
Originally Posted by
Hyrist
Let's break these down because I severely disagree here.
1. Losing the main/sub slots
The only valid concerns here is nuking damage and cure potency. Accuracy on any monster you would pull your swords out is just not a concern at all. If you're meleeing in general, Curing is a secondary concern and Nuking is a far off concern as even our current s--- DPS trumps our nuking game anywhere outside of abyssea.
2. The ability to swap gear constantly without consequences (this would severely damage Rdm's TP phase damage)
Casting Alone hampers our TP phase damage, what gear we wear for our spells specifically has no bearing comparatively. The impact your talking about would be the same impact a DPS has for swapping gear into their damage reduction/ws, etc sets. And again, even as that hurts us personally in the DPS department, that has no bearing to our overall support as a party as, if we're casting, we're obviously supporting the party in other ways that we feel outweighs the cost to our DPS.
The more valid concern here is the loss of Idle gear. But again, we're running into a debate of casting loads during situations RDM would be meleeing anyways or how to stretch the normal bounds of RDM's acceptance into melee. These situations, the MP burden is relatively low (and at an all-time low given the effects of AF3+2 on top of Composure.) and the party likely benefits more from a more aggressive approach to begin with.
Even with me focusing primarily on procs inside Dynamis, I still have enough MP to work on procs between Tping (a separate mob that's been proced, mind you) to match my convert cycle.
3.The magical aspect's distance and multi-targetting.
This has more to do with practice than it does 'scope'. You can toggle off Target Lock if you're really concerned. Keeping track of your positioning in context to pops and your party, and being pro-active when it comes to link management offsets this to the point of it being non-existent.
There are better concerns to raise about offsetting our back-line utility by creating a front-line ones. These ones you seem to refer to seem to relate mainly to monsters on a difficulty or tedium level I likely would not recommend melee on anyways.
But in the interest of keeping this conversation fair, let me share with you some concerns I have about loss of utility form front to back line.
Let's start with the multi-targeting issue and shift the complaint slightly.
I've a concern about debuffing monsters that die in quick succession. Farming in Dynamis, I occasionally pull off of a monster to debuff one that is being held to the side, just for better convinence of targeting (especially if I'm going for procs) If you were holding targets for players to come in on and were trying to insure specific debufffs for each target, it could get a bit difficult, and tedious to have to manually target away from your main target each time. I still do so when I find it convenient, but I do still withdraw if the list of debuffs on the specific Slept mob tend to be extensive. However this isn't often.
The other one I see is a loss of subjob usage, which I think is one we just have to bite and take if we choose to do so. Honestly, I can still take to the front as a RDM/BLM or a RDM/SCH, I just have to acknowledge it won't be as high of a damage/often of a utility. It's the same kind of hit I take if I go /dnc to help with JA procs in Dynamis and accept the loss of Sleepga/AoE Stoneskin/Regen as well as Aspir. It's a situational choice.
The cost of this wouldn't feel so hard either way if we had EX weapon-skills natively on Sword, which I still believe we should have.
Let's see... other problems.
I often hear about troublesome debuffs we encounter while in the front lines. I'd say the worst of these I've really run across are mute and paralyze. Plague isn't so big because our TP is more of a skillchain utility we have resist petrify (which actually does work if you put up the appropriate barspells) silence can be removed by echo-drops or healing waltz if you're /dnc, and Curse can almost be outright ignored depending on it's potency (things that give severe curse are in my no melee department.) and doom, which again is a usually too big for my blade anyways can be screened.
Mute, however, just kinda outright prevents your casting and I don't like it. Though, knowing to cycle your buffs out well before the fight beings and taking a step back if you must to reapply them really lessens the impact on this. /DNC lets you take the TP and help with curing load even while muted as well as give you more general utility.
Paralyze though is a b--ch. It's the worse status effect a RDM can have period. A silence you can remove can be echo dropped, mute can be anticipated and worked around but trying to remedy a paralyze is hell as it effects everything short of our WSes which are lightweight to begin with, and paralyze hurts our ability to have TP ready to open skill-chains with. I'll Barblizzard/Barparalyze to cut down the number of times/duration of how I'm paralyzed, but a monster that spams it might not be worth it even if it is easy.
I think the only real big one you need to worry about generally classifies it as a no-no anyways, and that's heavy AoE damage that ignores shadows. Bombs and things that self destruct usually don't count, because we have a very potent, long duration Barfire and that pretty much guarantees you're going to resist it. Spike effects don't concern a RDM nearly as much as another melee due to Phalanx and the appropriate bar-element to further cut damage/effect proc. I've got no problem meleeing soulflayers in Nyzul, even back at 75, due to how less frequently I got paralyzed on them compared to other melees (and those things NEED to die asap).
I think that about covers it for my concerns and how I currently regard them. I don't believe our melee side should really be focused on making up for the shortcomings of our max-capacity back-line performance, because I don't beleive our max capacity back line performance is really utilized in anything except heavy HNM/Boss fights, and I don't believe we should melee then.
Honestly, I believe our front-line utility should be focused more along the lines of what we could offer when some of our back-line tools or capabilities just isn't useful or useful enough compared to other jobs that can do better for the situation.
Which really makes me think about our buffing game, especially in terms of increasing the effectiveness of the party around us better beyond simply haste/refresh.