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  1. #6141
    D. Ring
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    Quote Originally Posted by Spira View Post
    15 minutes tho? thats really short.. but i like the premise of it..
    You have to keep it short because Square's idea of instancing means allowing for a whole 5 instances of the zone to be in use at once.

  2. #6142
    I Am, Who I Am.
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    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.

  3. #6143
    New Odin
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    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.

  4. #6144
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    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.

  5. #6145
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    Quote Originally Posted by Chamaan View Post
    Inb4 Meeble Dungeons require 2xEmbrava and order lamps.
    15 minutes, only need one Embrava. lulz.

  6. #6146
    Very Sexy Nerd
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    Calling that new zone to be set in "unknown 5"

  7. #6147
    Old Odin
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    Quote Originally Posted by Gwynplaine View Post
    Redmage's selling point for all these years was refresh and convert to allow them to never run out of MP. No one really cared if they can slow and para, those were just a nice bonus. Back when exping meant 6 players who would be destroyed by an extra goblin linking and had to completely stop pulling to rest for 3 minutes. Refresh and retaining MP is not difficult to come by now, and enfeebles are meaningless. So now Redmage is just a backup healer for when you can't get a Whitemage. And Redmage can't even do very much solo just for fun because everything everywhere is immune to debuffs.
    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.

  8. #6148
    Ridill
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    Quote Originally Posted by Michelob View Post
    Gravity also lowers evasion which could be useful on very high level mobs. Your comments on slow are laughable... of course it doesn't stop TP gain, it does however SLOW TP gain which is beneficial no matter what you think.
    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.

  9. #6149
    A gigantic waste of space
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    Quote Originally Posted by Septimus View Post
    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.

  10. #6150
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    Quote Originally Posted by Maurauc View Post
    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 be awesome also. Really, I think the direction that RDM enfeebles need to take is about reducing the frequency and power of monster TP moves.

  11. #6151
    Sea Torques
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    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.

  12. #6152
    Yoshi P
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    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.

  13. #6153
    Ridill
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    Quote Originally Posted by fantasticdan View Post
    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.

  14. #6154
    Ridill
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    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.

  15. #6155
    Ridill
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    Quote Originally Posted by arus2001 View Post
    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 is kinda pushing it, too.
    Red Mage and fun was, is, and ever shall be mutually exclusive.

  16. #6156
    Graduate of the BG School of FFXI
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    If meltdown was a straight damage taken+ I could see it being usefull.

  17. #6157
    Ridill
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    Quote Originally Posted by Septimus View Post
    Red Mage and fun was, is, and ever shall be mutually exclusive.
    Shut up and let me dream.

  18. #6158
    Ridill
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    Quote Originally Posted by arus2001 View Post
    Shut up and let me dream.
    If my dreams for RDM are crushed, then everyone else's shall be as well!

  19. #6159
    Bitchfist
    The horn knows no mercy; only wrath

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    Quote Originally Posted by Dev Team
    In response to all the requests to "Fix RDM", we are proud to present the Chasuble +2 set! This should go a long way to meeting everyone's, and our, expectations for RDM!
    Oh lookie

  20. #6160
    Ridill
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    Sad thing is I actually checked the Dev Tracker to make sure. ;_;

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