Results 1 to 10 of 30

Thread: Cure V

Hybrid View

  1. #1
    Player Jblauh's Avatar
    Join Date
    Feb 2012
    Posts
    40
    Character
    Vonroth
    World
    Odin
    Main Class
    PLD Lv 99
    If you want to make RDM relevant in today's game than honestly the solution (and I know ppl will be upset with me for this) ,but the solution would be to get rid of certain spells for other jobs that RDM should be only allowed to use. Example: Haste II.

    I would bet that RDM would always be asked to tag along if Blu or Smn couldn't Haste II. This is coming from someone who plays Blu and SMN 90% of the time to. A minor example but a good one nonetheless. Do I think it should be this way? Well yes and no. It's tough to say. If you want this game to survive then you need to understand that jobs that can fill multiple roles by itself is a mistake. This game was designed for massive cooperative play to overcome obsicles and nothing will change that. Even the best DD like Drk or a Rag wielding War need hasted for maximum damage dealing performance. This keep jobs relevant. When a job like Blu can do nearly all of these things we hit a wall for job relavance. That's just a fact.

    Same can be said for debuffing a enemy. This is supposed to be RDMs specialty yet it's not used or even needed in the ways it should be. I remember back in the day in a good exp party a RDM debuffs on a enemy would make killing a incrediblely tough mob so much more approachable. A powerful slow, paralyze, silence was amazing to have. Now it's just not needed. This is a problem. I know the topic is on Cure V, but I think the issue goes so much deeper than that.
    (0)
    Last edited by Jblauh; 06-09-2017 at 03:21 AM.

  2. #2
    Player Songen's Avatar
    Join Date
    Dec 2016
    Location
    Windurst
    Posts
    327
    Quote Originally Posted by Jblauh View Post
    If you want to make RDM relevant in today's game than honestly the solution (and I know ppl will be upset with me for this) ,but the solution would be to get rid of certain spells for other jobs that RDM should be only allowed to use. Example: Haste II.

    I would bet that RDM would always be asked to tag along if Blu or Smn couldn't Haste II. This is coming from someone who plays Blu and SMN 90% of the time to. A minor example but a good one nonetheless. Do I think it should be this way? Well yes and no. It's tough to say. If you want this game to survive then you need to understand that jobs that can fill multiple roles by itself is a mistake. This game was designed for massive cooperative play to overcome obsicles and nothing will change that. Even the best DD like Drk or a Rag wielding War need hasted for maximum damage dealing performance. This keep jobs relevant. When a job like Blu can do nearly all of these things we hit a wall for job relavance. That's just a fact.

    Same can be said for debuffing a enemy. This is supposed to be RDMs specialty yet it's not used or even needed in the ways it should be. I remember back in the day in a good exp party a RDM debuffs on a enemy would make killing a incrediblely tough mob so much more approachable. A powerful slow, paralyze, silence was amazing to have. Now it's just not needed. This is a problem. I know the topic is on Cure V, but I think the issue goes so much deeper than that.
    (As a 1200+jp myself replying to this)
    actually, people normally cap haste with a geo and brd, and even then the brd isn't needed since the geo can use indi-haste + normal haste1 spell to either cap or near cap it. removing it from smn or blu simply removes other alternatives.

    What they should be doing is (buffing immunobreak) making rdm's enfeebles close to geo's spells in the sence it will land 95-100% of the time and have a extended duration and higher potency, (and the 5% is those special NMs that will resist 100% even if its a geo casting it),

    Its part of their original bloody manifesto (See below)

    SE's original vision for rdm was (http://forum.square-enix.com/ffxi/th...cap#post145074)
    -Red Mage
    *Vision
    Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements, while rendering once-formidable enemies impotent with enfeebling magic.

    We want to see red mages play a more vital role in HNM battles by making enfeebling magic more effective against high-level notorious monsters and their legendary levels of resistance as well as allowing them to better contribute to party member enhancement.

    Example Adjustments
    Adding abilities that reduce to zero the casting time or recast time for the next spell/ninjutsu/song.
    New enfeebling magic spells.
    Pretty much the potency of their enhancing magic that lands on the party should have increased, while enfeeble magic debuffs like anything.
    Honestly, they shoulda made temper/II a party spell and en spells a party spell with the potency of en spells increased while being a rdm main.
    This alone would make dual wielding jobs a bloody machine if done right, if every hit delt 50-100 dmg more, plus you have have temper for higher tp build, you'd find cor's and smn's out of a job in the sence of enhancing on certain levels
    (0)

  3. #3
    Player Jakuk's Avatar
    Join Date
    Jul 2016
    Posts
    365
    Character
    Jakuk
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Songen View Post
    Honestly, they shoulda made temper/II a party spell and en spells a party spell
    HUGE downside to that, they'll drop the activation rate (most likely 5~10 and that'd literally gimp RDM and they'd still not be wanted), so it'd be a huge gimp to RDM itself. I'd love to see stats such as "Enhancing Magic"+ added to gear, and not in a cruel mis-translation way like last time.

    Also the enfeebles are still rubbish, if they wanted enfeebling to be good I don't know why they gave the best enfeebles to GEO.
    (0)
    Last edited by Jakuk; 06-09-2017 at 04:23 PM.

  4. #4
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Jakuk View Post
    HUGE downside to that, they'll drop the activation rate (most likely 5~10 and that'd literally gimp RDM and they'd still not be wanted), so it'd be a huge gimp to RDM itself. I'd love to see stats such as "Enhancing Magic"+ added to gear, and not in a cruel mis-translation way like last time.

    Also the enfeebles are still rubbish, if they wanted enfeebling to be good I don't know why they gave the best enfeebles to GEO.
    Rdm enfeebles are just very situational. On some fights - yeah, they aren't much good. Then on other fights they can be exceptionally powerful.
    (0)

  5. #5
    Player
    Join Date
    Nov 2015
    Posts
    1,552
    Quote Originally Posted by Dale View Post
    Rdm enfeebles are just very situational. On some fights - yeah, they aren't much good. Then on other fights they can be exceptionally powerful.
    Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)
    (0)
    “That is not dead which can eternal lie, And with strange aeons even death may die.”

  6. #6
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Nyarlko View Post
    Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)
    I can name you a couple off top of my head.

    The AA taru: Paralyze II + Addle II can be effective at shutting down his spell casting. Silence can be very useful against Ouryu.

    Basically any Notorious Monster fight where Paralyze II and Silence can land or are effective have the potential to be very powerful spells.

    Again: I'm not saying it works on all notorious monsters. It doesn't. There are plenty of fights where enfeebles are nearly useless. But there are also plenty of fights where they can be very useful as well.

    That's why I would describe them as situational.
    (0)
    Last edited by Dale; 06-14-2017 at 09:55 AM.

  7. #7
    Player Jakuk's Avatar
    Join Date
    Jul 2016
    Posts
    365
    Character
    Jakuk
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Dale View Post
    I can name you a couple off top of my head.

    The AA taru: Paralyze II + Addle II can be effective at shutting down his spell casting. Silence can be very useful against Ouryu.

    Basically any Notorious Monster fight where Paralyze II and Silence can land or are effective have the potential to be very powerful spells.

    Again: I'm not saying it works on all notorious monsters. It doesn't. There are plenty of fights where enfeebles are nearly useless. But there are also plenty of fights where they can be very useful as well.

    That's why I would describe them as situational.
    Isn't that the point though, the thing they want RDM to be using shouldn't be "situational."
    (0)

  8. #8
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Nyarlko View Post
    Outside of gimmick fights like Maju, care to share which ones debuffs help a ton with? (Actually curious, not sarcastic.)
    Find out what Frazzle III, Distract III and Addle II do first. Then count what +enfeebling potency does to them, find out Saboteur does, then realize that it can all be stacked for some really silly stuff.

    I main heal Fu and Kei as RDM in omen.
    (0)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  9. #9
    Player
    Join Date
    Nov 2015
    Posts
    1,552
    Quote Originally Posted by saevel View Post
    Find out what Frazzle III, Distract III and Addle II do first. Then count what +enfeebling potency does to them, find out Saboteur does, then realize that it can all be stacked for some really silly stuff.

    I main heal Fu and Kei as RDM in omen.
    I know what those do, and still wondering how many fights they really help with. ^^;; I know plenty of Idris GEOs, a couple REMA BRDs, but no RDMs with enough job points to even have access to those spells, so I have no experience with how much they help in comparison. How much better is Addle II over Pining Nocturne since the May update? Is Frazzle III reliably landed on highend stuff? I know there are quite a few targets that have painfully high dark resistance, but again, no personal experience w/ high end RDM. And also again, I'm not being sarcastic, I actually want to know. ^^;;
    (2)
    “That is not dead which can eternal lie, And with strange aeons even death may die.”

Tags for this Thread