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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zyneste View Post
    Give Fleche Piercing Resistance Down. Duration 30 seconds, Cool down 25 seconds. Opens up a slot for MNK/Sam. Bard/MCH are 100% necessary for prog. Refresh is no joke. They need piercing down or they are screwed out of 5%+ dps. It would also raise RDM DPS by 1% when not present with a DRG.

    Although it wouldn't boost a RDMs personal damage, it would allow more class diversity without RDM losing DPS.

    Thats an easy step I feel to make DRG less necessary and RDM more in demand.

    That along with changing embolden to being damage done increase all around (instead of just physical, thereby buffing RDM DPS and helping to create a more equal magical and physical meta.)

    *and Oh if DRK could get a magic resistance Down debuff, that would be great.
    While DRG does have a higher participation rate than even NIN of late, judging by fflog's (wholly voluntary, it's worth noting) top 100 speedkill reports, I usually feel very hesitant about taking away or spreading out something so core, and worry that an added 290-330 DPS per ranged DPS may actually be overkill, all without making the job itself feel more functional -- especially if atop, say, Embolden now affecting all damage types instead of just physical.

    You're absolutely right, though, that we could probably use an alternative to DRG in terms of supporting our ranged. I don't personally like the idea of piercing being an absolute in the same sense that Slashing is now, and would have preferred that Ninja's being the lowest DPS (outside of God Kefka, apparently?) when piercing is present were due to its Shadewalker and Smokescreen utilities still being of DPS-equatable value, rather than almost solely due to Trick Attack itself, but given the damage our Ranged are putting out, RDM could definitely make an interesting competitor in terms of a lowest personal DPS class that still stands to contribute significant indirect DPS. I just wonder how copying Piercing, providing Embolden in place of Battle Litany, and still lacking Dragon Sight atop such a large pDPS difference would be sufficient for such a competition, and whether the total number of composition choices would not suffer for a forced RDM/DRG slot, as having twice the options to provide Piercing would only further solidify and holds of double Ranged setups, and therefore also their keystone party member, whichever of the two it may be.

    (*I'd personally rather DRK was simply buffed in its own right, and Monk and RDM's buffs both be generalized, rather than see further caster/physical schisms. Parties have cleared Kefka just fine with duplicates as is. Assuming DRK were given meaningful magic damage components, the new meta for constant-uptime magic-heavy fights could easily just swap to BLM/BLM/BLM/NIN/DRK/PLD/AST/SCH or BLMx4/WAR/DRK/AST/SCH with little looking back. At over half a Refresh's total MP generation per Mana Shift and only two-thirds of its cooldown, with effectively no cost to the giver itself if given early in UI phase, Apoc/Virus rotations, and zero need for Tactician (Goad being sufficient for any dead tank), the rangeds' job is more than covered.)


    Quote Originally Posted by gumas View Post
    The dot no need to be a new skill, it could be just an additional effect from an ability say... impact?

    It doesnt need to be strong, i feel a bit “empty” whenever i cast my skill as rdm because in the mid of casting and waiting the GCD thanks to dual cast effect, i feel like iam not contributing anything.

    Even BLM has thunder to fill in, healer has instant dot skill to contribute, rdm just... nothing
    Honestly, I don't see any need one way or another for DoT damage. Imo, at best they're something that allows for increased multi-target potential until AoEs become optimal over them. In single-target, though, they augment gameplay only insofar as many other intersecting windows can present decisions around them; that is not something the DoT contributes uniquely nor on its own.

    That said, there could potentially be a use for a mana-generating DoT if there were ever reason to effectively bank (via said DoT) more than one's maximum Black/White mana. At that point, there may finally be a reason to keep Impact as a separate skill from Jolt II. That said, it would carry less synergy with Manafication than instant mana generation would.
    (0)
    Last edited by Shurrikhan; 02-26-2018 at 01:53 PM.

  2. #12
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    RDM impact ability should replace jolt when proc, why they put it as another ability in a different skill slot is beyond me.

    Other than that i think RDM is fine, they could use a dot skill though
    (0)

  3. #13
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by gumas View Post
    RDM impact ability should replace jolt when proc, why they put it as another ability in a different skill slot is beyond me.

    Other than that i think RDM is fine, they could use a dot skill though
    Noooo. Impact is the bane of my existence. If you dont use it early and it has 2 seconds left at the start of your cast, it will drop before it finishes. Its better to just Jolt II again.
    (0)

  4. #14
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by gumas View Post
    RDM impact ability should replace jolt when proc, why they put it as another ability in a different skill slot is beyond me.

    Other than that i think RDM is fine, they could use a dot skill though
    I used to think RDM needed a DoT, but the more I played it, the more I started to think otherwise, but its hard to explain why, but mostly to do with how everything lines up in fights, and how much the RNG of RDM can make a DoT further hinder a RDMs unlucky RNG. (All jobs get bad RNG, but some jobs get it worse than others, and currently RDM isnt that bad, but a DoT falling off at the wrong time, prevents setting up a good flow to your rotation, due to being a job that needs to adjust.) Also being a job that has to go into range, even if it lowers their DPS, due to getting enough mana to melee, is another one of its problems, which is yet another reason it needs a buff.
    But i agree, dont giev magic vuln to embolden, we dont need to be the new NIN.
    (0)
    CLAIRE PENDRAGON

  5. #15
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    The dot no need to be a new skill, it could be just an additional effect from an ability say... impact?

    It doesnt need to be strong, i feel a bit “empty” whenever i cast my skill as rdm because in the mid of casting and waiting the GCD thanks to dual cast effect, i feel like iam not contributing anything.

    Even BLM has thunder to fill in, healer has instant dot skill to contribute, rdm just... nothing
    (0)
    Last edited by gumas; 02-26-2018 at 12:38 PM.

  6. #16
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by gumas View Post
    The dot no need to be a new skill, it could be just an additional effect from an ability say... impact?
    Hm, actually kind of interesting. Though I'd actually change it so that Jolt2 is the actual DoT attached to its base dmg. And Impact is stronger, but only usable after Jolt, but doesnt wear off after 30. With a small % chance to proc another impact with each tick of the DoT? hmm idk that could still be an issue. But the concept of being on either is interesting.

    Though with ur suggestion it could lead to favoring an impact over a procced stone/fire, if the DoT wore off, rather than going for the mana. Still a possible issue, but I still sort of like it.

    Personally, I think vercure/raise should give white mana.
    This is to both penalize, and reward using them, depending on how well you place them. If done wrong, its a DPS loss(still), and if done right (shouldnt be hard) its a slight recovery of the lost DPS somewhat, making their cures/rezzes almost feel like they really are utility. (Would be nice to vercure for white mana when a boss jumps away as well, besides just for the DC proc)
    (0)
    Last edited by Claire_Pendragon; 02-26-2018 at 12:42 PM.
    CLAIRE PENDRAGON

  7. #17
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    I think vercure/raise should give white mana
    Iam a little back and forth about this. While the white mana reward is good, i feel like people who play RDM especially new one will tend to abuse if not at least become a habbit of doing vercure in every little thing. Remember that thread about PLD spamming cure? Thats the one

    The last thing we want is RDM spamming vercure to party with reason like “but it give us white mana” while healer is getting annoyed because overlapping heal
    (1)
    Last edited by gumas; 02-26-2018 at 12:58 PM.

  8. #18
    Player
    DGladius's Avatar
    Join Date
    Mar 2015
    Posts
    132
    Character
    Delmira Garnet
    World
    Midgardsormr
    Main Class
    Samurai Lv 70
    The simple fix to SAM for it to fit the job's description is to primarily increase potency to things like their 3 combo finishers. Maybe even increase Midare from 720 to like 800 base potency. Or another idea would be to increase amount of kenki gained per weaponskill used resulting in more shintens used overall (Although this might widen the gap more from less skilled or lazy players who don't utilize hagakure and shinten compared to skilled players but that isn't a problem with me.)
    (0)

  9. #19
    Player
    EllieShadeflare's Avatar
    Join Date
    Sep 2016
    Posts
    332
    Character
    Elatus Shadeflare
    World
    Balmung
    Main Class
    Black Mage Lv 80
    Personally, I'm a bit against RDM getting a DoT, primarily because other jobs had lost their DoT and showed that it's not a necessary addition (See: Warrior losing Fracture, Dark Knight losing Scourge, Machinist... kinda losing a DoT and getting Flame Thrower instead) but I'd also argue that it'd actively remove RDM's identity to give it a DoT, in the same way that BLM getting an oGCD attack would remove BLM's identity.
    (2)

  10. #20
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Yeah, that is one of the other reasons I like RDM, is that its one of the few jobs who's job UI bar actually does its job.
    If RDm was made in 3.x, it wouldnt have 2 bars to represent its mana, but instead 2 stacks of 0-99 in your buff bar to look at.
    Having a bar represent a number is so much nicer. I wouldnt mind a short term buff counting down, or a DoT, if they had actual bars attached to them, similar to NINs clock for haste, DRGs bar, etc.

    But I doubt we'll ever get UI thats of that level fo quality. We kind of have to accept what we get when we get it.
    (0)
    CLAIRE PENDRAGON

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