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  1. #26
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    Jun 2016
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    Quote Originally Posted by Hyrist View Post
    No Throva, you keep missing the point.
    You're arguing there'd be no change in no change in the 135 play style. I'm talking about making the 135 play style valid for the 145+ content, front and back line.
    I am beginning to think you are just trying to argue for the sake of arguing. I understand what you are saying, I have understood what you are saying, I have made a thread based off the same concept, I have tried to introduce ideas that this would work. All the ideas I have stated as well as you have built on I.E. The % based blind, are all ways to make 135 set ups work in the 145 content. Ways to mitigate the dmg, ways to bring in useful rdm debuffs, ways to increase dmg for melee while melee are still wearing -dt gear, ways for melee and rdm to be invited in general.

    Again, you still disagree temper should be cast on party/ally, that is your opinion maybe the opinion of a few other people, as a whole I think more people would actually want to be able to cast it on others. Making temper II double attack and able to target on party members is a very solid idea that would call for rdm invites. Period, there is no way around that. People would want rdm in melee groups for that reason alone. Rdm using temper II (triple attack) on self with aeonic/emp +269 skill will never close the gap between rdm and other DD options. Rdm lacks entirely too much attack to be worthwhile in 145 content. How do I know this, well fully buffed both my rdm and my drk can melee at a 90% acc rate on t3 reisenjima. Rdm however can't deal enough solid dmg to be considered taking as a melee slot. That spell is essentially useless on rdm for anything in 145+ range. More than half the time a solid top tier rdm won't have enough attack in tp/ws sets to be remotely close to considered taking as a melee slot in 135 content. This again makes temper 1 and 2 worthless for a rdm in 135 content. Dropping down to a vagary lowest possible level run, a rdm decked out, with temper 1/2 will still never be a melee in that scenario. Occasionally you might go in to incursion as a melee rdm, and a melee rdm on a 124 incursion is still so pathetically weak compared to other melee jobs, it is better to dual wield max malevolence and just t5 single target nuke in most content outside exp pt.
    Literally the only way for rdm to "close the gap with temper" would be to put rdm on gear made for war and drk to compensate for the lack of innate attack. So, I repeat, the next best option is to simply make temper a spell you can target party with to increase the desire for rdm.
    Melee rdm, is not remotely close to comparable, with 51%+ triple attack gear/temper it will never close a solid gap. Putting yourself in that much triple attack gear severely nerfs rdm own acc options. So now you are down to a top end enhance temper potency, let's throw out a massive 30% from temper, the rest of rdm gear is dual wield and acc to even touch anything in 135. 30% triple attack on rdm with the current melee gear options as well as the lack of natural attack on rdm using +269 aeonic/empy weapons. (Since savage blade and cdc heavily benefit from TP bonus and the +50 dex of almace) You would be lucky to come within 500 dps of a mid tier blu in the same lvl of content. Highly unlikely rdm will even get that close considering I have seen mid-tier blu putting out 2k+ dps, top tier DD pulling way ahead of that, underbuffed situations on drk I have been in the 2k+ range while in -dt hybrid sets.

    RDM CAN NOT, AND WILL NOT, EVER CLOSE THE GAP JUST BECAUSE IT HAS TEMPER!
    Just isn't possible, rdm is a jack of all, it doesn't come close. Even running MB off sc, a rdm will not be able to compete as a DD slot, this delusion of thinking making temper able to be cast on others will magically take away from the melee rdm is capable of now just isn't mathematically possible, it doesn't change rdm in 135 content, it doesn't change rdm in 145 content. Even if we got super buffed so that melee rdm could wear teaon or we got thrown on herc gear, a rdm would never be able to deal enough dmg on 145 content in the time allotted. It can help, it can set up sc for jobs that have the gear and the innate attack, but this selfish "don't give away my temper to other jobs" just isn't logical thinking. That is saying, "No, I don't want to be a team player and make fights easier/faster because I want to have a great spell all to myself when I can't deal enough dmg to make a real difference."
    More than 90% of the time a rdm is melee is either solo or for apex, nobody says, "hey we are going to do Sovereign Behemoth, Sarama or Vagary lets get a rdm melee because how great that temper II is on rdm." I am willing to bet you would get to melee if you could cast that spell on other people, you would already in the party, you have a decent melee set (I assume) other DD would greatly benefit from the spell add it all up and you will be there swinging a sword in battles you can't go as melee now.
    Rdm is NOT using the spell in 135 content, rdm is NOT using the spell in 145 content. Why not make it so the spell is getting used.

    Barspells, someone was stating well they don't need a buff because they are self target.... Well they are also accession-able and rdm still has the highest enhancing magic skill as well as the best enhancing magic gear. There is zero reason why whm can get higher barspell than rdm except the fact SE just plain hasn't thought things through.

    The use of new spells already in .dat files, SE already stating new spells because they didn't have the resources for the creation of the animation. The spells are already in the system and have the animation. It would take less time to make codes for the spells than to make these stupid mounts and the quest lines to unlock them.

    Haste II does not need to be buffed, rdm does not need haste 3. Haste 2 is at 30% already, the only haste that can beat it is Dunna or Idris geo. (And I won't go on my rant as to why I think geo needs to be nerfed, but that haste absolutely needs to be nerfed, heck I was mad when SE gave blu effatic flutter and smn Hastega II at the same potency) Magic haste cap is 43.75%, max haste between gear/ja/magic is 80%, Haste III or boosted Haste II would be broken, Drk would only need 12.25% haste in gear with LR up, that makes a massive gain in gear considering you can get that off a belt alone. There are so many ways gear can be altered. I know, I have gearsets that drop in haste based on my buffs, if I am magic capped and LR is down I still only need 17.25% haste in gear when I use apoc.

    Higher levels of buffs for the buffs we already have only make other jobs obsolete. This is the very reason I have been trying to come up with simple unique ideas for rdm specifically that are not shared with other jobs so that people have a reason to invite a rdm. Some of these very ideas would also allow the opportunity to bring back jobs like brd and melee DD.

    We don't need more haste, we need the haste jobs have to be reigned in, reign in the haste and you force the need for more jobs.
    (I felt the same way when I saw smite being given to drk, we didn't need smite, we needed acc and something to mitigate the AoE in 145+, especially now I am starting to see drk all over the place, I get messages on ffxiah and in game all day long about gear choices)

    Esnpell on rdm I think should be on par with enlight/endark, there is no reason a rdm (the ones that first had enspell) can't be hitting 150-200 dmg enspell. (That would close the gap way more than temper) Now I realize stacking all the gear possible can get rdm above 150, but that means you have to keep that gear on. Enspell should be based off the cast on rdm as it is on drk and pld, I believe that was mentioned several times.

    Rdm getting innate dual wield. I am on the fence about this, pld and rdm have similarities when it comes to melee, so many times I often look at one or the other in terms of keeping my mind on the balance. Both jobs seem to be sword and shield and is visibly seen with rdm access to beatific shield. I, as a rdm, would love to have innate dual wield, but I think it starts tipping the balance, especially if they recode enspells for more dmg, or added effects like we mentioned on page one of this thread. Although something like avatar favor on rdm enspells would be kinda nice, self buff only,

    Enfire II; Triple attack (this being triple attack would counter the complaint of temper II becoming target-able double attack instead of self triple attack)
    Enblizzard II; Increase MaB bonus
    Enaero II; Increases both m. eva and physical eva, (both of them since rdm doesn't get a fenrir like enspell)
    Enstone II; Increase def
    Enthunder II; Increased critical hit dmg/chance
    Enwater II; Increase magic accuracy or magic defense (I would personally prefer m. def)

    All of the Enspell potency would work on a sliding scale based off Enhancing Magic Skill AT THE TIME OF THE CAST not something that diminishes the moment you change gear and not that decay crap either. Can use the current enspell 1 damage scale, lower dmg per hit, but works on multi-hit.
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    Last edited by Thorva; 07-15-2016 at 09:24 AM.
    Seriously, stop pretending you are the top DD, you really aren't. Quoting bg-wiki all over the place makes you a parrot, not a God.