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#1 Jan 23 2004 at 7:30 PM Rating: Default
I have read a lot of posts saying, rdm shouldnt mele at higher lvls blah blah blah, but why not? how many times have you died with the enemie having only 1 or 2 hits left? The rdm meleeing doe not interfer with casting at all. it is the other way around. casting interfers with melee. and with enelements, a rdm over time can do more than you think. (Think about the people fighting for 10 minutes for 100 exp when you could fight something in 2 minutes for only 40 with no downtime)Seems to me people are just biting into what they hear is "best" from "higher" lvls ( i.e 30, which isnot high)
#2 Jan 23 2004 at 7:58 PM Rating: Decent
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Depends on the party make up and the rdm and what jobs the group requires of him to perform. At 41 Even with maxed sword skill I miss more than I hit. I do more dmg with my nukes than with my sword at this level. It helps having elemental skill maxed though. But you can't seriously at that level melee/debuff/nuke all at the same time. You will need to heal during battles sometimes.And the time it takes to put away you weapon and get out of aoe spell ranges to heal is honestly a waste of time. If there is a bard in the group you have even less choice and where to stand. You sure as hell are not going to make the bard happy by standing with the melees and away from the other mages. Bards often place 2 songs on the melees and 2 other songs on the casters...and this requires both groups to be apart from each other. Personally I would rather have the bards mp regen songs that stack with my refresh on me and be able to have less need to heal up mp and be able to do more elemental dmg.

The dmg a rdm does with a sword is roughly = to what a war and a pld do with their swords..which is very very little.
#3 Jan 23 2004 at 9:26 PM Rating: Decent
I have a character design that circumvents all those problems, making meleeing a very attractive prospect for a rdm.
Red Mage/Samurai equipped with a club. Ever 100% TP, you can refresh your mp, or even refresh your parties mp - requiring you to run over to the mages yes, but just flick lock off and run over, doesn't even require putting away your weapon.

Anyone got some feedback on this one?
#4 Jan 23 2004 at 9:57 PM Rating: Decent
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580 posts
As i do not know much about sam i can't really reply to this idea, but if it works like you say it doesm it could make for a very interesting combo.
#5 Jan 24 2004 at 1:17 AM Rating: Decent
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173 posts
I have a character design that circumvents all those problems, making meleeing a very attractive prospect for a rdm.
Red Mage/Samurai equipped with a club. Ever 100% TP, you can refresh your mp, or even refresh your parties mp - requiring you to run over to the mages yes, but just flick lock off and run over, doesn't even require putting away your weapon.


Anyone know if this would work? This seems very interesting.
Is the starlight/moonlight WS even any good?
#6 Jan 24 2004 at 3:07 AM Rating: Decent
Red Mage/Samurai equipped with a club. Ever 100% TP, you can refresh your mp, or even refresh your parties mp - requiring you to run over to the mages yes, but just flick lock off and run over, doesn't even require putting away your weapon.

There are a couple problems with this
a) Red Mage skill with Clubs is relatively weak compared to Red Mage skill with daggers and swords.

b) The clubs that a red mage can use are limited and mostly deal with adding casting caster stats
Look at 30 you can either use a
chestnut wand - 10dmg 216dly int+4 mind +4
versus
centurion sword - 19dmg acc+4 atk+4
A passable melee club a RDM can use is
Shellbuster lvl 48 18dmg 264dly Lightning Dmg vs Quadavs
but its very situational

You dont have to take my word for it - try it out.
At 30, try soloing any "easy" monster with a decent club of your level, then try it with a sword.

c)Since a RDM whi come out at the start of the fight with a club have inferior skill and a weak weapon compared to other melees, to build 100%TP against mobs that give xp at higher levels means very little or no casting at all in a party. Thats if you can even hit the monster for decent damage. If you are able to build TP to 100% in a single fight I have serious concerns about how strong your party is.

Refresh is VERY mana intensive to cast, especially if you are refreshing multiple players - including yourself!. Add to that debuffing and you dont have much opportunity to build TP if you are playing your strengths as a RDM.

Finally
d) The key Samurai skill of Meditate doesnt kick in until level 30 - which means you dont get it subbed until 60.

Quintis
#7 Jan 24 2004 at 3:25 AM Rating: Decent
To Celinaredfern - Just wanted to let you know, if you Unlock from a target in combat, you can freely run away from it without having to Disengage. You needn't waste time "Putting away your weapon."

And about RDM melee. I understand that a group will have certain expectations from a RDM when they take one into their group. If a RDM wishes to melee, then they should, as long as they can keep up with the expectations of the group as well.

A good RDM should be doing the following -

1)Be prepared with an Enelement spell that is good vs. what you are going to be fighting.

2)Start every fight with two basic Debuffs, preferably debuffs applicable for your target (Blind/Para on melee mobs, Silence on Caster Mobs).

3) Enter melee.

4)Watch the fight. If it is going badly, add more debuffs. If the mobs loses your initial debuffs above half it's HP, throw them back on.

5) Cure when needed.

6) When a creature is near death, Nuke it.

7) Once it is dead, get down and one knee and rest while your puller goes for another.


That should be EVERY fight with a RDM. Simple as that.
#8 Jan 24 2004 at 3:52 AM Rating: Decent
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173 posts
To Quintis, regarding Vellion:

I dont think he was refering to the ability to do damage at
all, just quickly building up TP between spells, so
he can use the mana refresh WS starlight and moonlight.

I'm not sure, but I don't think the damage you do determines
TP, but rather each time you hit the enemy.

And I'm not sure how the Samurai class works, but it appears
they get store TP at both level 10 and 30.

edited for clarity

Edited, Sat Jan 24 03:54:17 2004 by NightSpirit
#9 Jan 24 2004 at 7:15 AM Rating: Decent
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1,747 posts
Store TP = more TP gained if you hit
Meditate (lv 30 ability) = instantly add 100 to your TP bar :o

That's the difference.. I agree that as a RDM with club you won't hit enough to build TP, and that the combo is speculative.. UNTIL you hit lv 60/30.. but by then the new expansion might be in stores with some new goodies ;)

So the TP/Club skill combo isnt likely to work just yet :\
#10 Jan 24 2004 at 2:32 PM Rating: Decent
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664 posts
Well, you can swap weapons via a macro, couldn't you? Get up to 100+ TP with your sword, then hit your macro that swaps you to a club and fires off your WS ... or does switching weapons remove your TP?

If you can swap out, then there is no problem with this. How much mps do those WS give you?
#11 Jan 24 2004 at 4:41 PM Rating: Decent
Thief's Knife
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Quote:
The dmg a rdm does with a sword is roughly = to what a war and a pld do with their swords..which is very very little.


So why not have the PLD and WAR just provoke and serve as a meat shirld for the real damage dealers? After all, their melee is so weak it's almost useless.


Interesting thing I noticed about japanese players, many of them have the mages come up and whack on the monster then run back and cast. Seems they like to get every bit of extra damage possible.
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#12 Jan 24 2004 at 4:47 PM Rating: Decent
Thief's Knife
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15,054 posts
Quote:
Well, you can swap weapons via a macro, couldn't you? Get up to 100+ TP with your sword, then hit your macro that swaps you to a club and fires off your WS ... or does switching weapons remove your TP?

If you can swap out, then there is no problem with this. How much mps do those WS give you?


When you swap weapons you lose all your TP.
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#13 Jan 24 2004 at 5:27 PM Rating: Decent
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318 posts
Quote:
So why not have the PLD and WAR just provoke and serve as a meat shirld for the real damage dealers? After all, their melee is so weak it's almost useless.


Ummm...maybe I'm just misunderstanding you, or missing your sarcasm.

Palladins and Warriors ARE tanks..that's what they do best. Most people don't speak of their damage capabilities, but it's nice that they can contribute to the overall DPS of a party.

IMO, same thing goes for mages and rangers...if they can get away with sneaking in a few hits for good measure, more power to the party. As long as they're not getting aggro, or taking hits from AoE's, it only helps things when they use their weapons in between casts/shots.

#14 Jan 24 2004 at 5:52 PM Rating: Decent
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Out of curiosity..

I'm an elvaan right now, and I'm aware of their limited mana pool, although not quite as badly as Galka. In my estimation, I think it would be almost a requirement I melee to try and make up for the fact that my MP pool is weak.

True, I might not do as much as an elvaan warrior or the likes, but when my MP is restricted like that, I think meleeing would almost be a necessity, no?
#15 Jan 24 2004 at 5:57 PM Rating: Decent
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173 posts
I'm an elvaan right now, and I'm aware of their limited mana pool, although not quite as badly as Galka. In my estimation, I think it would be almost a requirement I melee to try and make up for the fact that my MP pool is weak.

True, I might not do as much as an elvaan warrior or the likes, but when my MP is restricted like that, I think meleeing would almost be a necessity, no?


It is my opinion, that even though your melee may not be that great,
that unless the monster has aoe, you should melee.

Even if you do a total of 100 damage over a fight, thats still
100 damage, and perhaps a couple less cures the WHM has to throw
out because the mob died a tad bit faster.

This works, because you do not need to disengage to heal and
meleeing does not get in the way of casting.
#16 Jan 24 2004 at 6:24 PM Rating: Decent
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664 posts
I'm a hume 42 RDM/BLM sub and I melee whenever it makes sense for the group. Two seperate examples: in one party we were WAR/DRK/RNG/RDM/BRD/WHM. I would refresh myself and the WHM, debuff the mob, and then charge in slashing with an enspell on. I usually hit IT mobs two out of three swings, but this is because my sword skill is maxed and I have +3 DEX from various items. I figure I end up doing around 2-300 melee damage during the fight and I save my mps for emergency healing and refreshing (with the occassional nuke thrown in ... gotta keep that skill maxed) so I never have to rest. This party never rested once while I was in it ... it was one IT soldier crawler after the other for sick experience. The second example is a NIN/THF/SMN/RDM/BLM/WHM party. In this party I almost NEVER melee'd, since I had two more people to keep refreshed. I would dump my enfeebles on, restore everyone's refresh, and then rest a minute before starting the process again so my mps stayed stable. Those 60-80 mps I would get on top of my refresh were necessary to ensure I never ran out of mps (160 in refreshes per 120 gained with around 100 mps in debuffs). This group very rarely rested (once per chain 6 for two minutes) and we were getting over 5000 experience per hour (the above two groups got me around 11K experience in about two and a half hours total).

Really, the question boils down to this: your primary duty is enfeebling at ALL levels. Your secondary duty is refreshing the mages once you hit 41. In third place comes meleeing and nuking, but this is ONLY if it doesn't interfere with the above two duties. The reason enfeebling comes first is that the 20 seconds or less it takes to enfeeble a mob will save you more damage needing healed than the 12 mps or so that the WHM will recover in that time.

Another thing to consider is if the mob is a high AOE mob or not: if you stand a good chance of losing a large amount of hps, then the damage you do with your weapon would be better off used nuking, assuming you have the mps to spare. On heavy AOE mobs it is normally best if you stay back and support post-41 ... before then, I can never see a time that a red mage should NOT be in the fray unless they are constantly low on mps.
#17 Jan 24 2004 at 6:31 PM Rating: Decent
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580 posts
Quote:
To Celinaredfern - Just wanted to let you know, if you Unlock from a target in combat, you can freely run away from it without having to Disengage. You needn't waste time "Putting away your weapon."


When I say heal i mean to sit and regen mp..which you do have to put away your sword. IF a rdm is doing his/her optimal dmg than they are nuking not swinging their sword. I would rather do much more dmg nuking and needing to heal mp often than swinging a sword and doing much less dmg and having the whm needing to heal more often.
#18 Jan 24 2004 at 6:37 PM Rating: Default
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664 posts
As far as the WHM having to heal you:

1) insist they don't unless you are orange or below. You shouldn't be getting much aggro or your tank sucks, and even if you get hit a time or two this is what drain is for if you have a BLM sub.

2) are you tanking or something? I get hit maybe one out of every three fights that I melee and that is assuming I'm the puller. I get more aggro nuking then meleeing, and if I melee I have the option of delivering finishing blows via nukes or emergency healing if things go very bad ... and the six seconds it takes you to stand up and heal someone is enough time to cost them their lives if you're resting after a nuking binge. Limiting yourself to nuking rather than using all your skills not only adds downtime to your party but puts them at greater risk of death. You were given a large list of skills for a reason: don't focus on only one or two.

edit: what, you don't like it when people contradict you with good reason so you lower their post score? Does it hurt your feelings when someone points out why you're wrong?

Edited, Sat Jan 24 19:27:12 2004 by airspirit
#19 Jan 24 2004 at 11:17 PM Rating: Decent
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843 posts
Red mages can melee, it doesn't interrupt their spells unless there is splash damage...
You can melee, and inbetween spells, you can manage to catch a hit at the monster, maybe scoring a nice meaty critical.
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