TL;DROh yes I remember Summoner being a "Support" class in FFXI. Do you know how many of my own spells I used for leveling in groups?
None.
Also Thanks for proving my point. This has been a nice little aside, but unless you want to address my actual point in my original post, which was how does any of this help RDM in THIS game, good day. By the way XIV isn't "shallow" It just doesn't have arbitrary rip currents that suck you underwater.
FFXIV is shallow is boring repetitive battle and actions
You're speaking on 75 era FFXI from years long past that ain't coming back. 99 era, leveling is stupidly faster and no one camps NMs anymore.. or at least no longer the ones with items that were once big ticket items. Vrtra(?) and Fafnir, etc, they all sit there all alone with no one to wipe the ground with. Actually I think most of them require pop items now, no thanks to the RMT era that ran alongside the 75 era.
So slow, boring, repetitive slog with trusts?You're speaking on 75 era FFXI from years long past that ain't coming back. 99 era, leveling is stupidly faster and no one camps NMs anymore.. or at least no longer the ones with items that were once big ticket items. Vrtra(?) and Fafnir, etc, they all sit there all alone with no one to wipe the ground with. Actually I think most of them require pop items now, no thanks to the RMT era that ran alongside the 75 era.
I. Don’t. Care. About. A. Dead. Game. Stop. Trying. To. Sell. It. To. Me.
Barring Dynamis-Divergence, RDM is not ideal to have in a group. You get more damage out of a SMN or heavy-hitting melee (WAR, DRK, SAM), WHM is orders of magnitude better at healing, GEO has better debuffs and of course BRD/COR give better buffs. Funnily enough (because the more things change...) the least penalized contribution a RDM can make is cover healing. I'd know, as I've been going RDM/WHM for events since I joined an event LS back in January (where I was the only person in the shell that was interested in RDM).
I can attest to it feeling nice to have all those extra spells XI's RDM has. The price to pay for that is mediocre results in pretty much everything. Sure, the XI RDM can survive longer than most other jobs without anyone's help, but that means diddly squat in the context of a game meant to be multiplayer.
Last edited by Duelle; 09-22-2019 at 10:53 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Hybrid system just cant work
sure id love RDM to get more White magic style utility
that doesnt involve healing or raising
god forbid it get vermedica
Id love some support flavor from the Black Magic side. Erase was so perfect because it was a caster role skill to fill our healing niche, but still shared within the role. Having access to a small emergency heal seems very within the realm of a caster. I wish they would have reworked it to make it a little more valuable. Being able to use it on yourself at like 350 potency would have been pretty decent and within caster limitations. :c Apoc being dead is even sadder.
VerMedica would be so gross. ;-; Please no SE.
Last edited by Zyneste; 09-22-2019 at 11:27 PM.
Got it, a solution for their damage and utility. Verreflect, 7 min cd. Essentially giving a tank a second cheat cooldown (or somebody standing where they shouldn't be a chance to not die), that will reflect the tank buster at the boss. That'd be almost too cheesy, but I'd be interested to see what kind of strats could be made from a tool like that.
It would break our utility. It doesn't matter how long the cool down is on that sort of thing. You can't whip out that sort of defensive utility and not share it with the role, plus that would be crazy broken. Damage reduction with a large potency hit from striking the barrier sure, but not full out negation + boss damage. I also wouldn't want a defensive cool down thats tied to our damage [on a charge system maybe, but not on a plain cool down either.]Got it, a solution for their damage and utility. Verreflect, 7 min cd. Essentially giving a tank a second cheat cooldown, that will reflect the tank buster at the boss. That'd be almost too cheesy, but I'd be interested to see what kind of strats could be made from a tool like that.
I wouldn't really say it would be game breaking. No more gamebreaking than warrior's holmgang being on a shorter cd letting them use it several times in a fight used to be. It'd certainly make it pretty appealing while keeping a support feel. It'd be interesting to see if they would use it to save tank's cd's more, or if they would try to find out which mechanic does the most damage when failed, or if they'd use it to give certain dps more uptime, maybe just hold it as an "oh s%@" button. Lot of possibilitiesIt would break our utility. It doesn't matter how long the cool down is on that sort of thing. You can't whip out that sort of defensive utility. Damage reduction with a large potency hit from striking the barrier sure, but not full out negation + boss damage. I also wouldn't want a defensive cool down thats tied to our damage [on a charge system maybe, but not on a plain cool down either.]
Last edited by Zerathor; 09-22-2019 at 11:36 PM.
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