Results 1 to 10 of 258

Hybrid View

  1. #1
    Player

    Join Date
    Jan 2012
    Posts
    114
    Redmade are suppose to be support job not melle not casters not healers ------------------

    Support job are job's that cast buff's debuffs and offensive spell when needed or defensive spell when needed*

    Hence you do you have to cast cure nukes bind gravity ----- refresh* and of course you are welcome to melle or use a bow --- but remember you'll run out of MP------

    To fix that problem you re technically telling se to give you 500 mp per tick just so you can attack ----

    I guess you want a Mage that uses no mp and only TP---- that would not make it a mage if you use tp though-

    to fix that problem se should allow REDMAGE to be engaged and recover mp at the same rate a whitemage and blackmage recover mp while not active--- but of course to support that------ so th job isnt over powered-

    cure should only be cure 1---- and nukes should only be tier 1 nukes as well--- That of course would make a redmage weak though---- if he or she decides to be a redmage nuker still- hence would suck for the players who wants to nuke as rdm and buff debuff.
    (0)

  2. #2
    Player

    Join Date
    Jan 2012
    Posts
    114
    [QUOTE=Jinko;645295]It would never be able to outright replace the main tank, main healer, or primary DPS, but it would be able to replace an off tank or off healer in a group transitioning from clearing to farming, or replace a DPS in a group just learning an instance.

    actually I was able to tank Ifrit on Conjurer/whitemage so why can't a redmage do it. lol...
    The problem here is monster hit's and does the same dammage no mater what gear you wear--- the problem here is the dammage of a monster is sooo powerfull your deffense doesnt even mater-----
    se need's to change that--- make hp less usefull and deffense more usefull----
    hence they need to make it so 1 deffense monster(Bosses) hits for 9999 while 100 deffense a monster no mater how powerfull they are get's there dammage reduced by 25% at 200 50% at 300 60% at 400 70% at 500 75% at 600 80%----- that would mean if you had 600 deffense-- (Glad Gear only/ marauder cant wear these type of gear) you would get hit for 1999.8 by Ifrit-

    while if you are at 500 marauder gear 75% Ifrit would hit you for 2499.05 dammage on average----



    And what is wrong with adding choice for different play styles ?



    For the same reason you don't take 4 Shamans into an instance or dungeon in WoW, you balance them to be comparable to other classes.

    Of course SE can't even balance Paladin properly so I guess it's not a such a great idea after all.
    (0)

Tags for this Thread