I just don't understand SE....why include all other jobs properly in gear for all of the new content but leave RDM in the 75 Era?
For a job that is suppose to be the "Jack Of All Trades" and yet being placed in line with the support Backline jobs quickly and quietly as if nobody will ever notice. We have such horrible gear options past Sky. Rather than toss us enough goodies here and there to make use of some of our Melee abilities, we were just quickly placed on the same gear options that the majority of other mages get.
I mean I was disappointed that our job wasn't encrusted on Epona's Ring for the fact that we were given Temper to help us Play the Melee aspect better only to have released enough Double/Triple/Quadruple Attack pieces to all other jobs for Temper to look like the kid who tried to make it but didn't break it.
I was hoping atleast we would be able to wear Thurandaut Set from Adoulin, but instead get Orvail. Which is great for mage class. But my impression of RDM was that the job did both.
There is a difference between the description here than what the job is:
Though their healing, nuking, and fighting skills aren't as good as those of the specialists - White Mages, Black Mages, and Warriors - they are still competent. Their real strengths lie in their mastery of enhancing and enfeebling skills when within a party, and leveraging their many "trades" against their enemies when outside of one.
Notice I highlighted "They Are Still Competent?"
How? Can someone enlighten me? Savage Blage? Death Blossom? Merit Weaponskill Requiescat? CDC? Skills that could have potential had we been given some gears to support it better...and a better WS modifier...
I can do up to 13K damage Self Skillchain on Scholar with Shattersoul Merit Weaponskill in Abyssea... Without Belt & Gorget... But then Red Mage? Unless Im missing something..
I don't own a relic but after trying these weaponskills, I don't know if I want to go through the effort of finding out how weak the damage is due to the lack of proper gear to support the Melee aspect of the job.
I mean it feels like giving Blackmage Blizzard V and then not giving enough INT/MAB gear options to stay inline today with the other jobs.
"Their real strengths lie in their mastery of enhancing and enfeebling skills"
I thought this was a misprint before Delve came out. How can one be the master of such skills as enfeebling if they don't even work due to the Completely Resisted effect slapped on too many things enough to make people put the job down and stop playing it?
I like how we can be part of end game content now and it's a stepping stone however I'm worried about the new elemental adjustments. RDM enfeebling spells are not cheap for spells we spam faster than a WHM using Cure.
Protect V
Description
Spell cost: 84 MP
Spell element: Light
Magic skill: Enhancing
Shell V
Description
Spell cost: 93 MP
Spell element: Light
Magic skill: Enhancing Magic
Dia III
Description
Spell cost: 45 MP
Spell element: Light
Magic skill: Enfeebling
Jobs:
Red Mage Level 75
Slow II
Description
Spell cost: 45 MP
Spell element: Earth
Magic skill: Enfeebling
Jobs:
Red Mage Level 75
Paralyze II
Description
Spell cost: 36 MP
Spell element: Ice
Magic skill: Enfeebling
Jobs:
Red Mage Level 75
Blind II
Description
Spell cost: 31 MP
Spell element: Dark
Magic skill: Enfeebling Magic
Jobs:
Red Mage lvl 75
Gravity II
Description
Spell cost: 36
Spell element: Wind
Magic skill: Enfeebling Magic
Jobs: Red Mage
Red Mage lvl 98
Thunder IV
Spell cost: 171 MP --> New Adjustment 213 MP
Spell element: Lightning
Magic skill: Elemental
Jobs:
Black Mage Level 75
Scholar Level 75
Puppetmaster Level 76
Red Mage Level 92
Seriously? That's a big difference from Protect V and this a Tier 4 Spell...
Protect V 84 MP VS Thunder IV 213 MP...Am I the only one that thinks this it beyond absurd?
Blizzard IV
Spell cost: 164 MP ---> New Adjustment 190 MP
Spell element: Ice
Magic skill: Elemental
Jobs:
Black Mage Level 74
Scholar Level 74
Puppetmaster Level 75
Red Mage Level 89
Yet Scholar has...
Parsimony
Reduces the MP cost of your next black magic spell by 50%.
Obtained: Scholar Level 10
Recast Time: Stratagem Charge
Duration: 1 Black Magic spell or 60 seconds, whichever occurs first
And Black Mage has...
Manawell
Eliminates the cost of the next magic spell the target casts.
Obtained: Black Mage Level 95
Recast Time: 10:00
Duration: 1:00
(((((Where's our Reduce MP ability? O.o)))))
Next Point
Both Black Mage & Scholar have the spell Aspir I & II.
And Geomancer has Aspir I & II also.
(((((Where is our Aspir? O.o)))))
Because we have Refresh II?
Geomancer has Refresh... And can sub our job for Refresh 1 & Convert also being able to stack both Geo & RDM Refresh.
Scholar has Sublimation with Aspir I & II.
Both Scholar & Black Mage can use Hvelgamir for MP Recovery..
Both can also sub our job and use Refresh 1 & Convert.
Not to forget Black Mage also has Manafont in case MP is needed for an Emergency.
Our Staff is capped at level 16.
(((Where's our MP recovery options from a WS O.o?)))
Here's My point
If we are going to be placed on Gear sets like the rest of the other mages, Gear like Orvail from Adoulin. Then we deserve to have some MP recovery options at this point of the game like every other "Nuking" job has...I see this adjustment working out for BLM & SCH because the 2 Jobs have the abilities to support the new change, but I'm not really seeing the fair side of it for Red Mage.
I mean, how much longer are we going to be left out before we fall so behind on our ability to keep up before something is done? O.o raising the cost of one of our reasonable hopes of survival with spells such as T4 Ice & Thunder is the same as working a job that doesn't raise the minimum wage you deserve as the cost of living goes up. For what cause? Better electricity? Water? Because the gas is better? Ok so youve installed a brand new AC but if that's too much to pay for we will have to make a choice to use something less pricey like a portable fan or do without. Many situations us RDM are placed in during a Boss Fight Scenario is very different than soloing where we have control over pace, however many times we are multitasking on so many levels from Curing, Enfeebling, Stunning, Sleeping, Enhancing, Keeping up Phalanx II, Raising, while at the same time making sure to keep buffs and enhancing up on ourselves than have it easy making do with WHM buffs. Our gain spells boost to +25 stats vs WHM Boost Spells is the reason we spend more MP.
Last Point
Spell cost: 88 MP
Spell element: Light
Magic skill: Healing Magic
Jobs:
Cure Potency Gear Capped at 50% can help Conserve MP
What about enfeebling magic? O.o
Conserve MP Gear? Well now, what gear pieces do we sacrifice for Conserve MP... Magic Accurracy? INT or Enfeebling? I'm not sure because in Delve... Even with Capped Enfeebling, High INT and MACC.... Spells don't land on every boss...
Refresh II + Refresh Idle Gear? While I think this went over well before Delve. Then again looking at the New Elemental Adjustments. This maybe fine if you are Driving Miss Daisy... However we are in the middle of 2013.. Highways, railroads, tour busses, sports cars, 6 man pile up on fifth avenue because 1 person stopped to tie his shoe...
Ok all jokes aside. Please Devs do give us something better to work with here... We can't even use a good portion of the Tier II enfeebling spells because Tier 1 lands better unless you Fully Merit each 1... But even then that's only 2 spells you can fully merit...