Results -9 to 0 of 31

Thread: RDM in endgame

Threaded View

  1. #6
    Player Jakuk's Avatar
    Join Date
    Jul 2016
    Posts
    365
    Character
    Jakuk
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Urmom View Post
    I can almost going to guarantee you that they wont make it so other jobs can use a sch ja better than sch can just out of principle

    My vote is to unnerf saboteur. And make enhance enfeeble effects gear and saboteur work on dia/bio. Bump dia/bio on all tiers by another 5% for rdm main.

    Change all the stupid self only spells to target party member. Also change all make it so phalanx and enspell 1 and 2 count the gear of the caster on cast. Instead of silly things like the target or when you hit
    It isn't using it better than SCH, having more spells work doesn't mean suddenly they are better. You are already limited on the 2 Stratagems only when /sch not to mention all you'd gain from it is Haste II which doesn't matter since you'd also have Haste Accessionable and GEO + SCH/RDM would then be able to cap magical haste without RDM.

    Also I like how it's deemed as not fine for a job to take advantage of a subjob, yet perfectly fine for SCH to take advantage, and do better, RDM's spells /RDM.

    Or even Convert to be as potent for any job /RDM

    In fact pretty much anything that was unique to RDM has been passed onto another job whether it's SCH, PLD, RUN or even GEO.

    -

    And in turn nerf them all as they are balanced around being self-cast, no thanks!

    Quote Originally Posted by Thorva View Post
    Gimping temper for castable version is also why I said to make enfire II have triple attack bonus to it, also sadly geo will never be nerfed, only chance for rdm is to beef it to the point of on par with geo. I really disagree with doing it myself, but it seems geo is where it will stay. I would rather they nerf a few jobs things in the game. Geo included.

    Also, I said NOT to use all of the options, only a few, do them all and rdm will become way overpowered.
    And in turn you lock them to an enspell to gain what they already had, it's still a nerf.

    If they added Temper to cast on others anyway it'd change nothing, it would be weakened to the point of not being worth it.

    RDM is NOT a party enhancer like GEO, BRD or COR time spent on enhancing should be directed at BRD. If any enhancing magic is added, it should stay as self-cast only. (Sorry just my opinion) Reraise and Regen III would be nice.

    Where RDM really needs a fix is in it's true role, Enfeebling.

    For a start they shouldn't be weaker on NM's and while resistance is possible it shouldn't be complete resistance depending on what SE feels like when they make the NM's.

    I also do agree with your Magic Accuracy trait, could do it +10 for first tier up to +50 maybe.

    Dia III should be at least -20% Defense, 5% more for a Merit spell over Dia II is ridiculous.

    Paralyze II should actually do something on NM's and not actually just seem like a waste of MP.

    Addle II Should reduce Magic Attack Bonus and Magic Accuracy.

    Slow II should also reduce enemy Regain, since they insist on giving them all it now.

    Add Poision III with at least 500 HP/tic

    As new spell ideas you could do something like:

    Darkness - Reduces target special attack accuracy.

    Imperil - Reduces the target's magical defense.
    (1)
    Last edited by Jakuk; 12-17-2016 at 09:01 AM.