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  1. #1
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    Procrastinating RDM?

    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...
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    Last edited by Daemon; 07-07-2013 at 05:45 AM.

  2. #2
    Player Doombringer's Avatar
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    Quote Originally Posted by Daemon View Post
    (((Where's our MP recovery options from a WS O.o?)))
    both dagger and club have those. but as has been gone over, they're just not that big a deal.

    otherwise, i feel like RDM is "almost there" in a lot of ways.

    mp efficiency is better than you paint it, though perhaps still not ideal. the refresh and convert other jobs crib from us, we still have. only better. my refresh is worth 7mp/tic. not to mention we can steal some of their mp tools, /sch you get lights arts, dark arts, aspir1, penury, parsimony, and conserve mp.

    requiscat is again, close. its ftp is excellent and a mnd mod, while not ideal, is something we could live with. if the attack penalty were removed it would be a legitimately good (if still not AMAZING) weaponskill.

    enfeebling is also close. the mobs worth enfeebling, are enfeeble-able now. that's pretty fucking awesome. now if we could just get a couple enfeebling spells exclusive to RDM with legitimately unique and useful effects, that'd be in good shape. i'd also like to see a larger gap between rdm and other mages (especially with geo sitting there laughing at us) so far as landing enfeebs, but i'm not sure how you'd do it since rdm already has A+ enfeeb skill. maybe a magic acc job trait?

    enhancing is similarly close but no cigar. 20% temper is kind of a big deal on its own. if we had a way to share it with the party you could almost claim enhancing "fixed" right there. phalanx, stoneskin, and enspell might need a rework however, as the numbers around them get bigger their fixed values diminish.

    melee gear... yah, that needs some serious love. but i feel like that's one of the easiest parts to fix. and hey, at least we're on delve weapons? so SE hasn't forgotten us or the slammed the door in our faces.


    so while i agree that the job needs work, i think it's closer than the dismal portrait most people paint. I'm still getting plenty of use out of it anyway?

    although maybe that's just because most RDMs have quit by now, so when somebody needs one i'm it. kinda like how only 8 paladins survived abyssea so those 8 guys are the like the prettiest girl at the dance...
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    Last edited by Doombringer; 07-07-2013 at 06:46 AM.

  3. #3
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    Quote Originally Posted by Doombringer View Post
    both dagger and club have those. but as has been gone over, they're just not that big a deal.

    otherwise, i feel like RDM is "almost there" in a lot of ways.

    mp efficiency is better than you paint it, though perhaps still not ideal. the refresh and convert other jobs crib from us, we still have. only better. my refresh is worth 7mp/tic. not to mention we can steal some of their mp tools, /sch you get lights arts, dark arts, aspir1, penury, parsimony, and conserve mp.

    requiscat is again, close. its ftp is excellent and a mnd mod, while not ideal, is something we could live with. if the attack penalty were removed it would be a legitimately good (if still not AMAZING) weaponskill.

    enfeebling is also close. the mobs worth enfeebling, are enfeeble-able now. that's pretty fucking awesome. now if we could just get a couple enfeebling spells exclusive to RDM with legitimately unique and useful effects, that'd be in good shape. i'd also like to see a larger gap between rdm and other mages so far as landing enfeebs, but i'm not sure how you'd do it since rdm already has A+ enfeeb skill. maybe a magic acc job trait?

    enhancing is similarly close but no cigar. 20% temper is kind of a big deal on its own. if we had a way to share it with the party you could almost claim enhancing "fixed" right there. phalanx, stoneskin, and enspell might need a rework however, as the numbers around them get bigger their fixed values diminish.

    melee gear... yah, that needs some serious love. but i feel like that's one of the easiest parts to fix. and hey, at least we're on delve weapons? so SE hasn't forgotten us or the slammed the door in our faces.

    so while i agree that the job needs work, i think it's closer than the dismal portrait most people paint. I'm still getting plenty of use out of it anyway?

    although maybe that's just because most RDMs have quit by now, so when somebody needs one i'm it. kinda like how only 8 paladins survived abyssea so those 8 guys are the like the prettiest girl at the dance...
    Yeah but did you read the part about the new elemental adjustment raising MP cost of Ice and Thunder 4?

    Did Tax'et last night, depleted my MP curing and enfeebling pretty fast, so fast that I even used Convert then Chainspell Aspir off a butterfly. And that's using 50% Cure Potency.

    VS the other jobs getting a bigger benefit from 2 of our abilities and that's not including phalanx and dispel. I know I could sub scholar but most of the time I prefer Ninja for the purpose of wielding 2 swords. Of course only while playing solo. BLM the majority of the time for events.

    My disappointment was that SCH GEO and BLM have both Aspir 1 & 2 as part of their main spells vs us using only Aspir 1 through subbing BLM.

    And that since SE puts us on these same gears as nuking mages rather than give us better DD options, why not give us some mp recovery options that other nuking classes have if we are not meant to be a front line job. I'm assuming that by the looks of the gear we are limited to. Look at blue mage compared to us.

    We lack in too many ways to count and merits limiting us to use only 2 spells at max level 5 seriously needs to be readjusted because other classes have bigger and better spells than us yet their limitation doesn't compare.


    Our paralyze spell is level 6 compared to BLM AM spells like Quake being Lvl 54.

    I think our tier II enfeebling spells should have been given as scrolls and then higher level like Slow III be up for merit.

    Even trying to merit Slow II, Paralyze II at level 3 I find it hard to believe that my level 6 paralyze spell lands better than a level 75 merit skill just the same when meriting Scholar Modus Veritas level 5 only have it miss 9/10 times in WoE...

    This new elemental update might play out well for SCH and BLM but I can't see this benefitting RDM at all.

    Unless you want to go back to the time when cap was level 75 and the highest Tier spells we had was level 3 O.o

    That's exactly my take on this upcoming update. Walking back to the past..
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    Last edited by Daemon; 07-07-2013 at 04:06 PM.

  4. #4
    Player saevel's Avatar
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    requiscat is again, close. its ftp is excellent and a mnd mod, while not ideal, is something we could live with. if the attack penalty were removed it would be a legitimately good (if still not AMAZING) weaponskill.
    Req is freaking awesome with the new weapons. Mostly it's that RDM doesn't get a native form of attack boost or DW so they must live without berserk. Very soon DW is getting the same Acc / Atk that 2H gets (Atk only applies to main hand) which is going to boost all DW jobs. We were playing around with the idea of BLU/WAR using a Buramenk'ah / Halachuinic going full DD mode and receiving the same super buffs that other melee's receive. If they spam Req it will bypass much of the NM's special damage resistances. Resolution also has a severe attack penalty, it just gets compensated by using large numbers of buffs.
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    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.....