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Thread: RDM in endgame

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  1. #1
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    Join Date
    Jun 2016
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    35
    Quote Originally Posted by Jakuk View Post
    My point was making Refresh II, Refresh III, and Haste II Accessionable will not make RDM suddenly the go-to mage over SCH, but that's not to say it wouldn't be a welcomed change, not EVERYTHING has to be so massive it completely changes the game. It's a QoL change.

    Having more chance to augment it further by using Accession > Perpetuance > Spell while having many more spells along with spells stolen from RDM when /RDM outweighs allowing two spells, one of which it's possible to Accession the first tier already when /RDM, to work under Accession.

    Enhancing Duration does nothing when 99% of enemies either have Full Dispel or spams Dispel moves.
    I am actually leaning towards this side of the debate, sch with 30 second strats and 5 of them, reigns king over rdm in buff situation especially with /rdm spells. Sch still has self sc spells so rdm will never be chosen over sch. (huge foul ball by SE, but now we have to work with that and geo being OP since it is too late for SE to nerf either at this point)

    Even making refresh 3 and haste 2 accession capable will do little to nothing to place rdm in the party. Rdm still can't give mages m.attk or lower mob m.def like geo can, AND... geo haste is a stronger haste. Not to mention the mass amount of mana powder, myrkr, aspir 1/2/3, and ethers available for mages.

    Accession haste 2 and refresh 3, might be enough to get rdm in the tank party as a battery again, but that is a wasted slot and only increases mob HP, this is not a fix.

    Rdm needs more than just accession spells for lvl 50+ rdm, reworking some of the spells would fix that.

    Phalanx 2 = -DT II% would help, but that would only help lower gear/skill groups get some helm wins, upper gear/skill players are already doing it without.

    Remove full resist enfeeble magic would greatly increase rdm potential, however with para/slow being next to useless vs tp nm's it wouldn't change the battle enough to add more hp to nm. If you change the values from full resist to a base of 5-10% and have enfeeble skill/mnd be the potency increase up to a max value. This would increase the value of enfeeble magic again. (hasn't been useful since lvl 75)

    Adding in new tier of enfeeble magic, this tier would not only ignore full resist but also add in
    -m.def on dia 4,
    -m.attk on bio 4,
    increased potency on poison 3 (weaker than helix but last as long for those recovery moments)
    -tp gain on slow 3,
    para 3 to actually para the nm once in a while
    blind 3 to lower nm acc enough to matter (everything AoE doesn't help much)


    I am ok with addle II as it is since it increases casting time and lowers m. acc as long as we have another way to compete with geo

    Rdm merit category 2 seriously penalizes rdm potential, forcing rdm to only have a maximum of 2 of those spells at 5/5 really hurts, and phalanx 2 is near useless.

    Furthermore, I understand these all can't be at the same potency of geo, they need to be a good 10% weaker than idris geo. (prefer it to be above dunna) This not only prevents rdm from becoming overpowered, but also gives reason for geo's to do more than just 900 skill.

    In earlier post I stated adjusting temper, I never said it was a perfect idea, I only brought it up as an idea to put rdm in the battlefield. Same with the enspell ideas, I am just trying to come up with half decent ideas and hope SE finally adjust rdm with something valuable enough to make versatile parties.

    Edit:: Stoneskin II or raise the cap, this 5 pieces of gear for 180 more stoneskin is pretty sad at lvl 150 content. Wouldn't mind tranq heart being removed either.
    (1)
    Last edited by Thorva; 12-19-2016 at 02:54 PM.
    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.

  2. #2
    Player Urmom's Avatar
    Join Date
    May 2016
    Posts
    449
    Character
    Urmom
    World
    Shiva
    Main Class
    GEO Lv 99
    Quote Originally Posted by Thorva View Post
    Phalanx 2 = -DT II% would help, but that would only help lower gear/skill groups get some helm wins, upper gear/skill players are already doing it without.

    Remove full resist enfeeble magic would greatly increase rdm potential, however with para/slow being next to useless vs tp nm's it wouldn't change the battle enough to add more hp to nm. If you change the values from full resist to a base of 5-10% and have enfeeble skill/mnd be the potency increase up to a max value. This would increase the value of enfeeble magic again. (hasn't been useful since lvl 75)

    Adding in new tier of enfeeble magic, this tier would not only ignore full resist but also add in
    -m.def on dia 4,
    -m.attk on bio 4,
    increased potency on poison 3 (weaker than helix but last as long for those recovery moments)
    -tp gain on slow 3,
    para 3 to actually para the nm once in a while
    blind 3 to lower nm acc enough to matter (everything AoE doesn't help much)


    I am ok with addle II as it is since it increases casting time and lowers m. acc as long as we have another way to compete with geo

    Rdm merit category 2 seriously penalizes rdm potential, forcing rdm to only have a maximum of 2 of those spells at 5/5 really hurts, and phalanx 2 is near useless.

    Furthermore, I understand these all can't be at the same potency of geo, they need to be a good 10% weaker than idris geo. (prefer it to be above dunna) This not only prevents rdm from becoming overpowered, but also gives reason for geo's to do more than just 900 skill.

    In earlier post I stated adjusting temper, I never said it was a perfect idea, I only brought it up as an idea to put rdm in the battlefield. Same with the enspell ideas, I am just trying to come up with half decent ideas and hope SE finally adjust rdm with something valuable enough to make versatile parties.

    Edit:: Stoneskin II or raise the cap, this 5 pieces of gear for 180 more stoneskin is pretty sad at lvl 150 content. Wouldn't mind tranq heart being removed either.
    I actually kind of like the way phalanx functions.... however it's potency is crap. The fact that fully merited phalanx II is the same as phalanx is pretty terribad. Almost as bad as the fact that all that +phalanx gear rdm can get wont help the phalanxes you cast on other people lol. I'd imagine fully merited base amount of say 100ish would be good with gear counting the caster not the recipient.

    I like your spell examples especially if they aren't tied to merits for the reasons you state and how we are forced to choose and/or gimp but I'd add:

    Dia/bio 4 with additions is nice to give similar versatility as geo but would like to make sure it's still the strongest dia/bio. Part of the meh about 3 is it's only 15% and your cor/rdm is getting 20% with it's dia II. Also make the effect enhanceable gdi.

    Slow - part of what always irked me about slow was how full merited geared slow II was still weaker than poorly gear lvl 59 elegy from brd. Yeah they stack but come on. Though it beats geo so yay. But yeah given the regain/tp gain of mobs these days something to directly effect those would be a great idea. Perhaps a small plague effect.

    Para 3... upping rate is nice but being able to para all the moves would be huge. Nothing more aggravating than seeing an nm be paralyzed over and over only for all it's moves to still work.

    Blind - Unfortunately I see this as a non starter. Not because of rdm itself so much as SE seems really seems against it based on how many nms have capped hit rates in in full evasion sets. Plus like you said so much AoEs now and of those like 90% of the ones that matter are magic/breath and half the physical ones aren't blinkable. It's like they are deathly afraid of the old days of evasion/blink tanking

    As far as the buffs I'd just really like to be able to use them on other people. The job has almost 40 unique self only spells... most of which sch can AoE or whm has the version that is naturally AoE. But yeah making them scale better ( and giving a bunch that don't scaling) would be amazing too.

    Oh just noticed your tp down thing. Was thinking what about subtle blow II instead? The difference is slight but the subtle blow would stack better

    and crap I missed a page lol
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    Last edited by Urmom; 12-20-2016 at 06:24 PM.