Is there literally any reason to play one?
Is there any reason to bring one?
...wat:confused::confused::confused::confused:
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Is there literally any reason to play one?
Is there any reason to bring one?
...wat:confused::confused::confused::confused:
Red Mage does have SOME power and is absolutely wonderful for progs.
Like, they have a low skill floor (so they're easy to learn to a competent level), they can rez like nobody else and they're way more mobile than other DPSes that aren't Bards or MCHs.
Even if it still needs a boost.
Unless of course, you're a troll post. :V
I just came back to t he game and was trying to figure out what DPS I want to play. Was leaning towards RDM if they saw buffs in 4.2, but since they didn't....
All the PF is looking for is NIN/DRG
Party finder is filled with freeloaders, elitist jerks who aren't worth other players' time, and the poor unfortunate souls trying to find other decent players.
And RDM is kiiiinda fine, even if they could use help.
The wording on the translation was a bit sketchy, as it opens with "all jobs are getting adjustments in 4.2" but then immediately goes "SAM, DRG, RDM and BRD are not getting any direct adjustments".
For one, SAM for example -needs- buffs to be relevant, sure it can pull off higher personal numbers than any other class, but a SAM's 5,5k DPS has nothing on a DRG's 6,5k (5000 personal + ~1500 from raid buffs).
So I'm assuming while there won't be any "adjustments" we might still see potency increases.
Patch notes should be dropping next week.
The problem is that RDM still has access to verraise so most ppl would agree that they are fine because they have the safety net for prog which frankly it's better than BLM atm, to really change the course they would have to rework verraise and most of the combat because imho casters problems need a whole picture rework not just fixes here and there.
Basically the only reason to take RDM is for beginning progression and swap to SMN once your group has the mechanics down for the most part. So technically we have a spot, not that it's healthy for game balance, but yeah a spot (progression Raise slave).
RDM has value for prog. Afterwards, it becomes increasingly less useful because SMN remains borderline broken. Unfortunately, casters will forever suffer until the devs finally accept piercing is far too strong.
idd, saying that piercing is too strong, while true, is only one way to look at the problem. The best way to clear this problem would be creating a caster sinergy
Join a static where you can play whatever class you want. All classes can do end game content. Some better than others, however all can do it just fine. Play the class you enjoy because if you play the "current meta" class, you will find yourself getting bored and slacking.
RDM may not be the best DPS in the game, but if you like the playstyle - then play it. Back in ARR Summoner spent almost the entirety of 50 cap as the worst DPS for end game content. To the point where there were statics recruiting with "LF DPS No SMN allowed" because SMN was that bad. I love SMN and I have mained it since release. I just found a static that didn't care what class I played.
^this, I was lucky my then boyfriend had a static missing a DPS when I was still between BRD and SMN in HW and since he was MT they kinda picked me along, even when I switched to RDM come 4.0 and then alternate between BLM and RDM. FCs, making your own PF, they all work to get content cleared no matter what your favorite job is; maybe you even get enough people to make your own static with.
Yeah, I really think they need to just remove Disembowel's buff and add the damage to DRG's base attacks (but not BRD/MCH's). Also, we're never gonna not see NIN in parties unless they nerf Shadewalker and Trick Attack. I honestly think Shadewalker (as it currently is) can be removed with what they're doing to Diversion, and then they can just make TA more balanced.
Obligatory "if you're not aiming for world/server first play whatever you want and are good at" post.
I was thinking that maybe MNK could bring magic down (with a fix to brotherhood to be all dmg and work with spell too) and maybe SAM inflicting full break aka all resistance down, I mean it's probably too much but removing a sinergy is not the only way to fix things and besides a problem in the game is also how tanks works atm because if they were able to do full dps with their threat rotation they wouldn't really need shadewalker too, so the solutions are varied
That's the thing though, most good tanks should be able to get a massive amount of threat at the start, likely from a massive burst of DPS from the off tank in Tank Stance, and then use Provoke to take it all, with Shirk being applied by the offtank. Shadewalker is NICE but unnecessary as far as I can tell.
Rawrz Says, "Give Enchanted Riposte Piercing Resistance down for 30 seconds. About 18-20% of a RDMs damage is physical. This would increase RDMS personal DPS by 1% and give them better synergy with BRD/MCH, allowing a melee slot to be an actual choice of DRG or not a DRG."
Maybe one day they'll remove the weapon type debuff (or make them unique to each job a bit like only Monk benefit/apply blunt)
The Enchanted version of RDM's melee is magical - not physical. Which means it get no boost from Pierce resistance debuffs. The only "physical" a RDM does is their NORMAL melee skills (That are considered weaponskills) - if they use enchanted, it changes to magic. Considering a RDM will never use their Melee combo unless it is enchanted, all of their dps is magic.
All of their OGCDs are piercing. Yes, even the flying swords.
Again. RDMS DPS is 18-20% physical.
About 10% Fleche. 5% Contre Sixte. 2% Corps. 2% Displacement and .5-1% autos. So no, all of their DPS is not magical.
A 5% increase in physical damage results in 1% dps increase. The core reason to change it though is to allow RDM to assist another melee in getting a spot while a BRD/MCH is present. Right now DRG is too important.
This is a nice idea, but it doesnt really do much since DRG already brings so much more to the table than RDM and any other melee DPS will bring. Battle Litany, Tether, Elusive Jump for aggro dumps, as well as their own solid damage out put would still out weigh what a RedMage + Samurai / Monk would do. especially since you could drop that RedMage for a Summoner or another Ranged DPS.
It should honestly apply on Fleche. It can be essentially be applied and kept up 100% of the time where you either delay your melee combo or delay the piercing debuff otherwise.
Also, we should just remove all permanent vulnerabilities on DPS and put them on tanks.
Altough I personally think weapon debuff should just get removed because they have too much of an impact on specifci job DPS which impact negatively raid balance and make some job synergise too well with other (DRG + BRD/MCH as we are all too well aware)
I agree with your suggestion and it'd be very nice if another job get that debuff, this would allow a different comp. I don't think RDM would replace DRG in the meta but it would be a viable replacement (I believe).
Regarding the weakness, having a different effect on dps and tank could be a solution but I think they should instead avoid putting weakness on boss spamming very hard hitting AoE that nearly kill all dps after Shield + AoE dmg reduction. I prefer to see weakness as some sort of soft enrage that simply makes the fight harder and harder.
Unfortunately FF14 doesn't rely much on soft enrage, all we have are hard enrage and skippable phases.