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  1. #1
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    Quote Originally Posted by Afania View Post
    Or rather, it'd turn RDM into another job like SCH or COR, even people with absolutely minimal gear could still contribute meaningfully.

    I don't know how'd other RDM feel about this tbh. Before GEO nerf the job requires extremely high playing skill/gear to worth invite over another job. Then the standard kinda lowered with addle II/Frazzle III being a lot more relevant post geo nerf, I feel it's kinda in the right spot in terms of reward:effort ratio atm. If those spells gets adjustment you'd just see a bandwagon of RDM army only make an enhancing magic skill set and start doing endgame on it, like how people come COR with just a roll set, or near naked SCH just to make SC.

    Not to mention triple attack went down to 20% is a massive nerf to RDM DPS itself, why would anyone want that lol.
    I don't see lowering the skill reqs for general use as a bad thing, and it would still take skill to play optimally. It would still be just as easy to pick out the bandwagoners as spotting those roll-only CORs or nekkid SCHs. Jobs get bandwagoned because the job is good btw. XD Given how RDM has kinda lost it's niche nowadays, it can't possibly be a bad thing if it was worth bandwagoning.

    Self-TA -10% in exchange for Party-TA +20% sounds like a good deal to me tbh. :x If it was also accompanied by my JA haste idea (which would mean that it always works regardless of group setup and allow ALL jobs to cap delay reduction regardless of subjob) then I think RDM would be ahead of the game.
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  2. #2
    Player Raydeus's Avatar
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    Quote Originally Posted by Nyarlko View Post
    Self-TA -10% in exchange for Party-TA +20% sounds like a good deal to me tbh. :x
    No.

    The way to do it (if you really must) is keeping it the same when cast on self and reducing the effect to 1/2 (or 1/3) when cast on others. Also, the next Empy Reforge steps should increase the set bonus to +75% total for the +2 set and +100% for +3 set. Not like I'll ever get it mind you (will probably never get KIs from vagary), but for those RDM that are interested in playing in groups it would be a nice bonus considering RDMs need to cast buffs individually.

    Then they need to make RDM enf spells have a high chance to resist full erase TP moves based on enfeebling skill over 500, because from what I've read the are too many end game mobs that just full erase all enfeebs so often it makes casting them almost as pointless as when mobs were just flat out immune to them. And that's without even considering how trivial the effects of Slow, Para, Dia, etc. are to begin with in their current values.

    And finally, instead of making Haste II JA haste they should decrease the magic haste cap to 40% or 415/1024 (after making Haste 1 and 2 stack) and give melee jobs more JA haste options:

    -NIN should get an AoE Haste JA at lvl 35 that gave 5% Haste and scaled to 10% by lvl 99, and that generated a substantial amount of enmity (equal to Provoke) when used, with a duration/recast timer of 1:30 (like Samba.) As a sub this JA's Haste could be locked at 5% and be self target only without enmity gain.

    -DNC Haste Samba merits should give 2% per rank instead of 1%.

    -WAR's Warcry should give 5-10% JA Haste as well, but not when subbed.

    -COR's Blitzer's should be changed to JA Haste instead of reduced delay like it currently is.

    -MNK Footwork +5% JA Haste (self only, just like Last Resort for DRK)

    And while I'm probably missing some jobs I think you get the idea by now.
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