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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Would be cool if SE let RDM's Melee phase remain as it was, and buffed the damage of the Job such that the Melee constraint had a proper payoff (eg, if BLM is '100%' and SMN/PCT are around 93-94%, RDM damage would be around 97-98%). Incentivizing players to take it in a Melee slot rather than a Caster slot (though it'd be able to function in the Caster slot via using a slightly tweaked Enchanted Reprise in place of the Melee Combo).

    For example:
    Enchanted Reprise

    Deals unaspected damage with a potency of 420.
    Balance Gauge Cost: 5 Black Mana
    Balance Gauge Cost: 5 White Mana

    Additional Effect: Consumes a stack of Swordplay if available.
    Consuming a stack of Swordplay reduces the recast timer to 1.5s,
    negates the Black and White Mana costs, and grants a Mana Stack.


    You'd still want to Melee combo if possible, as it'd be more damage overall compared to 3x Reprise, but this would give a way to do the 'burst' from range.

    Then, increase the damage of the Melee combo, to increase RDM's damage when it's able to be in the Melee position in raid strategies.


    And if people want to run 2 Melees, a RDM in the Caster slot and also have the RDM use the Melee combo for more damage (akin to having 3 Melees in the fight), that would still work fine because we can already do 2 Melee + BLM. And we don't need to worry about 2 Melee, BLM, RDM, because that means no Phys Ranged and losing the 1% bonus should (if SE has any maths skill about them) make the comp 'not worth it'

    Quote Originally Posted by Supersnow845 View Post
    If I made it so all melee skills could hit from a 20 yalm radius would it not affect melee job fantasy simply because you could still stand in melee range and do melee attacks?
    Endwalker moment
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    Last edited by ForsakenRoe; 12-21-2025 at 02:41 AM.

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