No solo, no thanks.
Also sucks about prisim staff being synergy; would of preferred magian trade.
I swear, I better be able to use all 8 HQ staffs, and be 100% guaranteed to give a HQ prisim.
I never understood why SE doesn't copy/paste events that aren't dependent on the battlefield terrain to BCNMs that see 0 use like...
Monarch Linn
Navuko Execution Chamber
The Shrouded Maw
Bearclaw Pinnacle
Mine Shaft 2716
Talacca Cove
Mamool Ja Training Grounds
Yeah, I'm aware some of these arenas require expansions but can't the game check for that before teleporting you to said arenas? It'd do wonders for some congestion issues.
Meeble (lol) Burrows sounds conceptually cool, but I guess we'll see how it plays out. The only thing I'm a little concerned with is 15 minute time limit, as there's really not much you can do in 15 minutes.
Calling that new zone to be set in "unknown 5"
I think once you dont get bombed with temporary items like in Voidwatch, Refresh II "could" be again a selling point. while my 7mp/tic idle set whm can last quiet a long time, it can still run out of MP in voidwatch if there wouldnt be any temp items. then again, if anything is hitting like a truck that you need to spam cures, the fight gets zerged usually.
RDM needs some unique debuffs and buffs. Some Ideas:
- Dispel II: Dispels 2 normal buffs and/or Dispels buffs that are currently NOT dispellable (the 2. part would make some fights piss easy).
- Criple: Greatly enhances spell interruption rate on mobs.
- Slow III: 50% Slow
- allow Temper to be casted on PT members
- Stonespikes: allows the person to reflect physical dmg dealt back to target (caps at 30% damage reflected on 500 enhancign magic skill).
- Aetherspikes: allows the person to reflect magical dmg dealt back to target (caps at 30% damage reflected on 500 enhancing magic skill).
- stonespikes and aetherspike overwrite each other, they are castable on PT members.
Ability: Monism
Duration: 2 hours
Recast 5 min
- Allows the RDM to synch with a PT member and expand their spelllist with spells that are exclusiv to the current target. This only works for spells of the enhancing, enfeeblign, healing, divine, dark, elemental magic spells.
The Idea behind this ability is to allow for alot of flexibility on the RDM side, while not degradeing the exclusivity of other jobs (since they actually are required in your PT to link to).
example: in a BLM PT a RDM could be able to Monism themself to a BLM and gain access to ancient I + II, -ga, -ja spells while still maintaing /sch as a support job. Thus they arent degraded only to refresh whores there, but actually can activly nuke.
or in a tank PT they could link themself up with a WHM and thus gain access to spells like Cure V, Cure VI etc. -na spells while being on /blm or somethign different.
Those ideas actually assume that the enmity mess gets fixed and you are actually fighting things with a tank etc. Those are just some ideas.
I am not sure if this is what he meant, but this is what I took from his comment on Slow. It seems that almost every NM now has innate Auto-Regain, and auto-attack damage generally isn't the problem with them. Now, if they gave RDM an enfeeble that negated Auto-Regain, that would go a very long way to making the job useful again.
Would some sort of Plague spell work? Different potencies, potentially changing mobs so that they have a much smaller MP pool, but higher refresh rate would mean plague would make certain spells uncastable, and take longer to use TP moves. Seems like something that could make RDM very useful in tough fights.
Plague would probably be nice.... except for the whole thing of every NM in the world resisting it. Even if you could hack it in, it might be too late by then.
The plague would have to be absurdly powerful to have a notable effect on voidwatch type mobs, which would make it completely broken for everything else.
RDM doesn't need to have overpowered or unique debuffs to be useful, and even if it did, that wouldn't make it useful for events where you have to fight tons of fodder mobs. It would be fine if they had better versions of existing debuffs that are impractical to apply as it is, like mdb/matk/macc/eva/etc down, and could contribute some damage while doing so, to make it useful against trash mobs. Blu style nuke + enfeebles would be a good way to go I think. These examples are obviously too interesting for SE to implement, but stuff like:
demi (replaces gravity 2): deals gravitation/dark/whatever damage (t 4.5ish like modern blu nukes), additional effect: gravity and magic evasion down.
meltdown: deals fusion/fire/whatever damage, additional effect: magic attack and magic defense down.
wither: inflicts a powerful poison (scales with enfeebling skill). additional effect: attack and defense down.
would make RDM useful without making it mandatory.
Without unique debuffs there is absolutely no reason to have a RDM. In events with tons of fodder mobs, enfeebles to control TP would not be as useful, but enfeebles like Paralyze, Slow, and Silence would become more useful. (That would not necessarily warrant bringing a RDM.) But in large-scale events like Legion and Voidwatch, it would make RDM a lot more appealing to fill a party space. It isn't about making every job mandatory at every event, but making every job useful in some of them. Which Red Mage currently is not. At all.
I'd like to add fun to the RDM equation alongside being useful. Refresh II being more "useful" without temps or other-target Temper ain't it. Fire and forget enfeebles, even with some unique ones, is kinda pushing it since people will just spin the in-between time to curative tasks. Fear of solo shouldn't even be on the radar anymore when considering a lack of pertinence and efficiency compared to other jobs, as well as recent content being anti-solo out of the box in mob design.
If meltdown was a straight damage taken+ I could see it being usefull.
Oh lookieOriginally Posted by Dev Team
Sad thing is I actually checked the Dev Tracker to make sure. ;_;