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I hate to break it to you, but low-manning is the new norm; if you're the guy who brings 6+ people to anything outside Voidwatch, you are in the distinct minority.
Same 2009 logic still applies: You don't bring overly much of what you need.
If your low man tank is a dancer with multiple stuns and you're overloaded on cures, Stun isn't a factor, you're just blowing cooldowns overlaping and building resistance quicker.
You both are also missing the essential reason why I call Stun a Gimick on RDM. Sokay, I didn't explain it correctly.
It's a "Oh oh, me too! I can sub for stun!" That's the gimick. This mentality of having it just to get into groups. You don't get /blm for stun alone, you get it for the same reasons as you subbed BLM in 2009. The only thing that's changed is that you don't have to walk back out to swap back to /drk for stun anymore when people want you to CSS.
But in this regard,
so many other jobs do it better now, and /sch offers more to the party than stun alone does. (Read: The problem isn't that /sch is a bad subjob. See below.)
I'm not talking just our nuking game either, though that still keeps /sch ahead in that regard.
I'm talking the full of the utility.
You talk about AoE Phalanx and Stoneskin not being as good as a stun. I Agree. But in the case where you have stunners (and Stun is so readily available that you should have at least one without loosing a RDM's subjob with it. Bare minimum BLU is there for procs.) That AoE Stoneskin is an extra line of defense.
But that's not the end of it either.
You're completely overlooking Aspir, Drain (At auto-beyond capped skill rating), emergency Sleepgas (Granted, takes some getting used to using the stratagems quickly. Train in Campaign though, you'll get the hang of it.) and most importantly,
status cures. You sacrifice a lot in utility just for Stun and Sleepga. Sure, Stun saves lives, but so do a lot of other methods, and there are a lot of other jobs that can use stun as well.
So we get to the reason why it's such a 'gimick'.
It's a stopgap. We have no debuff to deal with TP moves so we default to a subjob that has one? I view that as a flaw in RDM's design, considering the trend. Either give us Stun natively or some other ability that takes the edge off of TP attacks. I've been pushing that suggestion for quite a while now.
I'm not saying stun is not useful. But the truth of the matter is, we're using it as a crutch. It's a gimick to pull attention away from the problem RDM currently is having with debuffing due to SE's current love of making everything a TP move. And we use it as a way to get into groups.
The preference for it, is a symptom of a greater underlining problem for RDM. And when that problem gets addressed, it'll fall by the wayside just like it was before.
Make more sense now? It's not as if I don't use it when it's needed. But I see the trend for what it is.
Edited, Sep 3rd 2011 1:49pm by Hyrist