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  1. #31
    Player Longjohn's Avatar
    Join Date
    Jul 2016
    Posts
    5
    Character
    Gorns
    World
    Valefor
    Main Class
    SCH Lv 99
    Hi there !

    Well, alot of progress since my last post: lvled BLU99 and got lucky on my 1st Ironside pop with a Colada drop.
    I also finally got the drop from Kammavaca giving me the Carmine legs.

    And then I dont know what augment path I should go for the legs given that I got BLU as well. Im thinking about the path D with DW aug but the paths look attractive as well...
    (0)

  2. #32
    Player Rydal's Avatar
    Join Date
    Dec 2015
    Posts
    112
    Character
    Rydal
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Path D. BLU doesn't use Carmine legs for much since they get Adhemar and Herculean (and the Teodor legs from Sinister Reign).
    (0)

  3. #33
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Somewhat related to the OP title of "Take RDM out of FFXI". I'm finding myself rather perturbed by peoples' desires for the good RDM trusts to be more readily available. Evidently, RDM's spells actually are in demand. But nobody wants to invite an actual RDM.
    (0)
    "NeED★RdM? PLeaSe sENd★teLL!"

  4. #34
    Player Immortta's Avatar
    Join Date
    May 2016
    Posts
    71
    Character
    Immortta
    World
    Asura
    Main Class
    GEO Lv 99
    RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.
    (0)

  5. #35
    Player Jakuk's Avatar
    Join Date
    Jul 2016
    Posts
    365
    Character
    Jakuk
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Immortta View Post
    RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.
    For a job so screwed over on the gear front RDM is beyond impressive on the offensive front.

    I would love to see maybe one or two more, self-cast, spells added for RDM. one which grants an attack bonus, another which grants store TP, as to be honest I like the self-augmenting RDM needs to do with spells and IMO it's the only area that RDM is really (attack especially) lacking on the offensive front.
    (0)
    Last edited by Jakuk; 09-21-2016 at 09:07 PM.

  6. #36
    Player Rydal's Avatar
    Join Date
    Dec 2015
    Posts
    112
    Character
    Rydal
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Jakuk View Post
    For a job so screwed over on the gear front RDM is beyond impressive on the offensive front.

    I would love to see maybe one or two more, self-cast, spells added for RDM. one which grants an attack bonus, another which grants store TP, as to be honest I like the self-augmenting RDM needs to do with spells and IMO it's the only area that RDM is really (attack especially) lacking on the offensive front.
    I agree. If you can make up for the lack of attack and STP (via outside buffs like Phantom Roll and Indi spells), RDM is a pretty powerful melee attacker. Most of our buffs/debuffs help make up for our poor base melee skills (Distract, Temper, En-spells, Dia). Like a lot of us have spoken about before, self-buffing spells like Bravery and Faith would be the boost we need.
    (0)

  7. #37
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    I also think RDM is another victim of the no-melee trend of the game though. Haste II is clearly powerful, but it doesn't do as much for nukers. What's more, at least eyeballing it, mobs have resistance to Frazzle much more than they do to Distract. RDM's greatest selling point to mages, Refresh III, is also hardly necessary when MP is so easy to manage.
    (0)
    "NeED★RdM? PLeaSe sENd★teLL!"

  8. #38
    Player Afania's Avatar
    Join Date
    Aug 2011
    Posts
    1,452
    Character
    Afania
    World
    Bahamut
    Main Class
    BRD Lv 1
    Quote Originally Posted by Immortta View Post
    RDM can actually output a lot of DMG now and still be useful with their support skills. People just don't like to think outside of the current bandwagons and it makes other stuff fly under the radar.
    I wrote a 1000 words essay simulation the party performance with RDM in pt, v.s other jobs in the same slot. But in the end I'm too lazy to post them as all the 1hr, support job JA and acc requirements in various content gets complicated and there are just too many words.

    However I'd like to at least post the DPS comparison since it's much easier.

    In a traditional DD x2, support x3, healer setup, or DD x3, support x2, healer. If pt organizer invite RDM to occupy a DD slot, it's often lowering pt efficiency assuming everyone equally geared.

    In terms of DPS, assuming an almace/sequence RDM/NIN v.s almace/sequence BLU/WAR, if I remember correctly, temper II at 580 enhancing is 28% TA(please correct me if I'm wrong as I didn't double check bg-wiki formula) Outside of lucky DM augment I see roughly 5% TA from gears that RDM can wear. By comparison BLU has 5% TA from JT, 9% from adhemar x3(12% if HQ) another 3% from ring, 2% from waist, 3% from legs, 5% from herc feet. In other words BLU can get 28% extra TA just from gears and JT, without having to relying on temper II, while subbing WAR and abuse more attack and DA, and setting STP job trait etc. Even with temper II I'm not seeing RDM TP faster than BLU, mathematically I'm not seeing RDM competitive to BLU, or any real DD.

    If pt organizers invite RDM to DD slot for utility spells, that's the same thing as inviting a DRK/WHM......IMO not worth it.
    (0)

  9. #39
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Induntation doubles light/darkness(so all sc damage?) damage from just using 2 different weapons from personal experience. That in itself is worth bringing a melee RDM for.

    Melee RDM is incredibly strong and useful.
    (0)

  10. #40
    Player Afania's Avatar
    Join Date
    Aug 2011
    Posts
    1,452
    Character
    Afania
    World
    Bahamut
    Main Class
    BRD Lv 1
    Quote Originally Posted by Shiyo View Post
    Induntation doubles light/darkness(so all sc damage?) damage from just using 2 different weapons from personal experience. That in itself is worth bringing a melee RDM for.

    Melee RDM is incredibly strong and useful.
    A lot of problem with the usefulness of inundation is that when you have 3 DD spam WS every 5 sec they generally don't SC with each other.

    If you hold TP and perform 3 steps then you're losing DPS. If you sacrifice 1 support slot for RDM you lose chaos roll etc.
    (0)

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