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Thread: RDM & Haste 2

  1. #41
    Player Duzell's Avatar
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    Apr 2011
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    111
    Character
    Duzell
    World
    Leviathan
    Main Class
    DRK Lv 99
    Stealing an idea for Disgaea here, but what if enspell instead of doing add magic damage instacasted a T1 nuke of the element with every sword swing. It would be a constant MP drain but the dps increase would be pretty sizable with the right hybrid set.

    An example:
    Duzell hits the crawler for 100 damage
    Duzell's enflare casts fire, dealing 300 damage.

    Even if it was first hand main hit (you would probably run out of MP way to fast otherwise), that is a vast increase in dps since rdm would do a majority of its damage in TP phase, not in WSs.
    (3)

  2. #42
    Player dasva's Avatar
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    Dasva
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    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Schrute View Post
    rdm main >> made all the ToM mag acc staves then upadate to items came out and now a well geared sch can land all debuffs like rdm. The one thing rdm had going for it before the update came out was if u took the time to get the right gear for enfeebs u could debuff anything in delve.

    I like the idea of paralyze paralyzing tp moves, even if it wears off after a tp move it would be a ALMOST reason enough to bring a rdm. For the record I despise rdm melle, just not my cup of tea. But debuffing and completely controlling a mob and casting nukes, love it.
    Well before a well geared sch could but we had slighlty more macc now schs have more. Not like it matters since even geos can debuff almost anything in delve now anyways. Hell probably anything /sch that can use the staffs probably could
    (0)

  3. #43
    Player Sofrid's Avatar
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    Aug 2013
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    Character
    Sofrid
    World
    Bahamut
    Main Class
    WHM Lv 99
    Yeah, but (probably the wrong language forum for this) Japanese Delve shout/yell never ask for RDM.

    RDM is inferior in most cases because (1) Refresh(II) isn't needed because of all the refresh gear (or SCH and/or /SCH) and the convert, (2) SCH/RDM does RDM's job much better than RDM, and (3) Most of our Meripo abilities aren't that great. Also, SCH/blm can stun better than RDM can when CS-stun isn't needed. etc etc...
    (0)

  4. #44
    Player dasva's Avatar
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    Jul 2012
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    Dasva
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    Shiva
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    SAM Lv 99
    Interesting to note part of the reason rdm/blm sucked as stunning was the E rank dark skill so basically had to gear for macc and have a 20 sec recast or get resist but with staff could all out gear for fast cast/haste... if you were getting outside haste to to cap your magical haste could hit 9 sec recasts with a crazy good build for it while still having enough macc to actually stun things probably. Still way worse then sch or even blm probably but hey it's something lol
    (0)
    Last edited by dasva; 08-24-2013 at 05:49 AM.

  5. #45
    Player Spectreman's Avatar
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    Jun 2013
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    Character
    Neferflash
    World
    Asura
    Main Class
    THF Lv 99
    RDM needs Cure V, Regen IV, Tier V elemental and Haste 2.
    (0)

  6. #46
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Cure V is overrated, we really don't need it, Cure IV is capable of getting up to around 900 HP cured, which is great, we really don't need more than that.

    Regen IV, I don't know, I doubt they would give us that since WHM caps out at IV, however I would like to see III at least, Regen II sucks even with composure because its duration is just horrible.

    T5 Elemental Magic is unnecessary because lower level nukes are now far better than high level nukes if you have decent gear & not only that, but we really shouldn't get the best of everything.

    Haste II I agree with completely, and still want to hear back from SE about it, sadly, I am sure a WHM would get the spell too, and even if they didn't, BRDs & WHMs already cap Magic haste easy, so our use for it would be mostly personal & low-man, things which are far & few between in Adoulin.
    (3)

  7. #47
    Player Rubeus's Avatar
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    Mar 2011
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    Bastok - Fairy/Sylph/Bismarck
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    146
    Character
    Carcer
    World
    Shiva
    Main Class
    THF Lv 99
    I disagree that en-debuffs would be worthless, provided they worked properly. Sure, they might be weaker, but this aspect was originally in FF5's "Mystic Knight", and is also on quite a few Enchantment pieces in FFXI already. That said, if it were able to inflict even a weaker version of the debuff on a mob that would normally be IMMUNE to it, you'd get a bypass similar to/additive with GEO, which could be very useful.

    Also, as an aside, as I understand it when you paralyze a mob and it goes to use a special move/TP move and gets paralyzed, the log just doesn't show that it was, but it still did proc. Monk's "Counter" works in very much the same way.
    (0)

  8. #48
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    Paralyze doesn't work on TP moves unless it doesn't show the TP move being readied at all even. And the only mobs immune to status ailments are the old pre-SoA mobs, anything in SoA has no immunity, none of them, they only have high resist at most.

    So far as the En-Enfeeble idea goes, I disagree, the only thing I can see as a decent enfeeble for En-Spells would be silence, because it has no potency. The thing is, for this to be good we would have to have a 100% land rate too.

    But all in all, I think we need En-IIIs, a fusion of I & II, En-spells would be more valuable that way, also, magic damage gear should effect them too, but in the same sense that 'Sword Enhancement Spell' effects work, then they could be more powerful as well.
    (1)

  9. #49
    Player Rubeus's Avatar
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    Bastok - Fairy/Sylph/Bismarck
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    Character
    Carcer
    World
    Shiva
    Main Class
    THF Lv 99
    It doesn't show the TP being readied at all if it's paralyzed; same as Counter. At least, that's what bgwiki and ffxiclopedia have always said about the subject. I don't know exactly what testing was done to prove this, or how you would, but there it is. I dunno though, as many debuffs are in the .dats that we haven't had access to, it would be kinda cool to get up to Dia/Bio VI and Toad, Death, etc. But I'm sure the -ga versions of those would come out too because every "primary" mage job would whine about it and we'd be back at square one. Here's hoping today's announcement means worthwhile AF1-3 bonuses in the november update.

    How about a mix of the 2 ideas? En-III spells could be a mix of I and II and also add a debuff of their element, i.e. a chance at adding Addle for Enfire III? that sounds like it could be pretty cool. I do like the idea of having it cast the ACTUAL spell though. How many Final Fantasy games had Fire Rods that actually used the spell, for example?

    But I guess that's what Enchanting is for. :\
    (0)

  10. #50
    Player dasva's Avatar
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    Dasva
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    Shiva
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    SAM Lv 99
    Quote Originally Posted by Demon6324236 View Post
    Cure V is overrated, we really don't need it, Cure IV is capable of getting up to around 900 HP cured, which is great, we really don't need more than that.
    Cure V main benefit isn't the extra curing so much as the better emnity (and also not having to use III when spamming). However with the update to the cure formula and the fact you probably wont be curing more than that much it might actually be more enmity most the time now. Well more CE anyways. Cure V should still have a shit ton less VE.
    (1)

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