rdmcandie wrote:
Quote:
And also, Whoah rdmcandle, I don't give two flying firagas about enfeebling skill or it's potency, I don't care about refresh II, or haste Ii, I never said I wanted to do anything to it. I said that temper should be allowed to be used with subs, but capping at 10% potency(half potency) for /RDM. There's WHM, BLM, SCH, and DRK that all use enfeebles, are you thinking about how it will effect their enfeeble accuracy? I mean again, I don't care about this, all the ideas I proposed are not effected by this at all.
Of you course you don't care about enfeebling or refresh or haste. But just because you don't care does not mean the base mechanics are bad. You asked what I meant by placebo, I told you what it is, Refresh II is a placebo, haste II will be a placebo. Why should temper be allowed to be used as a sub job? So BRD and COR can apply it as well under their MP fountain with no native enhancing skill or MP for that matter.
Yeah but I'm not advocating refresh II, or haste II, you are directing it at me like it's an idea I support. It's not, at all. Temper would be gimped, and available to anyone who subs /RDM. Why should it be any different for BRD and COR, remember like phalanx, temper is self cast. I am sensing some deep seated hatred for other support jobs. I don't how to break this to you but...support jobs do everything a RDM does because RDM is a support job. Debuffing and Buffing be the name of the game. It's a good thing /RDM works so well, what this job really needs are exclusives that bring it front line and allow it to melee to drop plenty of enspell DMG. It needs buffs and debuffs neither job have, and If they do get it, don't apply the same way.
rdmcandie wrote:
/RDM won't be gimped. Adjusting mechanics post level 75 do not alter mechanics below level 75. Meaning the mechanics of /RDM will remain intact, the only change being that RDM mains ability to perform those same tasks is a lot further advanced. However even if /RDM was nerfed, this in no way nerfs the benefits that BRD and COR both provide, the issue with BRD and COR is that they are RDM mains competition, and through utilizing /RDM they completely remove RDM from the equation.
Oh ok, I understand.
rdmcandie wrote:
So ya I am not following your position on BRD and COR being weaker in an offensive role. (assuming you are excluding nuking which I hope you are because that seems to be a one sided observation)
I'm saying RDM should be stronger magically than BRD and COR, being that their buffs are AoE and RDM's are all single target. COR has quick draw, RDM should get feather so it can rock out with increased enspell DMG output, and inflict an enfeeble neither job has. Defensively mirror would increase RDM refresh abilty along with giving a defense increase for party members something bard can mimic with with Minne and Scherzo but at the cost of what.
rdmcandie wrote:
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But I have no idea what to do, you bring up a legitimate problem to the world of RDM. I say...@#%^ the enhancing idea, make the RDM exclusive magic cost double mp subbed. That'll put a major bump in the road for them. Same for haste. Next case
No I bring up one of the three major issues concerning RDM, it is the major issue, it is the one that keeps us from groups. As long as a job such as BRD or COR, or even SCH, or one of your extra BLM's brings /RDM everything RDM main provides to a group is now accessible at an even level. This is the single largest drawback to RDM. Until /RDM is not providing the same utility (on effectively any job to be quite honest) as RDM main, you are just adding sh*t on to sh*t for the sake of it. AKA a placebo.
I'm going to assume this is once again about the old enfeebles, haste II, and refresh II. Things I have no interest in, and am not flipping talking about.
rdmcandie wrote:
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Except somehow sword was severely left behind, I'm just trying to balance the job properly, I know it needs a major defensive boost to withstand close range fighting for end game.
Sword skill is fine, as is dagger skill, our sword options are great, our dagger options not so much. I don't get where severely behind comes from to be honest with you. As for being more defensive RDM is not designed to stand in melee range for extended period of time, it never was and it never should be. (exception RDM/NIN tanking but that should be obvious). RDM is designed to buff the party, debuff the opponent, and then. If applicable enter melee range and attack the mob, or stand back and nuke the mob. In some cases you can get away with meleeing for a period of time and then retreating during TP moves to nuke a couple times, and repeat.
It comes from giving RDM all kinds of Magical enfeebles, nukes, curing plenty reasons to be back lines and not until recently taking the time to apply enfeebles that can be applied with the sword. The enspells before introducing temper were widely insufficient. And refresh + convert completely minimizes a need to be back lines at all, RDM takes a picture with sword and shield in hand for job description, don't tell me it's not meant to be in melee range. So your wanting to be back lines is wholly your decision, if you're gonna do that, come BLM/RDM for some good ol enfeeble back lines action that you so comfortably enjoy.
rdmcandie wrote:
This is why RDM melee is often frowned upon. You are not a DD, you do not have the staying power nor the damage output to warrant constant melee range attacks. You are also not a nuker, you have the ability to nuke but they are relatively under powered and inaccurate. RDM Damage is supplemental, and it is non uniform, in some fights melee damage is more useful to a group, in other elemental. These situations are what define good RDM's from bad.
Not trying to make RDM a DD, not at all. Just giving it a unique flavor, allowing it to be frontlines, through new spells, job traits, and abilities. You're the one who said RDM needs magic accuracy bonus, I agree they should give RDM several tiers of that kind of job trait. And yeah, feather also changes RDM offensive so if it needs to deal more elemental DMG than melee DMG you can cast feather + enspell which is double ATK rounds so more enspell DMG at the cost of melee DMG output. While inhibiting tp, can't get anymore versatile than that.
rdmcandie wrote:
As for your triple cast idea, it is bad and you should feel bad.
Oh no buddy, this job trait is poorly devised but still a really cool trait for RDM to have under its belt. Even if tier IV nukes stay could increase magical input by giving it 1/3rd chance of activation. I'm 30 forum comments in, and setting new precedent. I'll give you it doesn't work now, but only because it requires mathematical computation I myself simply have no patience for.
Edited, Dec 12th 2012 4:37am by Evokerofsorts
Edited, Dec 12th 2012 4:38am by Evokerofsorts





