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  1. #1
    Player
    HaroldSaxon's Avatar
    Join Date
    Feb 2014
    Posts
    637
    Character
    Harold Saxon
    World
    Odin
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jandor View Post
    Impact: 60s 5% magic vulnerability.
    Corps-a-corps: 60s 5% piercing vulnerability.
    Embolden: Effects all damage, not just physical.

    dps boost plus more support. ez pz
    The problem with magic vulnerability (and not just talking about it being on impact which is a bad idea) is that only 3 members of the party primarily have their damage as magic - and even then, a decent chunk of redmages damage isn't magical.

    Giving Piercing vulnerability would just add to the issues that Ranged Comps have already.

    I agree with the Embolden change and the general direction of the change, but I feel that it would be better to increase the APM of the class in order to gain more utility
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  2. #2
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by HaroldSaxon View Post
    The problem with magic vulnerability (and not just talking about it being on impact which is a bad idea) is that only 3 members of the party primarily have their damage as magic - and even then, a decent chunk of redmages damage isn't magical.

    Giving Piercing vulnerability would just add to the issues that Ranged Comps have already.

    I agree with the Embolden change and the general direction of the change, but I feel that it would be better to increase the APM of the class in order to gain more utility
    Healers would benefit from 5% magic vuln too, and maybe tanks (not sure on how big a chunk of PLD/DRK damage is magic.)

    RDM with piercing debuff would just let you swap DRG out for it if you wanted to run a caster comp without nerfing your BRD/MCH, it wouldn't stack with Dragoons debuff and therefore wouldn't make physical ranged anymore wanted than they already are.

    I agree that RDM should be altered a bit more to raise the skill ceiling, but realistically any sort of redesign that in-depth isn't going to happen until 5.0. Was just trying to think of some changes that could be done in 5 minutes () that could shake things up for RDM and the meta raid comp.
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    Last edited by Jandor; 02-04-2018 at 08:35 AM.

  3. #3
    Player
    HaroldSaxon's Avatar
    Join Date
    Feb 2014
    Posts
    637
    Character
    Harold Saxon
    World
    Odin
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jandor View Post
    Healers would benefit from 5% magic vuln too, and maybe tanks (not sure on how big a chunk of PLD/DRK damage is magic.)

    RDM with piercing debuff would just let you swap DRG out for it if you wanted to run a caster comp without nerfing your BRD/MCH, it wouldn't stack with Dragoons debuff and therefore wouldn't make physical ranged anymore wanted than they already are.

    I agree that RDM should be altered a bit more to raise the skill ceiling, but realistically any sort of redesign that in-depth isn't going to happen until 5.0. Was just trying to think of some changes that could be done in 5 minutes () that could shake things up for RDM and the meta raid comp.
    Healers don't always DPS, especially in harder content - their DPS output is always the lowest of the group. Tanks are primarily physical DPS. Sure, there's the odd skill here and there from other classes that does magical, but it still doesn't immediately mean that magic vuln is good - just look at SMN and contagion.

    Even if RDM had the piercing debuff, you'll still want to bring a DRG for speedkills - because it provides more utility and more raw DPS. Furthermore, you will still want to take MNK/NIN/BRD or even MCH instead of the MNK depending on the fight. The piercing debuff problem is has a few issues - one, only DRG has it (which can be solved). Two, there's no choice to buff other damage types (e.g. magical) so you can't adjust based on composition and three, the damage types are not balanced between the group equally.
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