It's extra funny cause you can do that with any other character for the buffing one. Most nights, I've just grabbed random LS members and we sit outside the MH spamming bar spells. Who'd think SE could re-invent the circle jerk lol.
It's extra funny cause you can do that with any other character for the buffing one. Most nights, I've just grabbed random LS members and we sit outside the MH spamming bar spells. Who'd think SE could re-invent the circle jerk lol.
Watch them somehow nerf that, but it took them years to nerf hakuryus.
Assuming Haste II will be just like haste but more powerful, how much do you people expect it will give? 20%? Or maybe Haste II will be a "dynamic" spell scaling with Enhancing Magic, starting lower than Haste 1 but capping higher?
I feel more buffs (enhancing magic related) should give dynamic bonuses scaling on Enhancing Magic, even with little tiers, instead than the current static amount. Would make a difference between main/subjob (at least for some combinations) and would give a goal to Enhancing Magic pieces.
Since after they increased the cap past level 75 it slowly started to deevaluate ad today at 99 even among the few spells who scaled with Enhancing Magic, for some you cap without even having to bother.
A similar situation is present with songs on BRD but I kinda wish nothing's gonna change there, at least for the moment, would make gearing up a bit too much complicated for my tastes.
I kinda also wonder if Haste II and Flurry II will be accessionable and useable on targets outside of your party.
I wasn't expecting those other spells to be useable with /RDM. It's a nice addition for GEO (limitating what otherwise would have been a big deevaluation of GEO's niche, which now just got even better instead) and for SCH as well, since SCH doesn't have a lot of specific debuffs (still think Addle should've been given to SCH outside of RDM, and totally not WHM).
Haste II on Stormwalker for PUP is nice as well. I do use RDM doll those times when I feel I don't need big heals and want some damage as well. Kinda wish stormwalker had a few more Light spots though, to equip more light-alligned Attachments.
Now PUP needs an attachment that forces low tier spells over hightiers (to make use of the new magic revamp) and also a JA/Stance for master that greatly increases the chance to overload (so much that you cannot possibly use more than 2 of the same element), but makes maneuvers last 5mins instead than 1. <3
Would be lovely.
I just hope none of the spells duration is gimped down hard "for balance reasons" or something
New haste for BLU, called it. Recast time on Thrashing Assault tells me it's going to have a pretty decent kick to it as well, and a new gravity is nice. Hopefully we get more than those 3 though...
I haven't used the RDM auto in such a long time. I always liked it for Phalanx and Stoneskin though. I wish there was a way to prevent it nuking, or, as Seha said, force it to use a lower tier of spell. It using 213 mp every now is annoying.
Ditto on the light slots too, ViviValve + ViviValve 2 are kinda useless when the WHM auto insists on using Cure 5 / 6 and afaik the RDM auto can't fit both? Or even 1? It's been a long time. Cure 4 is potent, though, and with GS I can equip the auto healing pants.
I wonder if scanner prevents nuking on mobs that are 100+. If ilvl isn't factored into the scanner stuff then maybe that 'bug' that prevents casting would take effect. That'd be nice.
As for RDM - I'd love to see GEO + RDM become an acceptable substitution for WHM + BRD. I doubt it'll be as powerful as having a BRD and WHM, but with the -EVA spell, Gravity, and Haste 2 + Geo Haste, Indi-Whatever-the-Evasion spell is called it could mean that at least content can be done when a bard isn't around.
wow sch got an indirect buff from the new rdm tier 1 spells. i like that they didnt obliterate sch with new rdm spells but added 2 tiers so sch benefits from tier 1 spells still and rdm has the more potent tier 2 spells. this looks fairly balanced.
Unless the difference between Flurry, Frazzle, and Distracts tier I and II is massive, I'm not seeing any reason to bring a Rdm. It's as if they didn't learn anything from Rdm's merit spells being stuff that other's can already do, just a lil bit stronger.
Remains to be seen how strong these debuffs are, but if the EVA down one matches or at least comes close to Gravity II then we're looking at some pretty nice increases in hitrate due to that debuff, could see it being a substitute for Madrigal easily especially if the target is also susceptible to Gravity.
The possibility also exists that Haste II = Flurry. iirc, Erratic Flutter = a flurry effect, not that BLU spells always match the monster counterparts, but still. Could be a bit of a hint. Would change things a bit, could potentially make RDM little different from a non-ghorn BRD when considering Dia III, GravII/newthing, and stacking Hastes. But that's a lot of assumptions.
I just hope the evasion down stacks with/doesn't overwrite Diamond Storm.
So they just made rdm the best healer for rng setup; I'm expecting they did it smart this time and made haste II cap delay with just 1 march so we either get 1 more min or mad.
Now if Frazzle II is potent and stack with gravity II, they could make it a requirement to cap accuracy on new content so we have to bring a rdm.
But you would still have an alternative with GEO, lowering evasion with a geo or indi buff, and sticking Frazzle I from /RDM.
As far as we know such a combination might even be better than Frazzle II alone (not taking into account RDM's JAs to empower a single debuff)
If they succeed in balancing things out and giving us different but still viable options on jobs to be invited, I'm gonna be really happy.
I'm not really a fan of dynamic buff scaling for RDM as it essentially means breaking the Emp set when weighing the benefits of duration against potency. Granted, I do believe the job should just get a buff duration trait, or even new JP category now, to eliminate this kind of obnoxious choice. Either way, buff cycling was not something I enjoyed about the job and generally why I was lukewarm to the announcement of Haste II itself. Some way to reliably AoE or even sphere-ize would change my thoughts on the matter, but since that isn't the case, the enhanced durations are the next best thing to curb casting the same buffs over and over and over and over... with a few more over and overs if the mob dispels.
If Distract 2 is even -30 evasion, it'll be 60ish with saboteur and since its evasion down, it'll stack with gravity ii's weight effect(-40ev) for potentially -100eva. That's on the order of turning melees with a 45% hit rate to 95% hit rate. Go go meat!
Fair number of dev posts this morning. Seems they're touching on the equipment set changing macros they talked about before, War, Pup, and Bst adjustments, and Fujito talking some craziness about monster breeding in Mog Gardens. For War, it looked like they were talking a lot about the specialty of jobs, and wanting to create a new mechanism for Wars to use or something, idk.
Very nice spells all around. I do like that CORs will now be able to gain faster CP with our roll. We have a lot of great JP ability buffs.