier. Making skill matter more seems unlikely normally however Faith would put RDM's Magic Acc alot higher which means they could have higher Enfeebling resist rates for mobs and just make sure RDM could land them. Then other jobs would struggle where as RDM would have the ability to very well, the problem with making skill be great is thanks to "all mage" gear, alot of jobs can get high skill. Faith would indirectly make RDM the best enfeebler in the game, while skill wouldn't really mean more, Faith would make its acc so much higher it would be the best in the end all the same.
    (0)

  5. #65
    Player Zagen's Avatar
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    Mar 2011
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    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Demon6324236 View Post
    My point exactly was that RDM should be able to land them easier. Making skill matter more seems unlikely normally however Faith would put RDM's Magic Acc alot higher which means they could have higher Enfeebling resist rates for mobs and just make sure RDM could land them. Then other jobs would struggle where as RDM would have the ability to very well, the problem with making skill be great is thanks to "all mage" gear, alot of jobs can get high skill. Faith would indirectly make RDM the best enfeebler in the game, while skill wouldn't really mean more, Faith would make its acc so much higher it would be the best in the end all the same.
    That doesn't address the real issue: currently outside of Stun enfeebles are irrelevant to battle strategies.
    (1)

  6. #66
    Player
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    Mar 2011
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    I know that, its why we need new spells as well, but either way if other jobs get the same useful spells & RDM is not better at utilizing them it does RDM no good either. Its like Immuno break, if everyone can use it, it doesn't help RDM, it simply helps every job trying to enfeeble. Enfeebling itself is worthless right now, stun isn't even an enfeeble itself, its a dark magic, the entire category of Enfeebling magic is a joke as of this moment, but adding spells or making RDM good at using current spells wont help either way. We need both done, just for the sake of RDM being worthwhile, Faith would allow it to at least proc enfeebling alot better than other jobs if nothing more.

    "Bumping up Sword & Dagger to a B+, or A-, while adding new potent, and exclusive Enfeebling Magic & Enhancing Magic, should help RDM become useful again both as a melee, and a mage." Last sentence of the "Increase Skill levels, and make current skill levels more meaningful." paragraph.
    (1)
    Last edited by Demon6324236; 10-31-2012 at 04:30 PM.

  7. #67
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    Quote Originally Posted by dpdhuntress View Post
    CD sometimes even with PD/embrava now.....things can go wrong but its also manageabler
    I've never used or been in a group that used PD on Provenance Watcher....

    As for your other examples, yes, Legion will really become what our more hardcore "leethoard" members have been asking for... because NO ONE will do it.
    (1)


    Quote Originally Posted by Babekeke View Post
    If you can't out-claim someone who's AFK, you need to find a new game to play.

  8. #68
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Llana_Virren View Post
    I've never used or been in a group that used PD on Provenance Watcher....

    As for your other examples, yes, Legion will really become what our more hardcore "leethoard" members have been asking for... because NO ONE will do it.


    "Hardcore" groups don't use PD in Legion lol. They use 3 SCHs to stun lock the mobs.
    (0)
    Masamune
    Arma up next!

  9. #69
    Player JohnGotti's Avatar
    Join Date
    Oct 2012
    Posts
    27
    Character
    Greffex
    World
    Quetzalcoatl
    Main Class
    RDM Lv 1
    Don't wory Taint that stupid mithra is always having a go at "hardcore" players, just another casual idiot.
    (1)

  10. #70
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    I hope they nerf Embrava and PD. As SE said since these 2hrs are so powerful they would need to make all future NMs have counter-measures against Embrava and PD to even the playingfield, such as moves that can dispel it or absorb it or deal damage/insta kill through PD. Then people will complain/crymoar.
    (2)

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