

Hrm... fair enough. Debatable. I'm used to thinking about it from an EverQuest perspective, and in the "old" design (granted, 6 combat roles and all back then) they'd be static-y, but I get what you mean. RDM is in fact a bit special, as they're like the inverse of a priority based design in their core mechanic, but due to the abundance of energy-generation tools and in particular the procs at higher levels, this rarely has a big gameplay effect. Balance of energy is never difficult or meaningfully complicated. If it were, it'd truly be a priority-job, having to maybe not use a skill you want to use because zomg damage, but it'd unbalance your energy if you did. It's close to a really cool design, yeah.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

