While it's true that RDM has poor elemental skill, we have multiple methods to make up for that. /SCH for instance instantly puts us at B+ Elemental skill via Dark Arts. And you would have to be crazy to take away enspells from RDM. Enspells are the main reasons why our damage isn't complete crap(Temper closed the gap), and I shouldn't even have to go into why the rest being deleted from RDM's arsenal would cripple the job in terms of versatility.
Thanks for point something out, that /SCH is very proficient job for if you want to nuke. Giving enspells to Scholar would make room for the spells I felt would be better for the RDM. But I suppose if you can't part with your enspells, they can stay. Though i still think enhancements like stoneskin should go to SCH, it's better that way, it's way too much survivability in that job. Half you guys will sub /SCH or /WHM anyway.
Both of these have the same problem, and that's with Dual Wield being multiple times better than Sword 'n Board, period, no questions asked. When SE first revealed that RDM was getting shield mastery, the RDM forums were laughing their asses off. RDM has E skill in Shield, and we're pretty much married to Genbu's shield for it's -PDT. We -barely- have access to any Kite/Tower shields and our skill is too poor to make any use of it. In fact, we don't even -need- Shield Mastery. Never did. RDM is still one of the toughest jobs in the game in terms of minimizing damage.
Yeah, that's why they should get shield upped to C-. Redmage is also the toughest job to maximize DMG, it's situational.
Futhermore, /NIN (and /DNC) gives Dual wield, which is leagues better than Fencer. Fencer would literally have to give haste and a massive ATK boost to be comparable
Or a spell like Aura + Feather + an enspell. Enspells that apparently we're keeping now because it's closing gaps and setting new precedent. No, rouge jobs like thf, dnc, and nin should get DW. I even scratched my head at BLU getting it. And it's seems like youre peddling back to we need to deal DMG, when it's clear knowledge were not a DD class.
If RDM is using elemental magic offensively, they're /SCH and wearing a staff. The skill as a whole is counter-productive
Unless of course they are not subbing SCH and using a sword. Stop trying to play me with this back lines noise.
4. Feather lvl 60(new RDM spell). Halves attack power
Have to stop reading there, because by halving attack power, you make the ability completely useless. No matter how fast the RDM is swinging, if he's doing 0 damage, no one cares.
"X hits target for 110" *Feather* "X hits target for 55" I imagine that'll look nice if he's doing that at double attack speed with enspell DMG.I meant literally half DMG, not half ATK, my wording was off, figured youd still see the vision. Wasted optimism.
6. Chaotic Cruelty( Rdm, Sch, Drk job trait) - halves mp cost of elemental spells but doubles enmity gain. This is to fix the problem rdms had with tranquil heart by giving you a way to gain enmity, as oppose to losing it. Does wonders for Drk as well considering I'm trying to give them rdm's tier 4 nukes and they don't have the mp to afford it. No need to include dark magic, as thats mostly absorb spells and their hate is perfectly fine. I register this is dangerous for SCH, but they are the job that are able to scan hate, and already have several hate shedding/dispersing abilities, could use a few more. Also occult Ocumen would need to be doubled its current stats to be where it is now with this trait.
This one is okay, but needs to be an ability.
No, no no. There are already so many abilities in this game, there should be concrete traits that are automatically in place to alter game play, that. Clearly define the jobs role when it does someone that another job does. Like nuking, curing, casting etc. if your gonna make it an abilty might as well give to SCH and make it a lame stratagem. This is to make RDM nuke more for less mp, but still get am equal amount of enmity that it would if it still had tier IV Nukes. The way so they can nuke more without additional enmity comes from triple cast. Think of it as purposely giving RDM a weak submachine gun instead of the standard revolver.
Please Altana no more job abilities.
7. Make temper level 40, it's a very Good spell. it should really get new rdms to start meleeing. It's Double attack goes off enfeebling skill, and yeah, that's pretty low at that level anyway. Lower the cap needed a little so it caps at 20% double attack by lvl 60 and it's a win.
Temper goes off of Enhancing, not enfeebling.
And you want to cap the DA rate at level 60? It's impossible to hit 20% without 500 Enhancing skill. That's a considerable change.
Lower the required skill to cap it. So it can be used at a lower level, to give RDM a taste of meleeing at fast speed. Before Aura, to make it feel like a fencer.
This is fairly useless because for that ability to be worthwhile they'll have to be taking a massive amount of damage, and if they are, they'll either be using Utsusemi, or not meleeing the mob at all. In party situations, RDM will never gain enough hate to use it on a consistent basis due to low WS damage in comparison to other DDs. And you must have something against Convert, because as long as I have Stoneskin, Utsusemi, and Phalanx, I have no fear of using Convert during battle.
Utsusemi, is /NIN. Stoneskin and phalanx I'm convinced should go. I'm not saying their bad, stoneskin is the amazing. I'm just saying when I was coming up with these amazing job traits, spells, abilities I just felt it would never happen, and only way it could happen is if RDM lost a bunch of things that SE deems too powerful. Stoneskin fell into that category, given that most likely people who want SS, sub whm and SCH anyway, just give to SCH and call it an enhancing job. And I already said this is an alternative to convert, incase your front lines mid fight and want to make use of a frontline version at half the timer. Except unlike convert the HP/MP goes off how you are hit instead just swapping your MP/HP. RDM/NIN + enfeebles + stoneskin is cool. This move is more for taking big tp moves from mobs with open arms, suddenly RDM now can absorb 1000 needles, astral flows, bombs, self destruct. I know most people would rather just be able to reduce DMG, or shadow tank, but for RDM it could use some originality.
Adding alternatives to convert instead running out of battle range. I want to imagine we without subjobs when discussing RDM balance, because if I mention updating meleeing you bring up /NIN, And if I'm casting you bring up /SCH. I'm taking the job as a stand alone, what can go and what can stay about the job. I'm trying to make RDM really fast, without taking its core idea in mind.
Outside of Aura and Chaotic Cruelty, you're trading spells that allows RDM to be self-sufficient, and replacing them with abilities that does absolutely nothing to improve RDM's viability in party play while crippling it's ability to solo
Well I'm glad I was able to get your full support on two of my ideas, I'm still certain feather needs more convincing, simply because I sold it improperly. Understand I don't think well get those jobs abilities/spells/traits unless we get rid of some spells RDM has that it doesn't use, or need. Stoneskin can be used on other Jobs. Rdm doesnt need it. Pitching alternatives are closer to getting SE's attention. I honestly Feel the reason we got that terrible 2 hour is that the community is begging for more enfeebles, and for redmage to be party inclusive without making it play it's intended role, because it's "too situational". Mobs are too strong, and rdm should be back lines where its "safe". You are making me think, mirror should be a spell.
So, am I assuming that Barspells , aquaviel, blink, Diaga, Tier IV's nukes removal are fine? We still have much more to bargain for.
Edited, Dec 9th 2012 4:08am by Evokerofsorts
Edited, Dec 9th 2012 4:19am by Evokerofsorts