

RDM also has a time consuming aspect before they have access to their melee combo: Black/White mana. And yet BLM can do their burst from range, fire IV is only a 2.18 sec cast time and Foul can be instantly casted right after. RDM can't skip to the end of their combo, and their damage outside of it sucks. RDM sustained damage is using jolt/impact (which cost MP) or verspells which hit for wet noodle damage. While BLM is waiting for Polyglot, they're throwing out Fire IVs and thunder, and sleeping people.
Convert drops Astral/Umbral.
Although, my point isn't to make RDM and BLM identical copies of each other. I'm just drawing comparisons to show what other jobs can do at less risk to themselves. I think the concept of RDM is cool, I just think it needs some help. Maybe not every fix I listed would be right, but SOMETHING has to be done and I feel like their melee combo doing more damage, OR their ranged spells dealing more damage (so as to give them the option of applying pressure from range) would be a good start.
Last edited by Praesul; 07-25-2017 at 11:53 PM. Reason: Misread RDM cast time


A lot of people are also bringing up BLM for comparison - just remember, they can fire IV into instant flare and they can also instant sleep. Sleep is probably one of the strongest CCs in the game, no cooldown, decent duration and you can peel for ages with it. RDM brings virtually no utility. It's probably on par with MCH right now with being one of the worst range slots for 4s. Also having to be in and out of melee in PvP is incredibly irritating, rather be a SAM, have better overall damage, and an escape than be an RDM. Also because of the tick system even trying to LoS sleep at times can just be entirely irrelevant since you'll go behind a wall and it still hits you.
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