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Can RDM get some melee gear please?Follow

#1 Oct 19 2010 at 11:33 AM Rating: Good
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What happened to all of the RDM melee gear? There hasn't been 1 decent melee piece added for RDM in the last 2 expansions.

Yes, We did get some nice mage gear, but we would like to be able to use our main weapon every now and again. Why give us 0 staff skill and force us to use staffs? And since the last decent melee piece we were able to use was lvl 75 and the next expansion will only have lvl 85+ gear it had better be a serious boost over the lvl 75 gear. And while you are adding some melee gear for RDM, why not WHM? They would be happy to get some melee gear as well.

Secondly, why can't RDM use TotM daggers or any dagger post-75? Did RDMs just suddenly forget how to use a dagger? It's not like you have to worry about RDM abusing the lower delay of daggers to increase DoT of En-spells. You already completely buggered up the second tier en-spells. What do you really have to worry about?
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#2 Oct 19 2010 at 12:21 PM Rating: Good
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Strong Hybrid gear has been needed even before the cap increase. Part of the anti-melee sentiment is that a physically oriented RDM gives up some of their mage aspects, which tends to be a no-no from the crowd that loves to shoulder too much on them. As is, most melee subs see a loss of about 100 max MP while melee gear itself can put you down 150+ compared to magely counterparts. Inventory clutter also becomes a concern even if you might swap. I'd be looking at 8+ rings alone.

/inb4rcdsaysrdmmeleeisokayandbetterthanalotofjobs
#3 Oct 19 2010 at 12:49 PM Rating: Good
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Quote:
Secondly, why can't RDM use TotM daggers or any dagger post-75? Did RDMs just suddenly forget how to use a dagger? It's not like you have to worry about RDM abusing the lower delay of daggers to increase DoT of En-spells. You already completely buggered up the second tier en-spells. What do you really have to worry about?


Not that I disagree per se, technically not entirely true. Personally, I don't see why RDM can't at least use Magian daggers, considering they start the game with a freaking Onion Dagger.

More generally, gear/weapons/etc have generally become less shareable lately. Most of what RDM has in terms of melee gear has been stuff that a wide variety of other jobs could also use. There's simply been less of that lately. Hybrid gear would be nice...but inventory as a whole would be helped if we could at least get in on Dusk version 2.0 or whatever is coming down the pipe.
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#4 Oct 19 2010 at 4:08 PM Rating: Default
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I play RDM almost exclusively these days and I still do not feel any desire to be a melee. In fact, I play RDM to avoid meleeing because I find meleeing to be dreadfully boring and repetitive. There's really no reason for a RDM to melee. The job is practically broken already and can kill pretty much anything anyone would ever want to kill solo or duo.

I have never found watching my character swing a weapon to be particulary exciting although I am sure some people find that thrilling. I think that RDMs can do so much already why should they be excellent meleers as well?

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#5 Oct 19 2010 at 7:17 PM Rating: Good
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Fundamentally, never using a weapon is pretty much a violation of the job concept. We can argue up and down about player preference or how broken someone thinks something is, but the point still stands that RDM is touted a melee mage and has pretty much been anything but the past 8 years. Accessible gear is part of this problem, but it's not the only aspect.
#6 Oct 19 2010 at 9:06 PM Rating: Default
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Just because SE has 'touted' a job as something doesn't mean it has to be exactly that. NIN was never supposed to be a tank, BSTs weren't supposed to party, etc, and etc all the myths over the years.

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#7 Oct 19 2010 at 10:06 PM Rating: Good
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Of course Utsusemi is one of SE's biggest blunders, but what you're talking about is not at all consulted here.

Apparently "arts of the sword" is SE for "a bunch of staves". But hey, let's nix Composure, Enspells, and set Sword/Dagger skills to 0 since a play style somebody isn't interested in shouldn't matter and nobody else should care about it.

Otherwise, it's up to you to prove that RDM can prove an overpowered job with a melee buff, main heal at the same time, juggle a 6 man Haste cycle, enfeeble everything, tank the mob, and throw out a bunch of nukes without ever running out of MP, as I can assure you the MP problem happens even without drawing a sword, and much more quickly outside of Abyssea.

Put simply, melee is a selective endeavor. You won't be able to do everything, but at the same time, it subtracts the most from other duties because the gear associated with melee currently isn't mage friendly. Settling on nuking is easier because they'll probably have some INT stuff for dark magic enfeebles, then likely some staves. Unfortunately, TP and WS set don't help there, and we both know inventory issues are a concern for people these days.

I'd like to be able to sub NIN, DRK, DNC, WAR, BLU, or whatever and not get questioned or jeered at behind my back. I'd actually like to be in the BRD party getting the melee songs because it's not just pissing in the wind if another accepted DD, but far more gimp, should get it "just because". I'd love for people to not slack off just because they think the RDM's @#%^ing around now and sabotaging the group can somehow be turned into their fault and claim they don't know how to play RDM.

You don't have to "get it" in the end. That's the good thing about RDM. I'm sure you could still main heal or whatever gets your jollies without people caring. For those that don't give a sh*t about solos or exploiting game flaws, we'd actually like to be what's been advertised on top of fitting in with how RDM started all the way back with FF1.
#8 Oct 19 2010 at 10:16 PM Rating: Default
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My point was that if you add good meleeing to a job that can already solo/duo almost everything and still be pretty much a requirement for an excellent party, you're going to make all the other jobs obsolete.

It's not about personal enjoyment, even though I personally find meleeing to be brain-numbing and couldn't possibly understand why anyone would ever want to melee constantly, it's about game balance with a job that is certainly overpowered.

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#9 Oct 19 2010 at 10:30 PM Rating: Good
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Of which there are counters SE can exercise if they feel the same. Draw-in, rage, flee speed, enfeeble resistance, regen, regain paired with shadow bypassing TP moves... examples of what they can do individually and collectively to maintain an idealized challenge on a specific target. But don't kid yourself if you think RDM is the only job out there soloing stuff, and @#%^ off if you wanna penalize people by stagnating progression because of it.
#10 Oct 19 2010 at 11:56 PM Rating: Decent
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Summoner also needs more melee gear. Last set I think was mini expansions and their "choose your own augments". There are of course a handful of all jobs gear that SMN can use, but all too often it gets MAB gear...

What benefits the job most? Melee gear to enhance their B staff, or nuke gear to enhance their subjob tier II nukes? I'm pretty sure it is the staff and melee gear, but SE keeps thinking Stone II is the best nuke ever and SMN needs to use it more.

I was hoping for some magian "choose your own augment" armors, to match the excellent magian weapons. The new artifact armors aren't bad, but they are again focused armors for hybrid jobs.

Why hybrid jobs exist, but not hybrid armor will probably be the longest running mystery in XI.
#11 Oct 20 2010 at 5:11 AM Rating: Decent
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RDM may not be able to use ToM daggers, but all the swords are pld/rdm/blu, so you will have to resort your other main melee weapon. I don't see a problem there. As for armor, I have no clue.
#12 Oct 20 2010 at 7:02 AM Rating: Default
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Quote:
Of which there are counters SE can exercise if they feel the same. Draw-in, rage, flee speed, enfeeble resistance, regen, regain paired with shadow bypassing TP moves... examples of what they can do individually and collectively to maintain an idealized challenge on a specific target. But don't kid yourself if you think RDM is the only job out there soloing stuff, and @#%^ off if you wanna penalize people by stagnating progression because of it.


All of those examples can be easily worked around on rdm/nin, especially a pair of rdm/nins, if you just plan a bit and carry the right meds with you.

I also never claimed that RDM is the only solo job out there. I simply said that it can solo or duo almost everything that anyone would want to fight, barring the obvious couple of mobs that require some kind of TP burn or large group strategy. Unless you want to see full alliances of RDMs doing TP burns?

Considering the number of sub-par RDMs out there who have no clue how to do a quarter of the things RDM can do, I don't think adding more things to the job will help them with "progression". People tend to stagnate themselves by not trying out new stuff and pushing the boundaries of the job as it is currently.

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#13 Oct 20 2010 at 7:43 AM Rating: Good
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My point was that if you add good meleeing to a job that can already solo/duo almost everything and still be pretty much a requirement for an excellent party, you're going to make all the other jobs obsolete.


We aren't looking to be a top tier DD. We are looking to be able to make use of the skills/abilities/spells that SE has provided us. Why give use things that are meant to be used in a melee situation. Just look at all of the melee related things we have.

Composure
Death Blossom
Phalanx
Stoneskin
3 Spike spells
6 Enspells (12 if you actually use the tier 2 spells)
Refresh (Let's face it this was added so we wouldn't need to rest during/between fights)
Protect spells
Haste
Gain-VIT

We get all of those things, but we go 10 levels without a single piece of melee gear outside of the all jobs jewelry. We also get removed from every single dagger post 75 save one.

I'm content with our melee ability as it is now. I wouldn't be averse to any additions that improved it, but I'm ok with the way it is now. What I'm not ok with is SE ignoring this aspect of RDM entirely for 2 updates (10 levels) forcing us to use the same gear we have been using for years while everyone else gets new (and better) gear to use.

They managed to add gear for BLU that enhanced their melee and their Blue Magic. They added gear for DRK that enhanced their melee without ignoring their magic. Why can't they add gear for RDM that enchances their magic and their melee?

Edit:

Meara wrote:
I play RDM almost exclusively these days and I still do not feel any desire to be a melee. In fact, I play RDM to avoid meleeing because I find meleeing to be dreadfully boring and repetitive. There's really no reason for a RDM to melee.


Meara wrote:
Considering the number of sub-par RDMs out there who have no clue how to do a quarter of the things RDM can do, I don't think adding more things to the job will help them with "progression". People tend to stagnate themselves by not trying out new stuff and pushing the boundaries of the job as it is currently.


I'm confused. Are you blaming yourself for RDM becoming stagnant?

Edited, Oct 20th 2010 10:06am by IAmAnsel
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#14 Oct 20 2010 at 8:00 AM Rating: Good
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All of those examples can be easily worked around on rdm/nin, especially a pair of rdm/nins, if you just plan a bit and carry the right meds with you.


Your problem is with /NIN, not RDM. A reasonable melee buff will not affect this situation in any way, and to some degree, you're cutting down the job based on content we're eventually going to be 14 levels over. Yes, it sucks seeing a solo/duo tickling sh*t to death when you're there with a group+ full of people who want to get whatever done and move on, but it's up to SE to curb the behavior if they so choose. Shadows may cushion a few points, but they certainly can't compensate for them all. Otherwise, I'm sure we would've heard of an AV solo by now.
#15 Oct 20 2010 at 8:01 AM Rating: Default
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Seriha wrote:
Otherwise, I'm sure we would've heard of an AV solo by now.
You're such a retard.
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#16 Oct 20 2010 at 8:24 AM Rating: Default
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Quote:
Your problem is with /NIN, not RDM. A reasonable melee buff will not affect this situation in any way, and to some degree, you're cutting down the job based on content we're eventually going to be 14 levels over. Yes, it sucks seeing a solo/duo tickling sh*t to death when you're there with a group+ full of people who want to get whatever done and move on, but it's up to SE to curb the behavior if they so choose. Shadows may cushion a few points, but they certainly can't compensate for them all. Otherwise, I'm sure we would've heard of an AV solo by now.


I really don't think you've done much with RDM.

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#17 Oct 20 2010 at 9:58 AM Rating: Good
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Princess ThePsychoticOne wrote:
Seriha wrote:
Otherwise, I'm sure we would've heard of an AV solo by now.
You're such a retard.


But dood, RDM's overpowered and sarcasm totally fails in text format!

Edit: "Oh no, someone disagreed with me! Let's run to BG and whine about karma and people with no humor!"

Edited, Oct 20th 2010 12:15pm by Seriha
#18 Oct 20 2010 at 10:01 AM Rating: Default
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Seriha wrote:
Princess ThePsychoticOne wrote:
Seriha wrote:
Otherwise, I'm sure we would've heard of an AV solo by now.
You're such a retard.
But dood, RDM's overpowered and sarcasm totally fails in text format!
Well that would be true, but it's not in at least one situation, so it can't be true for for the other 99.99999999% of situations either.

Edited, Oct 20th 2010 12:02pm by ThePsychoticOne
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#19 Oct 21 2010 at 2:49 AM Rating: Decent
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I find it kind of odd RDM isn't on the Taranis's Harness. It would be a fine piece of armor for RDM, focussing on Accuracy rather then Attack.

In Celtic mythology, Taranis wielded thunder with one hand (Enthunder) and a wheel in the other (most shields RDM can use are wheel-shaped bucklers). (Interestingly, PUP actually is on it. SE dropped the ball there;)
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#20 Oct 21 2010 at 6:42 PM Rating: Decent
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Seriha wrote:
Put simply, melee is a selective endeavor. You won't be able to do everything, but at the same time, it subtracts the most from other duties because the gear associated with melee currently isn't mage friendly. Settling on nuking is easier because they'll probably have some INT stuff for dark magic enfeebles, then likely some staves. Unfortunately, TP and WS set don't help there, and we both know inventory issues are a concern for people these days.

I'd like to be able to sub NIN, DRK, DNC, WAR, BLU, or whatever and not get questioned or jeered at behind my back. I'd actually like to be in the BRD party getting the melee songs because it's not just pissing in the wind if another accepted DD, but far more gimp, should get it "just because". I'd love for people to not slack off just because they think the RDM's @#%^ing around now and sabotaging the group can somehow be turned into their fault and claim they don't know how to play RDM.
This is the crux of the melee RDM argument. Currently, parties and groups don't really have any notable benefits associated to a RDM that chooses to melee over one that is there to cast magic only.

That being said, stagnation happens when the alternatives are not accepted due to lack of viability. That's what happened to RDM in the end. Nothing in the class' design tells the group "you benefit this way by having the RDM melee, and you benefit that way when you have them focus on casting". It's fine when you have a class with a singular purpose, but it is NOT alright for a hybrid class with multiples styles of play. I'd pull one of my overused comparisons, but I'll refrain from doing so to keep the thread on topic.

As for the OP, I agree that RDM has been left in the dust in terms of melee gear over 75. I was also fairly disappointed with the lack of "choose your role" AF3. I'll laugh if by the time Heroes of Abyssia comes out the next class getting melee buffs and gear is BLM with nothing being tossed in RDM's direction.
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#21 Oct 22 2010 at 3:41 PM Rating: Default
Seedling wrote:
I find it kind of odd RDM isn't on the Taranis's Harness. It would be a fine piece of armor for RDM, focussing on Accuracy rather then Attack.

In Celtic mythology, Taranis wielded thunder with one hand (Enthunder) and a wheel in the other (most shields RDM can use are wheel-shaped bucklers). (Interestingly, PUP actually is on it. SE dropped the ball there;)



Because Goliard Saio is better so it is a moot point. Since the slots where we do put ACC (neck,rings) Generally have nothing that comes close to bettering the 4% haste lost on the Goliard Saio. Also historical reference means sh*t, especially since SE deems it meaningless in its own game lore. (see Fencer).

As for the need of gear. ATM we are not far behind. We can cap gear haste unlike some melee jobs, we have a nice new shiny Sword WS that can do over 2K in damage. We have ACC near equal to that of an A skill weapon. We have 20+(avg) DMG enspells (35+(avg) if single wielding using ENII which you should be). That are fairly accurate. Which is like adding a couple hundred attack.

Currently a RDM can get:

over 500ATK
26% haste (25% cap)
over 90% ACC
20-35+ DMG on every melee hit
With several WS that do moderate to Good DMG (Evis,Vorpal,DB,Sanguine,Aeolian Edge,CDC)

With near unlimited MP thanks to
Refresh II
Convert @ 8:20

While keeping the following:
Enfeebles
Nukes
Healing Magic
Buffs

If anything is an issue it is the expectations that a RDM that is meleeing should be required to also maintain a 6 person buff cycle, enfeeble mobs, and heal. That is the only drawback and it is entirely a player base issue. When put next to similar job we are not very far of pace of the like of DNC and BLU. We do more melee DPS than either job, but have a smaller WS DPS. DNC can not nuke, and we can, BLU can nuke faster than us but we can attack faster than them. As far as balance goes between the hybrid jobs we are smack dab in the middle.

If anything needs to change it is the player bases assumption that a RDM should have to maintain its traditional full workload regardless where it is on the field. In a DD role a RDM is capable of parsing very well. Our gear is fine it is the player base that is the issue.

Also:

http://wiki.ffxiclopedia.org/wiki/Rager_Ledelsens
http://wiki.ffxiclopedia.org/wiki/Vellaunus%27_Mantle
http://wiki.ffxiclopedia.org/wiki/Nifty_Mantle
http://wiki.ffxiclopedia.org/wiki/Anguinus_Belt
http://wiki.ffxiclopedia.org/wiki/Goading_Belt
http://wiki.ffxiclopedia.org/wiki/Ziel_Charm
http://wiki.ffxiclopedia.org/wiki/Brisk_Mask


As well as rings and earrings and swords.

But yep RDM got nothing at all that helps its potential as a melee. (the only thing id have liked to see is us on the pink set from hell, like BLU is on Teal but since it isn't a huge improvement from dusk. Who really cares.)
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#22 Oct 22 2010 at 3:48 PM Rating: Decent
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#23Wonder Gem rdmcandie, Posted: Oct 22 2010 at 3:54 PM, Rating: Sub-Default, (Expand Post) Compared to what
#24 Oct 24 2010 at 4:54 PM Rating: Default
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Wonder Gem rdmcandie wrote:
Seedling wrote:
I find it kind of odd RDM isn't on the Taranis's Harness. It would be a fine piece of armor for RDM, focussing on Accuracy rather then Attack.

In Celtic mythology, Taranis wielded thunder with one hand (Enthunder) and a wheel in the other (most shields RDM can use are wheel-shaped bucklers). (Interestingly, PUP actually is on it. SE dropped the ball there;)



Because Goliard Saio is better so it is a moot point. Since the slots where we do put ACC (neck,rings) Generally have nothing that comes close to bettering the 4% haste lost on the Goliard Saio. Also historical reference means sh*t, especially since SE deems it meaningless in its own game lore. (see Fencer).

As for the need of gear. ATM we are not far behind. We can cap gear haste unlike some melee jobs, we have a nice new shiny Sword WS that can do over 2K in damage. We have ACC near equal to that of an A skill weapon. We have 20+(avg) DMG enspells (35+(avg) if single wielding using ENII which you should be). That are fairly accurate. Which is like adding a couple hundred attack.

Currently a RDM can get:

over 500ATK
26% haste (25% cap)
over 90% ACC
20-35+ DMG on every melee hit
With several WS that do moderate to Good DMG (Evis,Vorpal,DB,Sanguine,Aeolian Edge,CDC)

With near unlimited MP thanks to
Refresh II
Convert @ 8:20

While keeping the following:
Enfeebles
Nukes
Healing Magic
Buffs

If anything is an issue it is the expectations that a RDM that is meleeing should be required to also maintain a 6 person buff cycle, enfeeble mobs, and heal. That is the only drawback and it is entirely a player base issue. When put next to similar job we are not very far of pace of the like of DNC and BLU. We do more melee DPS than either job, but have a smaller WS DPS. DNC can not nuke, and we can, BLU can nuke faster than us but we can attack faster than them. As far as balance goes between the hybrid jobs we are smack dab in the middle.

If anything needs to change it is the player bases assumption that a RDM should have to maintain its traditional full workload regardless where it is on the field. In a DD role a RDM is capable of parsing very well. Our gear is fine it is the player base that is the issue.

Also:

http://wiki.ffxiclopedia.org/wiki/Rager_Ledelsens
http://wiki.ffxiclopedia.org/wiki/Vellaunus%27_Mantle
http://wiki.ffxiclopedia.org/wiki/Nifty_Mantle
http://wiki.ffxiclopedia.org/wiki/Anguinus_Belt
http://wiki.ffxiclopedia.org/wiki/Goading_Belt
http://wiki.ffxiclopedia.org/wiki/Ziel_Charm
http://wiki.ffxiclopedia.org/wiki/Brisk_Mask


As well as rings and earrings and swords.

But yep RDM got nothing at all that helps its potential as a melee. (the only thing id have liked to see is us on the pink set from hell, like BLU is on Teal but since it isn't a huge improvement from dusk. Who really cares.)

You had me 'til the bolded passage. And still i can follow you on that if you leave DNC out of the comparison.
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#25 Oct 24 2010 at 7:14 PM Rating: Decent
I think you misunderstood. By melee DPS as in the TP phase of melee combat. Which is why I specifically stated WS DPS after the fact. A RDM should be doing more damage than these classes, simply because of enspells. However DNC creams us overall in weapon related combat, simply because they can amass TP so fast and consistently that they can WS 1-2 times more often than us. But this is acceptable when you consider the fact a DNC can not also provide magic damage via nukes.

BLU on the other hand lags behind us in TP phase DPS and is about even in terms of WS DPS. The saving grace for them is the ability to spam very fast casting spells to deal lots of damage. In the end when you have these three jobs DDing to the best of their abilities they will all Parse very close to each other because they are all very very well balanced jobs. RDM happens to be smack dab in the middle of them as DNC is a better melee oriented DD and a BLU is a better Spell Casting DD.
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#26 Oct 25 2010 at 11:15 PM Rating: Good
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Wonder Gem rdmcandie wrote:
If anything is an issue it is the expectations that a RDM that is meleeing should be required to also maintain a 6 person buff cycle, enfeeble mobs, and heal. That is the only drawback and it is entirely a player base issue. When put next to similar job we are not very far of pace of the like of DNC and BLU. We do more melee DPS than either job, but have a smaller WS DPS. DNC can not nuke, and we can, BLU can nuke faster than us but we can attack faster than them. As far as balance goes between the hybrid jobs we are smack dab in the middle.

If anything needs to change it is the player bases assumption that a RDM should have to maintain its traditional full workload regardless where it is on the field. In a DD role a RDM is capable of parsing very well. Our gear is fine it is the player base that is the issue.
And as has been said time and again, the playerbase is not going to change their minds overnight simply because you said something on a forum board. Something needs to be changed in order for the lightbulb to turn on in the collective heads of the players and consider that a RDM in the front lines meleeing might not be a bad idea.
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#27Wonder Gem rdmcandie, Posted: Oct 25 2010 at 11:51 PM, Rating: Sub-Default, (Expand Post) I never said it was but as it stands the gear available to RDM allows them to statistically compete with other jobs that fall into a similar category as RDM. It is not a gear issue.
#28 Oct 26 2010 at 4:15 AM Rating: Good
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Or SE could idiot proof the equipment process by pumping out the hybrid gear. Meleeing in Errant is, of course, an example of what not to. But if we had a body piece that had +10 INT/MND/ACC that was reasonably accessible, there wouldn't be much reason for them to use Errant aside from resting. Sadly, the closest to this hypothetical piece of gear is @#%^ing Morrigan's Robe, which is pretty much out of reach for most players given craptastic drop rates and the rest of the process sucking with the whole black hole gil expense (of which has only cheapened due to Abyssea). This process can also be scaled back for lower level ranges while higher also maybe seeing a +15 body down the line.

See, that's where part of changing player perception kicks in. Gear is, in the majority, only either or. Slap BLU, PLD, and DRK on it for all I care, too, but just make it happen. Give Fencer already. Extend Composure duration boosts to everyone we cast on and not requiring AF+2 for even meager boosts. Make the Enhancing Duration gear much better. Give us tiered traits for that, even. Look into the possibility of the old Combat Caster trait idea. Melee incentive beyond damage isn't a bad thing to add, too. Somehow integrate enfeebling accuracy/potency to mainhand accuracy so there's not really a reason to swap weapons around.

I had a feeling Chant du Cygne would come up eventually, though. Yes, it's nice, but it also falls into one of the traps I've argued against for years, and that's requiring endgame dedication just to even enter the field. It's just piss poor game design to justify level 1-84 one way, then at 85 it magically changes for the better. Was the same when 1-74 was the norm and the mediocre Death Blossom eventually came about at 75. I still worry about future potential life outside of Abyssea, too. We can babble about infinite MP, Atma, temp items, but if what comes after Abyssea has nothing comparable to these systems but we're still expected to frequent them... well, we're back to how things used to be, only with some higher tier spells and some slightly better mage gear.
#29Wonder Gem rdmcandie, Posted: Oct 26 2010 at 8:08 AM, Rating: Sub-Default, (Expand Post) Just because something requires a bit of work does not mean it should be left off the list. Heck Zafire claims to have done it in only a couple weeks, mostly solo. (CDC) DB was a nice boon for us, but Evisceration was better for a long time (until we quit killing onnly pink birds), Vorpal was good /WAR. As for fencer that iswill be available /WAR along with berserk/warcry/aggressor/atk bonus/sanguine blade/vorpal blade. Since Fencer only works single handed doesn't matter much if we get it or sub for it.
#30 Oct 26 2010 at 10:05 AM Rating: Good
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Not everyone has the stomach to sit in WoE for 8+ hours a day for weeks putting up with ~2% drop rate on coins of which there are multiple varities on top of that. That hearkens back to the days of some people having to farm beehive chips forever to make the millions needed for a Hauby or whatever "must have" piece there is because they had no other reliable source of income. Basically, there's a fine line between hard work and tedious. Cutting down on needed swaps alleviates some of the tedium (while technically making life easier for PS2 users, of which playing RDM is most likely a terrible bane given all the needed swaps to be "good" at it). I wouldn't put much stock in rivaling undergeared/underleveled/atmaless/lazy DDs in PUGs, either. I've said it before, but generally RDM's best gear is that of an above average AH THF. This was at 75. Being an AH THF is technically "better" than it used to be these days thanks to Aurore, but RDM's common access didn't change. And while you can try to throw a small gear list around of new things RDM is on, I put it on you to prove your (below) average RDM can readily get them, let alone ever see them drop and get other wouldbe melee helpers to let them have it. Like it or not, not everyone's Rog.
#31Princess ThePsychoticOne, Posted: Oct 26 2010 at 10:14 AM, Rating: Sub-Default, (Expand Post) wat
#32 Oct 26 2010 at 11:15 AM Rating: Good
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Sometimes time sinks are too sinky. :p

But in general, point was we can't force every RDM who'd ever want to melee to have to get CDC just to get some footing. Back in the day, people without their Haubys and whatnot were typically labeled gimps, so they'd need to do whatever just to gain that ground. Obviously the example item is dirt cheap now, but point stands. My earlier relation to THF also played at the job's desirability as a melee. They weren't the first choice for colibri back in the day, either. Some might blame the 2H update, some might say it was crappy THFs giving them a bad name, and others might just play the thfsux card. I can't forget the recent "uproar" of native DW and Despoil, too, despite my own enjoyment of the job. Alliance EXP may have softened the demands of the DD pecking order, but let's not kid ourselves in saying people still don't have preference. In your own words in the Atma thread in =10, PLD has no place in Abyssea and SAM sucks without Masamune. You're not the only one to say such things across the community, too, so the whole trolling schtick won't really jive with me or others who hold interest in said jobs.

Edited, Oct 26th 2010 1:26pm by Seriha
#33 Oct 26 2010 at 1:03 PM Rating: Default
L2Play Stop being Gimp and quit crying. Christ. You still get spoon fed in RL too?
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#34 Oct 27 2010 at 8:52 AM Rating: Good
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Wonder Gem rdmcandie wrote:
The issue has always started from RDM's who do not know how to gear properly for melee, they slap on a Joyeuse and melee in Errant. This is lolRDM melee. This is how the stigma started and why it is still around today. There is a 10 level period where RDM melee hits a rough patch, that is 50-60 RDM kind of falls of here for a bit. Until they get into stuff like SH+1, RGF. It was worse more so in the past due to how enspells were calculated. But now you should still be getting 12 extra DMG/hit at those levels, and Composure provides more. I would say the 50-60 drought is over when you come into those traits.
The stigma came about because parties do not benefit from having a melee RDM the way they do with a caster RDM that is spamming cures, refresh, and haste. The same people that would touch themselves whenever they got chain 6 and loved to kill IT++ mobs until they were forced to speed-kill VT's and T's in sky are the ones who shackled RDM into the back row; even moreso once people figured out RDM was a more durable healer than WHM. Player perception does have something to do with all this, hence the need for something to shake those views up.

Quote:
The thing is you do not have to change the mindset of the community, you just want to do it enough to tell people. "I plan on meleeing, if you do not like it find another RDM." Most people don't have the backbone to stand up for what they want to do. In the last 6 months I have been casting mage 3 times and that is only because I wanted to play around with the teal set and my new T4 spells. Otherwise I slap on /DNC or /DRK and melee my little face off. Often times outperforming gimp ass DD who the community automatically assume are leet sh*t just because their jobs say Warrior or Samurai, or Dragoon or Monk.
Being a "my way or the highway" jackass is not a good idea in a game that is so focused about progression in a party. Anyone who plays DPS roles knows this. RDM has the additional burden of people feeling the class is more useful as a curebot/refreshbot. You're not going to get much done stomping your foot and telling a group leader you're going to do X when the group invites you to do Y. That's why the developers need to add something, and more importantly, separate what makes a melee RDM from a caster RDM. It's much easier to justify your chosen role through game mechanics (something RDM has very little of right now) over just doing something because you want to.

Seriha wrote:
Or SE could idiot proof the equipment process by pumping out the hybrid gear. Meleeing in Errant is, of course, an example of what not to. But if we had a body piece that had +10 INT/MND/ACC that was reasonably accessible, there wouldn't be much reason for them to use Errant aside from resting. Sadly, the closest to this hypothetical piece of gear is @#%^ing Morrigan's Robe, which is pretty much out of reach for most players given craptastic drop rates and the rest of the process sucking with the whole black hole gil expense (of which has only cheapened due to Abyssea). This process can also be scaled back for lower level ranges while higher also maybe seeing a +15 body down the line.
I don't agree with hybrid gear, simply because that alone won't get you far given how item budgets work.

I can recall a certain plate-wearing knight archetype that was forced to wear cloth with +spellpower and was used as a healer in raids due to them having no other uses outside of buffbots (sans the plate armor, that does sound familiar, doesn't it?). And when it was attempted to make them more melee capable, you had hybrid gear with horribly low stats because they were spread all over the place since their abilities required spellpower AND attackpower, STR AND INT and so on.

In the end the makers bit the bullet and allowed stat conversions because they knew this archetype wouldn't get anywhere with such thinly-spread out itemization. Even if it's something as simple as allowing melee RDM spell accuracy (for enfeebles, enspells and the occasional MB) to be calculated using melee accuracy instead of magic accuracy, I think it would be a huge help.

Edited, Oct 27th 2010 10:59am by Ruisu
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#35 Oct 27 2010 at 9:25 AM Rating: Decent
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The stigma came about because parties do not benefit from having a melee RDM the way they do with a caster RDM that is spamming cures, refresh, and haste.


More accurately it is that if you force a RDM to main heal only, you don't need anyone else with cures. Making a party with 2 healers would allow both to melee... but why have 2 melee mages when you can replace it with 1 real melee?
#36 Oct 27 2010 at 9:52 AM Rating: Default
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In the end the makers bit the bullet and allowed stat conversions because they knew this archetype wouldn't get anywhere with such thinly-spread out itemization. Even if it's something as simple as allowing melee RDM spell accuracy (for enfeebles, enspells and the occasional MB) to be calculated using melee accuracy instead of magic accuracy, I think it would be a huge help.


The only issue here is that for 2 of those 3 things our ACC is already very very high. Well I guess 1.5 because SE in their infinite idiocy decided Enspell II's should be calculated on hit and not on cast. In fact that change to Enspell 1's was the single largest boost RDM melee had ever received. I regularly get 85-90% ACC on enspells 1's and about 70%-75% on ENII's Which is pretty good (for ENI's ENII's lag behind somewhat due to lack of Enhancing Magic gear bonus). Enfeeble wise I have a solid land rate on most everything with just gear alone, no staff, even in a backline role I use Wand + Shield to Cast enfeebles in because frankly RDM just does not need the staves anymore to land them. This includes higher level mobs, (it almost always has unless the mobs are just highly resistant or out right immune to certain elements/spells).

The only thing we are hurting on is MACC in regards to nukes, now I am not going to tout about abyssea drinks and crap because I do not consider them always being available. This is why I rarely will cast nukes freely while meleeing, and only use them when I know someone is going to be closing a SC on one of my WS's. This allows me to waste minimal TP with WS>NukeMacro>SC closed>Cast>TP macro, and since MB greatly reduces resist rates (akin to the first hit of a WS greatly increasing ACC) staves are moot anyway and only used for the extra 15%(+) damage. Now SE tried to give us a bit of a hand, with DB and ENII's reducing resist rates, this was and is a nice bonus on some mobs/nm's that need nukes thrown at them. Unfortunately they completely bombed in regards to ENII's utility, only on first swing, meaning a miss means it is doing nothing.

In regards to "my way or the highway" I don't look at it like that, I don't force my gameplay on others, I tell them straight up, I will be meleeing if you do not like it ask another RDM. I do not sneak into a PT then just melee out of spite, and tell them to sod off ill do what I want. You would also be surprised at how many people really do not care if you are upfront with them. They appreciate he sincerity and often will allow you to play how you want to play.

As far as the topic at hand goes, Ill say it one more time for the last time, In the position a RDM has in terms of melee, and those job that are similar to us. RDM has a very good gear selection, we are comparable in nearly everything that other hybrid type jobs can equip, such as BLU and DNC. There is no reason for RDM to get stuff because it is simply not needed. The only way the "stigma" will change is by people not being idiots. Learn how to gear properly, and learn how to play the role you want to play. We don't need gear, or gimmicks, just people to stop being sh*te.
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#37 Oct 27 2010 at 10:58 AM Rating: Good
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Wonder Gem rdmcandie wrote:
As far as the topic at hand goes, Ill say it one more time for the last time, In the position a RDM has in terms of melee, and those job that are similar to us. RDM has a very good gear selection, we are comparable in nearly everything that other hybrid type jobs can equip, such as BLU and DNC. There is no reason for RDM to get stuff because it is simply not needed. The only way the "stigma" will change is by people not being idiots. Learn how to gear properly, and learn how to play the role you want to play. We don't need gear, or gimmicks, just people to stop being sh*te.
Since pseudo-subtlety doesn't seem to drive my point home, I guess I'll have to be a little more obvious:

- People in general never change their minds unless something changes in the way of game mechanics. Moreso, it at times takes temporarily nerfing the alternatives or over-buffing the class in question to force people to accept the changes and thus affect the status quo.

Example 1: Druids and Paladins in WoW were basically healers only in raid content, despite the fact that both classes were hybrids with multiple roles available (Paladins being tank, healer, DPS hybrids and druids being tank, melee DPS, nuker, healer hybrids). Before The Burning Crusade came out, blizzard nerfed warriors (who were the only accepted tanks in the game at that point in time) for most of the pre-expansion updates and buffed the tanking abilities of druids and paladins. The result was that druids and paladins were on equal footing as warriors for tanking in the eyes of the masses once the expansion launched because the players were pretty much forced to accept them as tanks during the pre-expansion updates.

Example 2: The 2-handed update in retrospect did the exact same thing. 2-handers were seen as gimped because up until then /nin and DW trumped everything. People didn't bat an eyelash at them until DRKs started doing 3-4K damage guillotines and SAMs did 4-6K Yuki/Kasha/Gekko's after the update hit.

Example 3: The knight archetype I mentioned in my last post also falls under this point. Retribution paladins, much like melee RDMs, were seen as utter jokes and wastes of a party/raid slot because it was basically a hybrid with everything available to it, they lacked real melee mechanics and their abilities required spread-thin itemization. As I said in the RDM forums, even the insults hurled at them are the same insults that have been hurled at melee RDMs, including the "you're more useful to your group as support/heals" and "your unwillingness to just support/heal makes the rest of us look bad", coming from even people within the same job class (back-row RDM to melee RDM insults are 1:1 with holy paladin to ret paladin insults). Even when people made parses of rets doing respectable damage, the fact that they were widely used as healers still bogged them down (sound familiar?). To fix that, blizzard created mechanics that separated the three roles of the class just so that the melee DPS spec could have a fighting chance. Then they tossed in stat conversions (attack power to spell power) and some utility to boot (certain abilities proccing a party-wide refresh ability that could be easily kept up through the duration of a fight as a result of them being in melee). Then they simplified gear requirements for the spec to work with the new mechanics (hence why ret paladin tier sets have expected melee stats instead of STR, INT, spell hit rating, hit rating, expertise, auto-refresh, haste rating, crit rating, spell crit rating and so on).

To close, what I'm getting at is mass aceptance. Not acceptance with just friends. Not having only a handful of informed individuals. I'm talking about being able to be front line melee RDM, having the gear and mechanics to back it up in a way that no one in the group has even the chance to grumble to themselves that I would be more useful spamming refresh, haste and cures. You win out because you don't need to be stand-offish about your desire to melee when you join a group, and I'd win out because I can put my flag up and play as I want instead of rolling my eyes as I put on the light staff before I spam cure again.

Edited, Oct 27th 2010 1:01pm by Ruisu
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#38Wonder Gem rdmcandie, Posted: Oct 27 2010 at 12:04 PM, Rating: Sub-Default, (Expand Post) Meh done arguing in a circle, this game is not WoW, RDM does not need dramatic buffs, and telling someone upfront you want to melee is not standoffish.
#39blowfin, Posted: Oct 27 2010 at 2:44 PM, Rating: Sub-Default, (Expand Post) To the OP, level a melee job?
#40 Oct 27 2010 at 3:11 PM Rating: Default
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I'm not trying to knock melee'ing rdms. Play the game the way you want. Your comparison between red mage melee'ing and blue mage however is way off base.

My self skillchains every minute and fourty seconds that do between 5 and 8 thousand damage (depends on efflux on the varying damage) tend to disagree with your dps comparison. Couple that with the fact that BLU can now spam the hell out of spells in abyssea and never run out of MP, there's no way you're keeping up with a good BLU in terms of damage over time.

I'm not saying red mage melees are bad. I've seen some that do the job well, but the damage over time does not keep up with BLU. Unless you're comparing to a sh*t BLU.
#41 Oct 27 2010 at 3:24 PM Rating: Decent
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Chocoblo wrote:
I'm not trying to knock melee'ing rdms. Play the game the way you want. Your comparison between red mage melee'ing and blue mage however is way off base.

My self skillchains every minute and fourty seconds that do between 5 and 8 thousand damage (depends on efflux on the varying damage) tend to disagree with your dps comparison. Couple that with the fact that BLU can now spam the hell out of spells in abyssea and never run out of MP, there's no way you're keeping up with a good BLU in terms of damage over time.

I'm not saying red mage melees are bad. I've seen some that do the job well, but the damage over time does not keep up with BLU. Unless you're comparing to a sh*t BLU.
1.5k nukes every 6-10 seconds says hi. Rdm is actually a very good dd now with some refresh atma.
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#42 Oct 27 2010 at 4:07 PM Rating: Decent
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Wonder Gem rdmcandie wrote:
Meh done arguing in a circle, this game is not WoW, RDM does not need dramatic buffs, and telling someone upfront you want to melee is not standoffish.
I'll end my side of the discussion on this by saying that while you can try to brush it all off by saying "this isn't WoW", I'll remind you that this kind of issue is not exclusive to FFXI or WoW. It's something that spans hybrid classes throughout more than just these two MMOs (whether it is due to developer stubbornness or mistakes in class design or something else depends on the game in question).

Either way, I'm done here as well. Thanks for reading.
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#43 Oct 27 2010 at 4:38 PM Rating: Good
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Princess ThePsychoticOne wrote:
Chocoblo wrote:
I'm not trying to knock melee'ing rdms. Play the game the way you want. Your comparison between red mage melee'ing and blue mage however is way off base.

My self skillchains every minute and fourty seconds that do between 5 and 8 thousand damage (depends on efflux on the varying damage) tend to disagree with your dps comparison. Couple that with the fact that BLU can now spam the hell out of spells in abyssea and never run out of MP, there's no way you're keeping up with a good BLU in terms of damage over time.

I'm not saying red mage melees are bad. I've seen some that do the job well, but the damage over time does not keep up with BLU. Unless you're comparing to a sh*t BLU.
1.5k nukes every 6-10 seconds says hi. Rdm is actually a very good dd now with some refresh atma.


RCD's always been a bit off base when it comes to actual decent BLUs, and I've always tried to spin that both RDM and BLU can be melee mages, BLU can specialize in spike damage (as it does now, and much more admirably with good atma) while RDM would be more DoT oriented (via Enspells and possibly new melee inflicted debuffs like a Bleed, etc.). Strong nukes throw a bit of a curveball into this, as they're obviously best achieved in not-melee gear. It's also a bit of threading into the eventual SCH-1 fear as, come 99, SCH will have their T5s, Refresh/Haste/Convert and other spells from /RDM, and whatever job-specific goodies they wind up getting on top of that (expected ones being T2 Storms/Helices). Back to RDM, this leaves individuality to the limitation of T2 merit spells, Addle, T2 Enspells/Refresh, Saboteur, and Composure. Gain spells may be a light consideration, but WHM has their group Boosts, too.

Some of RDM's above tricks aren't called on commonly due to the melee disparity. Yes, they could use some tweaks to help that along, but it doesn't quite solve the looming job identity crisis. Equipment's still part of that problem. Food can be considered such to some degree, too. Being held back by subjobs (These are meant to be supplementary, not restrictive) or excessive requirements for something presently not accepted easily scares people away, too.

I've said before that if DNC didn't exist, a lot of its Step abilities would be nice in the hands of RDM. While subbing DNC does give you a modest chunk of them, I still say TP is quite precious to RDMs since it's attributed to damage that is already stymied by cast loads despite Fast Cast and the general mediocrity of readily accessible WS/gear. Mobs dying fast never helped the demand for enfeebles, either. Just as I don't want to see RDM become a SCH-1, I don't want them to turn into a DNC-1, either. So, we're kinda left with SE needing to take a different approach to upping melee acceptance. Damage is basically the laziest route (and quickest to rouse complaint from balancemongers), but just as the temporary brokenness of the 2H update got people to look at 2H jobs more readily, similar could happen to RDM melee acceptance.
#44 Oct 27 2010 at 6:40 PM Rating: Default
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Seriha wrote:
Princess ThePsychoticOne wrote:
Chocoblo wrote:
I'm not trying to knock melee'ing rdms. Play the game the way you want. Your comparison between red mage melee'ing and blue mage however is way off base.

My self skillchains every minute and fourty seconds that do between 5 and 8 thousand damage (depends on efflux on the varying damage) tend to disagree with your dps comparison. Couple that with the fact that BLU can now spam the hell out of spells in abyssea and never run out of MP, there's no way you're keeping up with a good BLU in terms of damage over time.

I'm not saying red mage melees are bad. I've seen some that do the job well, but the damage over time does not keep up with BLU. Unless you're comparing to a sh*t BLU.
1.5k nukes every 6-10 seconds says hi. Rdm is actually a very good dd now with some refresh atma.


RCD's always been a bit off base when it comes to actual decent BLUs, and I've always tried to spin that both RDM and BLU can be melee mages, BLU can specialize in spike damage (as it does now, and much more admirably with good atma) while RDM would be more DoT oriented (via Enspells and possibly new melee inflicted debuffs like a Bleed, etc.). Strong nukes throw a bit of a curveball into this, as they're obviously best achieved in not-melee gear. It's also a bit of threading into the eventual SCH-1 fear as, come 99, SCH will have their T5s, Refresh/Haste/Convert and other spells from /RDM, and whatever job-specific goodies they wind up getting on top of that (expected ones being T2 Storms/Helices). Back to RDM, this leaves individuality to the limitation of T2 merit spells, Addle, T2 Enspells/Refresh, Saboteur, and Composure. Gain spells may be a light consideration, but WHM has their group Boosts, too.

Some of RDM's above tricks aren't called on commonly due to the melee disparity. Yes, they could use some tweaks to help that along, but it doesn't quite solve the looming job identity crisis. Equipment's still part of that problem. Food can be considered such to some degree, too. Being held back by subjobs (These are meant to be supplementary, not restrictive) or excessive requirements for something presently not accepted easily scares people away, too.

I've said before that if DNC didn't exist, a lot of its Step abilities would be nice in the hands of RDM. While subbing DNC does give you a modest chunk of them, I still say TP is quite precious to RDMs since it's attributed to damage that is already stymied by cast loads despite Fast Cast and the general mediocrity of readily accessible WS/gear. Mobs dying fast never helped the demand for enfeebles, either. Just as I don't want to see RDM become a SCH-1, I don't want them to turn into a DNC-1, either. So, we're kinda left with SE needing to take a different approach to upping melee acceptance. Damage is basically the laziest route (and quickest to rouse complaint from balancemongers), but just as the temporary brokenness of the 2H update got people to look at 2H jobs more readily, similar could happen to RDM melee acceptance.
Rdm is not a sch-1. It's not even close.

hint: what subjob choices does sch have? What subjob choices does rdm have? What does sch lose by using other subs? What does rdm lose by using other subs? The answers to these questions should make it incredibly obvious why rdm is a good job.
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#45 Oct 27 2010 at 7:43 PM Rating: Decent
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And a lot of my point was talking about the pending level 99 perspective. While /RDM is probably SCH's best sub in terms overall versatility, it's still a solid healer and nuker without it, of which is what people expect of it. And unless SE does something overwhelming to the Staff weapon class, I doubt you'll find many SCHs interested in melee, either. RDM's future is more murky (Don't confuse this with "bad") and the focus of more on mage gear doesn't leave much confidence in those who want the Sword and Dagger skill to be more than just for farming crap or Campaign.

Then again, I guess this should be the expected fallout of giving the class T4 nukes and subsequent Abyssea mechanics.
#46 Oct 27 2010 at 8:03 PM Rating: Default
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Seriha wrote:
And a lot of my point was talking about the pending level 99 perspective. While /RDM is probably SCH's best sub in terms overall versatility, it's still a solid healer and nuker without it, of which is what people expect of it.
I was actually trying to lead you towards /nin. Being able to effectively use /nin, with access to good defensive gear (coral, darksteel, etc), and important spells, such as haste, stoneskin, phalanx, gravity, refresh, vert, fast cast, etc is what makes rdm such an amazing job. Rdm is great because it offers all the important things natively, and allows you to easily use any sub, without losing anything important.

Rdm is designed to be useful in lowman situations. Unfortunately it's not really all that good for much else. It's decent at everything, and can be used if needed, but it's only really good for lowman stuff, for which it is by far the most useful job, coming in 100 times better than every other job combined.
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#47 Oct 27 2010 at 8:17 PM Rating: Good
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Not every RDM lowmans, just as not every RDM likes to main heal. Call it a waste, retarded, or whatever retort you deem appropriate, but when an aspect of the job's supposed versatility is perpetually never desired by a group, something's not right. That's basically been my point for years and I can acknowledge there are various ways of fixing the problem. Personally, I'm fine with some RDMs not being interested in melee. What I'm not fine with is them forcing their style just because they prefer it. Who knows, with proper attention, they may later eat their words.
#48 Oct 27 2010 at 8:26 PM Rating: Default
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Seriha wrote:
Not every RDM lowmans, just as not every RDM likes to main heal. Call it a waste, retarded, or whatever retort you deem appropriate, but when an aspect of the job's supposed versatility is perpetually never desired by a group, something's not right. That's basically been my point for years and I can acknowledge there are various ways of fixing the problem. Personally, I'm fine with some RDMs not being interested in melee. What I'm not fine with is them forcing their style just because they prefer it. Who knows, with proper attention, they may later eat their words.
Rdm is decent for everything, regardless of situation. However it is designed for, and excels at lowman. That doesn't mean you have to do that, just like a pld doesn't have to tank: it's not ideal, but it works fine.
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#49 Oct 27 2010 at 8:33 PM Rating: Good
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Humor me, then. For things that matter, where would you take a melee RDM?

Edited, Oct 27th 2010 11:51pm by Seriha
#50 Oct 27 2010 at 10:04 PM Rating: Decent
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Humor me, then. For things that matter, where would you take a melee RDM?


Most things that matter (you don't want many melee (there are, of course, exceptions). It's not just the RDMs who get to sit out from meleeing.

I've spent many a year in end game linkshells listening to melee only people moan and complain constantly about not being in the main alliance and being useless. The response to them is pretty much always "Level a mage job".

RDM is great at low-man stuff without having to melee to do damage.
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#51 Oct 27 2010 at 10:22 PM Rating: Good
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Which more or less implies that TP feed is a concern, but unlike most other DDs, a RDM could sustain themselves while healers keep themselves dedicated to the tanks, pulling back at their discretion. So, does this not happen because mob TP moves are too fierce, or is the possible exchange still lacking in justification with damage or utility? In theory, one would think Death Blossom good with its added effect, but not only do people not seem to notice it, it doesn't exactly let us do things we couldn't do before like landing Slow on an earth-based or otherwise resistant mob.

Granted, my perspective of things that matter will differ from those who may consider being called elitist a compliment.
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