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  1. #1
    Player
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    Sep 2011
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    17

    We finally get more Weaponskills!

    Couldn't help but notice this gem hidden in the update notes: Red Mage - Adding sword weapon skills previously exclusive to other jobs. Now if only they finally upgrade our sword skill to an A- or so...
    (5)

  2. #2
    Player
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    Dec 2013
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    I agree on the skill, but honestly...

    I have to say, after all my years of bitching about RDM's melee power it looks as though we're getting pretty damned good updates. The best melee gear, all WS access, it feels like greatness is finally upon us!
    (3)

  3. #3
    Player saevel's Avatar
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    Apr 2011
    Posts
    2,346
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Demonjustin View Post
    I agree on the skill, but honestly...

    I have to say, after all my years of bitching about RDM's melee power it looks as though we're getting pretty damned good updates. The best melee gear, all WS access, it feels like greatness is finally upon us!
    Well to be fair all SE had to do was stop cutting RDM off from gear. In the past they chose winners and losers by restricting who had access to what gear, certain jobs were giving all the good stuff while others got shafted. This last skirmish gear release was very generous in allowing lots of jobs access to lots of different gear. RDM is still far behind BLU / WAR / SAM / THF / ect.. but at least it's no longer a complete joke.
    (1)
    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.....

  4. #4
    Community Rep Grekumah's Avatar
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    Jul 2014
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    The recent adjustments made to the weapon skills that can be used by red mage were not meant to make them into sword specialists. Instead, the intent was to broaden the choices available when it comes to close range combat.

    Naturally, red mage has a lot of utility during battles, and as such we have no plans to increase their sword skill rating.
    (1)
    Colby "Grekumah" Casaccia - Community Team

  5. #5
    Player
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    Quote Originally Posted by Grekumah View Post
    The recent adjustments made to the weapon skills that can be used by red mage were not meant to make them into sword specialists.
    This, be it a goal or not, was achieved through the fact our best weapons tend to be sword, and that our JSE weapons are almost always swords. Simply look at our Mythic, Empyrean, JSE119, and the other weapons of the same sort, and you're easily able to discern RDM as a job favors swords. Even our limited expansion in terms of dagger selection didn't really change this. In short, there was no need to make us sword specialists, we already kinda were, which I think is a large part of why we wanted the other WSs to begin with.

    Instead, the intent was to broaden the choices available when it comes to close range combat.
    Provided you keep going down this road, I think you're doing it justice. It's something I feel has long been needed, and I'm thankful for it.

    Naturally, red mage has a lot of utility during battles, and as such we have no plans to increase their sword skill rating.
    So long as gear is kept where it's at, I'm not sure that's much an issue.
    (0)

  6. #6
    Player
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    Sep 2011
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    Quote Originally Posted by Demonjustin View Post

    So long as gear is kept where it's at, I'm not sure that's much an issue.
    While I'm inclined to agree with this, a small part of me would like to see us at least have the same skill with sword as WHM does with Club. It's sorta embarassing to know a White Mage has a higher combat skill level with that hammer then we do with our sword...
    (2)

  7. #7
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Grekumah View Post
    The recent adjustments made to the weapon skills that can be used by red mage were not meant to make them into sword specialists. Instead, the intent was to broaden the choices available when it comes to close range combat.

    Naturally, red mage has a lot of utility during battles, and as such we have no plans to increase their sword skill rating.
    Agreed.

    Players who want Red Mages to be master melee comparable to Samurai are just being unrealistic. As you pointed out: they have such effective utility in combat they need to be constrained. Our sword skill is fine where its at - and doesn't prevent us from being effective with a sword. At least in my opinion anyway.

    Not sure what weapon skills you are adding. But I would caution the developers if you have plans to give us Sanguine Blade. Though I personally would love it - I believe it would be imbalanced and that weapon skill needs to remain sub job dependent.
    (1)
    Last edited by Dale; 04-13-2015 at 12:43 AM.

  8. #8
    Player Zekander's Avatar
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    Sep 2014
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    131
    Character
    Zekander
    World
    Asura
    Main Class
    RDM Lv 99
    You're late to the party Dale, the update was almost three weeks ago, and they gave RDM all of the currently available sword weaponskills. Including Sanguine Blade, which in my opinion was the only really useful WS at this point. We already had native access to the two strongest WS, Savage Blade and CDC, so these additions in no way increased RDMs DPS.

    No one has ever asked for RDM to be on par with Samurai for damage. No one even asked for access to these weaponskills. The most I have seen anyone ask for is to give RDM an A- sword skill, that would give us an additional 19 Attack and Accuracy, and nothing else, hardly game breaking. Just about every RDM on these forums agrees that RDM should not be a preeminent DD, all they want is to be able to leverage all their capabilities in party play, and not be looked down upon for doing so.
    (3)
    Last edited by Zekander; 04-13-2015 at 06:59 AM.

  9. #9
    Player Dale's Avatar
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    Mar 2011
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    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Zekander View Post
    You're late to the party Dale, the update was almost three weeks ago, and they gave RDM all of the currently available sword weaponskills. Including Sanguine Blade, which in my opinion was the only really useful WS at this point. We already had native access to the two strongest WS, Savage Blade and CDC, so these additions in no way increased RDMs DPS.

    No one has ever asked for RDM to be on par with Samurai for damage. No one even asked for access to these weaponskills. The most I have seen anyone ask for is to give RDM an A- sword skill, that would give us an additional 19 Attack and Accuracy, and nothing else, hardly game breaking. Just about every RDM on these forums agrees that RDM should not be a preeminent DD, all they want is to be able to leverage all their capabilities in party play, and not be looked down upon for doing so.
    It seems I am. I still stand by my post and think it was a mistake to give Sanguine Blade to Red Mages. It was a nice benefit to subbing /war or /blue and I think it should have stayed that way.

    Red Mages already had an effective array of spells that made them efficient at melee (Phalanx, Haste 2, Temper, Distract etc.). They already had access to the best damage dealing sword skills as you pointed out. If people are not happy with the current state of Red Mage melee then I don't know what on earth would satisfy them if not to make them equal to Samurais.

    The biggest factor against Red Mage melee is not a lack in dps or some incapability to melee. Bumping their sword skill up to an A would change nothing in this regard.

    What makes Red Mage melee unacceptable to many parties is everyone and their mother players a damage dealing melee class. So when they are lucky enough to get a mage - they would prefer them to backline and focus on other more-needed duties. Also: many enemies have very nasty AoE's which takes time to recover from. That's time a Red Mage melee has to spend on their self instead of other party members which can become a drag on their ability to effectively support. Or they burden another member with the task.

    The best solution to your problem is to build a balanced group to where a Red mage does not have to leverage all their capabilities and can focus more on melee. What you describe - buffing this job to where it can effectively Melee/Enfeeble/Enhance/Heal/Nuke - basically do everything it is capable of competitively in all party situations - would turn this job into a monster with near god-like status.

    I don't think that's what this what this job was intended to be. I believe it was intended to be a versatile job that can adapt to different party situations and provide support where it is needed. This idea that's it's suppose to be a super mage than can do everything all at once just isn't realistic and would be near impossible to achieve in this game's current design without grossly over-powering what is already a very powerful job.
    (0)
    Last edited by Dale; 04-14-2015 at 05:18 AM.