Spells that are directly affected by enhancing skill like Enspells and stoneskin are still limited to their old Caps so your still only going to max 21/42 damage from Tier I/II enspells and Stoneskin is still only gonna absorb up to 350 dmg, excluding gear that increases these through other means of course.
"Support specialists who excel at transforming their allies from mere mortals into demigods with their enhancements."
Very first sentence of SE's official vision of what the RDM job is or should be.
So.. Rog, Wildsprite, Duelle, you are all welcome to your personal opinions. But I hope we can now lay this silly notion to rest that enhancing is not one of RDM's primary intended functions.
I'll believe it when we actually get some unique spells we can cast on others.
Not sure what's worse, the manifesto line or "RDMs are powerful, so we have to be careful" (Also known as, "We don't know what to do!")
Still haven't gotten another one of these "transformative demigod" spells since lvl 48.
Oh, how sweet. I got namedropped. I'll reserve judgment until I see implementation, as was wisely noted in the General thread about the visions, they may not go all the way with anything they wrote there. Still, AyinDygra succinctly summed up my reaction to the RDM part of the manifesto: There's this, too. Demi-god buffs would be something like +Max HP, +Max MP, crazy insane regeneration, huge damage mitigation for a couple of seconds, +crit rate, +crit damage...hell, if you want to see the full list, google Lineage 2 Prophet or Heirophant. and look at their spell list. Granted, they're only good for acting as buff bots for two-boxers, but I'm not the one wanting to go in that direction. >.>;
Last edited by Duelle; 07-16-2011 at 06:18 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
Green Mage is more like it.
Not that I mind being a buffer. But seriously, SE make claims to our buffing skills that are just not there, at all.
Protect
Shell
Phalanx II
Haste
Refresh
These are the only enhancing spell lines we can share with party members without /sch being MANDATORY. and 3 of them are accessable from whm, 2 of those 3 have a better version available to WHM. WHM also has AoE versions of some of our own other enhancing spells. They also have other buff magic we dont. (Auspice.)
Put bluntly. White Mages are better buffers than we are.
SE has to make some absolutely drastic changes to Red Mage to get that 'Vision' to be adaquate. And so far, they've got nothing to show for progress on it. Adding more debuffs does not add to that image, nor does Quick Cast.
I would dearly like more enhancing magic, just not more fckign cycles. Although honestly I think "cycles" are dead, haven't seen them used in months now. Emp armor really helps out with reducing the load though.
What I've always said is that RDM's should do things through their enhancing magic, both mage mode and melee mode. We should have self-cast spells that make us better at either. I would love a special super Regen that healed based on enhancing magic skill, or enspells that actually work (Tier 1's getting long in the tooth). Give us a JT that enhances duration / effect of enhancing magic based on our enhancing skill.
And I lol'd at the "Oracle / Green mage" reference. Both those jobs were theme jobs and pretty useless. I only leveled Oracle to get access to pray-faith and that spell that raise's brave. I spammed them to get all my melee char's at 97 brave.
Two thoughts seem to stand out to me on the "Enhancer" role for Red Mage:
1: Most of Red Mage's enhancing spells are self-target.
2: Red Mages don't need any more cycles.
One possible solution to both:
Job Ability: All for One and One for All (maybe too long of a name...)
As long as the Red Mage is hitting a target with their weapon, they produce an aura that copies all buffs on themselves to other party members around them.
(potential sub-feature... Red Mage may gain the benefit of self-target buffs of other party members, such as when a Monk uses Focus/Dodge, the Red Mage would gain accuracy/evasion too. Berserk when Warriors use berserk, etc ... and when coupled with the Red Mage's buffs copying to the others... anybody's self-buff now becomes a party buff! Demi-gods anyone? Would need to look at all the potential combinations to see the real potential)
Now, all their self-buffs become "AoE", there are no cycles (except Refresh for the mages who aren't in the aura range), and they get to melee monsters as a bonus.
~*~
They could obviously use new enhancing and enfeebling spells, if they're going to live up to the definition provided by SE in that vision, but it's a good start with what they already have. And yes, I tied it in to the Melee side of Red Mage (without breaking with their vision!)
Last edited by AyinDygra; 07-17-2011 at 09:53 PM. Reason: I just read another thread with this idea in it. I'm glad I'm not the only one who thinks this way.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |