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Thread: Useless spells

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  1. #10
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Zekander View Post
    I haven't even mentioned the lowered resistance effect because of two reasons. Firstly and most important the relationships between resistances were not well thought out at all; EX Enthunder II lowers resistance to earth, thunder is strong against water, which generally has no special resistance to earth, so you aren't aiming at the enemy's weakness to improve the damage of your enspell. Now this would be acceptable if the element were at least neutral, but earth is generally resistant to thunder so in order to reduce the resistance of an earth based mob you are forced to use an element that is weak against the target you are attacking, severely reducing the damage from the enspell. Again, you could argue that you aren't helping yourself with the spell, you are helping other members of your party, but to have such an obvious defect just goes to show how far out of the way SE was going to really screw RDM with these spells. The second reason is that any mob you would actually need the resistance effect for is going to be incredibly strong anyway and both difficult for a RDM to hit in melee and dangerous to be near anyway.

    As for the other spells I really haven't had to use any of them so far, I eat sushi and my accuracy is fine against the mobs I fight with double march from Ulmia so I haven't needed Distract. I merited my enfeebling magic skill so my magic accuracy is good even in melee gear so I haven't had to use frazzle. I understand that these spells are much more useful in a real party, but that won't happen till 99 so they aren't really something to look forward to yet. Does Gravity 2 even have a use anymore? They removed the evasion down effect from it and I've heard that most things are immune to gravity now anyway.
    I'm still not following your logic. Enfeebles are meant for difficult monsters. That is the whole point as to why you would need to enfeeble them to begin with. And take it from me, distract II does indeed help when I am fighting very tough monsters in the gates and need to land my melee attacks. The fact you use a support trust eat sushi and fight easier monsters you can hit more easily doesn't make these spells useless or mean SE has somehow screwed us.

    And helping members of your party helps you as well. It's a team effort. And you could party before you are level 99. That's just a choice you make.

    Gravity is good for when you need to slow the enemy down to escape or kite. Many NMs are immune to it, but it still works on many things.

    And you can't talk about En Spells 2 without mentioning the lower resistance function. That is part what the spell does. And losing a little bit of damage on your melee swings is worth it if it helps you land important spells you are having trouble sticking.

    I would suggest going out and fighting more difficult monsters. With trusts it is possible to chain Very/Incredibly Toughs and it might give you more of an appreciation of what the Red Mage has to offer. Because it is a powerful support class and can turn a losing party into a winning party.
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    Last edited by Dale; 09-28-2014 at 01:13 AM.