i didn't play XI, and never cared about RDM, at all, but from this RDM clip, it looks quite fun, so i'm a bit hyped nowcertainly looks more fun than BLM or SMN; we don't know what new skills they will get, or how they will change skills, so i guess both BLM/SMN could get more fun too though.
eh im sure that happened, i never noticed it when i went nin, though; i was ahead of the wave, and was among the first o cap nin, on Balmung - in every instance i ran, ppl nergasmed at how cool nin was, and unless you're terrible player, it's hard to mess it up - there's not a huge difference between nin and drg for example, especially in pre-50 content.
well obviously you're going to see lot of shitty RDM in 50content....cause you start at 50 -.- you suddenly have some 20 skills dumped on your skillbar, that you don't know what they are for, so you'll have to get used to all the skills, and re-structure your skill bar.
I would recommend every RDM/SAM to run PotD from floor 1, and by the time you hit floor 100, you should be pro (well not really, mobs die to fast, to practice rotations) at least if you do it solo.
eh the same could be said about SMN, se how that went![]()
Last edited by Radacci; 12-24-2016 at 08:42 PM.
With a Dragoon, Bard damage was hardly "undertuned". Sure you couldn't match Monk DPS in most fights, but decent Bards never did sub-par DPS for playing a so called "support class". The damage penalties incurred by singing mana and TP don't even apply on a lot of the fights, as those songs are generally sang during down-time periods. Only during early progression, weak runs or long fights without down-time periods did those penalties ever get prevalent.
The amount of mechanics that were made completely trivial by a good Bard are numerous. While I agree we could have taken another approach (melee-range ogcds as a part of dps rotation for example, to make excessive running around less desirable), I can understand why Minuet was implemented.
Last edited by ShaneDawn; 12-24-2016 at 09:38 PM.
So. SE put a Gun Blade since FFVIII, then a Sword-Bow on FFXIII-2. And now, welcome the Rapier-Staff
I think the jobs should start at level 1
this would make people help others who need fates in lower area's even help people in dungeons.
if its 50 you are just skipping everything, you are geared and don't really need to do anything but move forward.
My cousin said that's why he wasn't interested in WoW whats the point of giving you levels if you don't have anything to do with the job, level it a whole 20 levels cap is broke? might as well unlock the full level and hop on the wow train.
MCH and BRD suffer from their weapon damages being 10% lower than every other class, by default. The ballad/paeon and Promotion damage penalties only exacerbate this, but it is a constant.
Also, A DRG for instance has GCD skills that reach 290 potency... compared to a a BRD's 150, or a MCH's 200(if both Split and Slug proc)
Last edited by Syll; 12-24-2016 at 11:58 PM.
So happy, my favourite Final Fantasy class is going to be introduced. A little sad that its not hybrid, since I prefer to heal more then dps, but ooh well, goodbye healing, hello damage dealer.
I don't disagree with this, but with a Dragoon, both Bards and Machinists get an extra 10% to all their direct damage dealt via Disembowel. While this does not affect dots, it does bring the ranged classes up-to-par (or relatively close) to most other damage classes in the game. On this meta, both Bards and Machinists outdps Ninja players of similar skill with ease if they have a Dragoon in their party.
As for the potency of the skills, we have to remember that being ranged theoretically enables a higher activity% during the fight. FFLogs shows, that both Bard and Machinist are more than capable enough of doing damage on top of their valuable support, even with the nerfed Weapon Damage. In fact, the agreed "best" overall composition of DPS players atm is NIN/DRG/BRD/MCH.
But this is getting derailed now. The thread wasn't about Bards, Machinists and the earlier discussion was about non-Minuet Bard in 2.x. This will be my last post regarding this topic.
After seeing the video it doesn't seem that bad. It's a good RDM implementation compared to what we have available to us in the game, along with what we could have in terms of not just damage dealing.
I really liked how they took the crystal and attached it to the sword (or held close?) and used it upside down as a staff then right back to being a sword. It may not be everything that would go on the checklist of "what is a RDM" but with what is and isn't available to us in this game, it's looking pretty good. SMN has the lack of pet control, though the few enhancement / debuffs that come with SMN keeps me around, so RDM would have to have something that gets me in there. There will never be a hybrid in the sense of what we're use to because of how the game is set up.
As for the level 50 part, I could care less. You have everything you need in order to test out your own UI, combos and figure things out. We will have a lot of time prior to the job coming out and people will take that information and apply the "optimal" rotations before we can even download the patches. That will help those who are going to have a bit of trouble feeling overwhelmed, along with being able to read them yourself over and over. It won't be so bad.
Though just talking about being in the game, equipped as a RDM and playing? Those of us who have played know we have all the resources available to us to do things correctly. You will have leveling roulette, you might end up with a level 30 or 15 dungeon, right there you're going through learning it with limited skills. I would think maybe 3 or so Leveling roulettes and you should feel comfortable, or just one run for others. Guildhests will limit us to 50 and below, I get that turtle one every..single..time. Then there's being able to use DF to select specific duties. Select something that you feel is within your range. With it being a new job, along with a possible tank..it won't be so bad. New players who use the leveling potion and unlock things at 60 will have to use leveling roulette..when a majority of us are stuck back at 50ish they'll be down there with us.
We have training dummies to practice our rotations on, or go back and take up the hall of novice...between all this and talking with FC / Friends, there seems to be very little reason not to learn your job even if it starts at 50. 50 is perfect, it gives people 20 levels to mess with. Stock up on some casting stuff and head out into the world.
Yes looks like we won't be able to do any actual healing, but maybe with the combinations of white magic and black magic we will have some abilities that will help our healers. I think that's about as close as we will get. Would it be really game breaking though if we had a stance that would increase our healing potency and give us something we could access Cross class like Cure? Right now the cures on SMN and BLM doesn't..do much, just in a pinch and even then it's not much. En-light that has an ability to drain to the entire party, and since it would be magic it would carry through aether to casters..that would be nice. Not healing like Cure II, but a party enhancement that helps cure..to an extent.
We will have to wait until we see the details. I'm more afraid of jumping back and falling off a ledge, or jumping back from one AoE right into another AoE.
Last edited by Leigaon; 12-25-2016 at 12:54 AM.
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