rdmcandie wrote:
All right,
This convo is quickly flatlining so here goes (from a troll none the less that apparently offers nothing constructive).
This is to sum up in my own opinion with contributing elements from the community here in what RDM has/needs in its relevant areas.
I'm on board with civil discourse. However I ask that if anyone makes opposition to statements that are made, that you fully explain the entire context of your argument in their first reply, rather than draw out the conversation intentionally. We can then break down important points needed in each statement from there if needs be.
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Now to regard things from the top. I'd like to ask, RCD, that we separate the concepts of Support and Healing. I do this because there are roles, and jobs specifically for Support that have limited healing ability, such as Corsair and Bard, and as such these functions should probably be weighed in on their own merits, even if the solutions can perhaps cross the lines between. However, I will address what I believe to be our core function first.
Enfeebling While I'm in agreement with the bolded statement that we do need our enfeebles to land better on NM monsters, as NMs are the target of our enfeebles primarily. But we also suffer from a lack diversity and depth within our enfeebles.
Put bluntly, even if our current list of enfeebles worked to full effect on all current notorious monsters, with the exception of Gravity and Bind, it would not make the NM environment any less disposed against Red Mages. This is because the majority of our enfeebles address Auto-Attacking (with 2 spells to regard casting) and SE has decided to make the majority of difficulty center around TP moves that, aside from subbing for stun, we have no direct means to combat.
I feel this should be rectified as a first priority to any other changes to Red Mage. Having an innate way to lower the damage and/or general effectiveness of an Enemy TP move is a boost that will filter down and assist every other one of our moves, simply by proxy of not having to focus so heavily on recovery.
Beyond that, I would like to see more offensive debuffs. Ones that lower Magical Defense, and perhaps a debuff that increases critical hit damage received or critical hit chance would both be effective and synergize well with the new ability trends. These offensive debuffs can also serve as support elements while essentially bypassing the 'single/self target only' trend SE has firmly locked Red Mage into.
To wrap up this section, I believe Enfeebeling is the core answer to most of Red Mage's problems, though not all of them. Having a strong enfeebling arsenal against the enemy that is both defensive and offensive can really outshine what more direct adjustments to problems brought to light in the past years. Proper enfeebling will allows us to be very versatile, and potentially devastating beyond the fodder game.
Summary: -
First Priority: Give RDM a Debuff to weaken TP attacks.
- Make current Debuffs more effective.
- Create more offensive debuffs to support damage through weakening the enemy.
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Support This is where I divide myself from the common perception of what "Support" is. Or, perhaps more specifically, I am in support of the Developer's approach to Red Mage's Enhancing as a means of closing the gap between itself and other classes. From this perspective I have to disagree with the concept of making all of our single target spells accession-able. However, there is a twist to this that I will explain at the end of the segment.
I did notice, however, in how we have quite a deal of support spells and functions in the way of defense and melee, but little in the ways of spells that support our other spell functions, aside from Refresh and Gain Spells. I think in here there is an opportunity to create buffs that conflict with Temper to assist our other forms of casting such as curing (As a priority) and nuking (even though nuking itself is in a good place.) These buffs would help 'close the gap' a bit in terms of being able to fill in these roles. As some brief suggestions, one that enhances cure potency (that breaks cap) and reduces cure cast time (or gives a HoT effect), or a spell that increases Magical Critical chance and Magical Critical/Magic Burst damage.
Now here is a twist. I've been listening and watching a lot when it came to desires of being a better buffer, of keeping cycles out of the concepts, and SE's hesitation to give RDM AoE/Sphere buffs and keeping their gap closer spells actually working for Red Mage specifically. But I beleive there should be some sort of comprimise.
So as a possible 99 JA or Meritable Ability, to give an ability that allows us to bestow or share our single target specific buffs (stoneskin, aquaveil, Temper(or mage equivilants) Phalanx, Enspell and Gainspell, to one targeted ally. Have the recast long enough so that we must choose a priority member to give this to, in order to prevent cycling, and have it meritable that these abilities receive a boost to their potency for their
natural duration when transferred. (A seven minute superboost seemed to be too long.) Note, while the timer should be high enough to prevent spam onto multiple players, the timer, I beleive, should be low enough to maintain on one person. This is to be the ultimate assistance to a Duo Partner, or a group tank, healer, nuke, or that one important member for that moment: the ability to share a Red Mage's substantial self-growth through their magic with gives it such a spot light solo, to the most needed individual in party play.
Additional, as a possible merit to give a general "Enhancing Magic Potency" to assist our enhancing magic's strength could be a possible idea to further increase the overall effectiveness of these buffs.
This paired with the more offensive enfeebles listed in the above section should help round out our support function nicely. (Refresh and Haste already do this for us.) Granted, we won't be invited JUST for that on its own, mind you but it helps provide a more complete package.
Summary: - Keep Self-Targets as is.
- Give new buffs that aid Magical Duties such as Curing and Nuking.
- Give a High Level or Meritable ability to give/share self buffs at a higher potency to one additional member in the paty.
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I should note that anything below this point I consider to be a secondary role of the job. In terms of development and invite reasons, particularly in endgame, the three roles below should play second fiddle to what is offered as roles above. Not that it should be impossible for a Red Mage to say, heal effectively, but it should be considered additional 'dressing' to the meat and potatoes that is enfeebling and support functions. In situations in which enfeebling in particular isn't needed, theses secondary functions should be able to take the spotlight more. But as the difficulty of the monster increases, these functions should fade further into the background against our core.
With clarification in mind, let's continue.
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Healing I'll address this first as it seems to be a major argumentation point.
Red Mage's healing needs help, I don't believe anyone is arguing against this point. I however, disagree with the concept that Red Mage and Scholar should be a part of a greater 'healer' category. Healing as a role in FFXI has grown into a rather distributed role, especially with updates to Blue Mage, and the inclusion of Dancer. As well as the plethora of damage prevention abilities, and the planned increases to Scholar's Regen Abilities, the need is lessenning.
In terms of pecking order, I beleive future adjustments should place Red Mage as 'tied for fourth' in terms of healing potential. Behind White Mage, Scholar, and Dancer (whom I'd recommend have their Waltz timers split into two categories to facilitate this.) And tied with Blue Mage. The placing of Dancer of course is a subject for another discussion, the equivocalness with Blue Mage's healing ability being the more important point here.
Put bluntly, BLU has some powerful curing spells, that can address damage in a wide as well as relatively inexpensive cures, but difficult sustain. As a general idea, Red Mage would have the sustain, but not the AoE ability to quickly address wide areas of attack with raw cure power.
To meet this goal, after thinking on this for a while, I'm going to take a step back on my current banishment of Cure V, with a catch. Instead of say, lowering the potency of Cure V itself, instead I'd reccomend that for non WHMs the timer is increased... like, Curing
Waltz V (or worse)increased.
Now note, this is keeping in mind that we have Cure IV, Fast Cast, and the aforementioned "curing magic buff" listed above helping out our curing performance, the latter to adjust this base timer down to more manageable levels. But this insures that Cure V won't be spammed as a replacement to Cure IV. Instead, players would have to intelligently make the decision whether or not the situation merits for its use.
Situations in which large amounts of AoE damage beyond what these limits are occurring should, in my view, require more curing jobs or the specialist.
NOTE; this adustment is proposed while still under the fear that this might overshadow Red Mages' primary role, and if it came to a decision between the two, I would choose the primary role strength then to this (And ask that we would be brokenly potent in enfeebling to compensate). But if both can be implemented on a level that would make RDM both invited for unique roles and reasons and remain a competent healer, I am for it. I would still prefer that more inventive measures would be made to solve this problem, but they would likely require the level of work Square Enix perhaps wouldent make.
Summary: - Red mage should be tied with Blue Mage in curing effiency.
- Give Red Mage Cure V on a long recast timer. (Keeping in mind a Enhancing Magic spell to buff Cure recast/Potency)
- Prioritize this under enfeebling adjustments.
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Nuking I have no Red Mage specific changes (aside from the above listed boost for sake of completion.) to Nuking that I believe need to be regarded.
Rather, in the nuking field itself, I still believe that outside of Abyssea there is a bit of concern of the Damage potential over time feel compared to heavy damage dealers. This comes partially to due MP limitations, but also casting limitatons. I believe the answer to this should lie back with the dated Skillchain system.
What I would propose is that a successful magic burst grant a powerful detrimental effect to the enemy, related directly to what was burst-ed. For example, a burst-ed Paralyze should gain a Saboteur-like effect to the spell (that stacks on normal Saboteur) and that a burst-ed nuke should grant additional damage over time depending on the amount damaged in the nuke.
But these are just general ideas to increase the potency of teamwork and make the Mages' roles more potent through it.
Additional, it would be nice to see Magic Criticals more frequent and noticeable (Some sort of "Magical Crit!" notice on spells would be appreciated in this.
Summary: - Make Skillchains and Magic Bursts more useful
- Make Magical Critical more noticable frequent, and powerful in general.
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Melee I might get a few odd glances for me placing this last, but honestly the issue is that much about RDM's melee performances and the recommendations in how to improve it is pending on what happens to Sword in the Weapon Skill updates.
To clarify my stance on Melee: That given things in the healing aspects are sufficiently covered or are of low concern, Red Mage should be capable, if not encourage to melee on fodder mobs and lesser to mid NMs so long as our primary role, enfeeblement, is done. With the adjustments above to enfeeblement and the possible WS adjustments it should be more than feasible for RDM to be a strong enough asset for them to be smacking things in all but the highly annoying, or highly difficult situations; especially if say you and your gathering of friends are plentiful on Red Mages or other curing sources.
It is my opinion that the 3 Sword jobs listed in Emperyan/Magian weapons should not have any limitations as to what weaponskills they use under that catagory, with the exception being the Job Specific Mythic Weaponskills. Furthermore, I believe that current weaponskill performance on our existing weapon skills should be improved, particularly in the matter of our Magical Weaponskills which are highly lackluster.
However, above all of this, I firmly belief that Sword users are
overdue for our version of Rampage/Dancing Edge/Hexa Strike. For the new near-99 level Weapon Skills for Sword, I'd say it should be something that displays a mastery of sword usage, through a powerfully damaging Weapon Skill. Considering Sword has always been a strong Final Fantasy weapon staple I feel as if it has had a fairly weak showing in FFXI, overly much so even keeping in mind that this is an MMO.
And while CDC and Almace shows promise for the future and displays the power of the weapon itself. It feels more as a display of the weapon's strength, not of the strength of the job wielding it or the fact that Sword itself is powerful.
As far as Red Mage adjustments, there's not much new to be be said on this. I believe that Composure should scale up with level, and that there should be more gear support for the Melee aspects. But I wish to wait on specifics to this until we understand the depth of the Weapon Skill adjustments we will be receiving.
It is a current beef, however, that we are not currently on many scale and harness type sets in our current level arc. I'd like to see this changed.
A note about Dagger:
I disagree with RCD that we should be on Dagger Trials. There has always been a discrepancy between our dagger and sword uses that have always favored Dagger above Sword, and I believe SE was correct in amending that by putting RDM on Sword Magian trials and not on Dagger.
That said, I am not opposed to us receiving more powerful Dagger choices outside of Magian Trials, to keep it as a secondary weapon option for the job. This is currently lacking in the field, probably due to Magians, however I feel as if this may correct itself in the future.
Summary: - Improve Existing Sword Weaponskills
- Give Sword Skill a powerful non-weapon specific WS.
- Put Red Mage on more Melee gear. (Where's our Scale and Harness sets?)
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Wow. Long post is long. Sorry about that. Check the summaries if you'd like not to have to deal with my reasoning. Over all none of this is a shock (Except for perhaps me giving an ok to Cure V even if I put it on an obscenely long timer.)
In the end there's a lot of work that still needs to be done on Red Mage, particuarlly in the boss/HNM department. I believe though we often differ in opinions on how Red Mage should come into it's own, we all agree that we would like this job to be a stronger presence overall. If we could maintain our focus on that, instead of auguring over other issues, I have a feeling these forums could become a healthy, active environment again.
Speaking of such, when was the last time Red Mages ever shared Red Mage stories with each other? You'd think the Duelists of Vanadiel would have plenty of interesting tales to tell.
Edited, Oct 12th 2011 6:59pm by Hyrist