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Thread: Useless spells

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  1. #25
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Demonjustin View Post
    The size of the gap between them. I've no issue with doing less than a DD, that's balance and it's an obvious necessity. What I do have a problem with is the size of the gap that's had in the name of balance.

    I'm confident I more than adequately meet the guidelines to speak on the subject. I know this account shows a RDM which lacks even a single job at 99, but that's because it's a second character I made simply to post on this forum.* That said, simply looking at my real character I'm sure you'll realise I'm far from inexperienced when it comes to RDM and how it functions. I've been a strong advocate for RDM's meleeing for the last 3 years or so and have practiced what I preached all the while.

    My main issue with RDMs meleeing is the lack of sets of gear for meleeing, it has been for quite some time. We get pieces of gear like the hands from Yorcia WK/DB or the great armor from the Ark Angel and other MPNM fights, but none are part of a set. Sets matter because they're often times built with specific stats for meleeing and since they're centered around that goal are stacked with stats that make them excel at it. RDM on the other hand with the exception of the Sparks gear has been put on no DD set since the release of item levels. We get individual pieces which are great, but they lack many things that hurt our power quite a bit overall. One large example would be the lack of Double/Triple Attack on most of our best gear currently, an issue that isn't suffered by any other front line job thanks to Skirmish and Delve gear sets supplying a high amount of these from Augments and base stats. Just to be clear, I don't believe we should be on every piece of gear nor have access to everything in terms of damage that a MNK or SAM does, but I do think the balance needs adjusted.

    RDM is one of few jobs that requires a specific subjob to perform well on the front lines in damage, we need /NIN to do well and that alone hits our damage pretty hard thanks to the Double Attack and Attack/Accuracy sacrifices we're making. Add in the fact we're not able to boost our Attack naturally and have no WSs that provide an Attack boost and you begin to see where we fall short. Adding us to gear sets like those in Delve and Skirmish wouldn't make us powerful enough to overrun MNKs or SAMs, not even close, but it would help close the large gap we currently face by addressing some of our issues in a simple manner. Changing Enspell IIs, to be more on topic with this thread, is another method of changing that gap to be smaller. It's not something that will change RDM's role nor will it in conjunction with additional gear make RDM overpowered, but it's something that would help the job both in support and offense which is a good thing no matter how you look at it.



    *
    Without going into much detail, I was once banned from the forum and told there was no way to reverse it, as such this was my way to continue voicing my opinion as a paying customer.




    All of this said, I would like to apologize Zekander. I don't mean to take this thread down a different path than originally intended, I'm not trying to argue so much about gear specifically, and I sadly fear this may result in the thread drifting from the topic. I am simply bringing it up as I feel it strengthens my point on the actual topic at hand. That said, if you'd rather me leave it be I'll stop posting so that to be sure the thread isn't derailed, as I understand the frustration that can be had from such things.
    That's fine. But as I said, we just disagree because I believe Red Mages (considering they are a support mage class) melee very well. Haste 2 + Temper with some double attack/accuracy gear coupled with a high damage sword (on top of all our other enhancements) is very effective. This job hacks through mobs with ease - and can even chain the Very/Incredibly tough monsters in Adoulin with its melee attack. And that's while wearing the wayfarer set I may add, which isn't even a melee set. So I don't think there is any real issue with this class in terms of melee and don't know what else someone could reasonably want. The developers have been very generous with this job lately and if you think we are weak now you should have played this job years ago when our melee ability actually did suck.

    And I never said you didn't meet the guidelines to speak about this. You can talk about what ever you want. I'm not the boss of you. Let me also point out that post you are quoting and taking offense to wasn't directed at you. It was to the other Red Mage.

    But the fact you think the Red Mage is so weak in melee does lead me to question your experience with it at the current high levels (but I could be wrong) and you may want to try doing what I asked that other Red Mage to do if you haven't already. You might just be impressed with the results. Because this class knows how to melee trust me. But it's never going to equal an actual melee job. Nor should it in my opinion. Because Red Mages are not suppose to be samurais with healing/enhancing/nuking/enfeebling magic. That would be over-powered.
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    Last edited by Dale; 10-01-2014 at 03:20 AM.