I don't see why Dark/Redmage is frowned upon
Espescially when the level cap goes up.
It just gives your character so much more utility. Sure, you won't be able to do just as much damage as that Dark/War Dark/Thf or Dark/Sam, but your damage won't lack behind that much.
But the benefits are massive in my opinion. A nice MP boost combined with a bunch of utility spells ain't bad, espescially due to the Darks weakness rating.
A Dark/RDM gets the following spells
The Dia line (def down and dot)
Cures (weak ones, but helpful in clutch situations)
Weapon Enhancements (more damage)
Dispel (removes status from enemies)
Phalanx (nice debuff)
A variety of status spells (bind, blind, slow paralyze)
A bunch of protective spells (which probably aren't the best thing for a dark, but are handy to have if you get the hate)
And if the level cap goes up (which it will, but by how much and when is variable)
Raise (level 76)
Refresh (level 82)
Convert
Haste (96)
As I see it a Dark/RDM would be the ultimate debuff/attacker. Capable of intensly crippling the opponent through a variety of methods, then tearing it apart with great meele skills.
Sure, they won't do as much meele damage as a Dark/Meele, nor will they have some of the skills associated with those classes (obviously), but they will have incredible utility. Able to meele well, do magic damage well, heal to an extent, buff to an extent and debuff like crazy).
Basicly, it makes him almost self sufficent, as long as he doesn't get too much hate (specially when the cap is raised). The Drk/RDM can go and do his thing on the enemy, making it weak, meeling it up, and then healing himself if needed at the end of battles. When the cap is raised so they get Refresh/Convert, they can effectivly take even better care of themselves. They won't need someone else to watch their mp, and if they get in serious hp trouble, they can always convert if needed, or if they are low on mp (and aren't getting attacked) they can convert to pull off a key spell, and have the WM in the party heal them if needed.
Espescially when the level cap goes up.
It just gives your character so much more utility. Sure, you won't be able to do just as much damage as that Dark/War Dark/Thf or Dark/Sam, but your damage won't lack behind that much.
But the benefits are massive in my opinion. A nice MP boost combined with a bunch of utility spells ain't bad, espescially due to the Darks weakness rating.
A Dark/RDM gets the following spells
The Dia line (def down and dot)
Cures (weak ones, but helpful in clutch situations)
Weapon Enhancements (more damage)
Dispel (removes status from enemies)
Phalanx (nice debuff)
A variety of status spells (bind, blind, slow paralyze)
A bunch of protective spells (which probably aren't the best thing for a dark, but are handy to have if you get the hate)
And if the level cap goes up (which it will, but by how much and when is variable)
Raise (level 76)
Refresh (level 82)
Convert
Haste (96)
As I see it a Dark/RDM would be the ultimate debuff/attacker. Capable of intensly crippling the opponent through a variety of methods, then tearing it apart with great meele skills.
Sure, they won't do as much meele damage as a Dark/Meele, nor will they have some of the skills associated with those classes (obviously), but they will have incredible utility. Able to meele well, do magic damage well, heal to an extent, buff to an extent and debuff like crazy).
Basicly, it makes him almost self sufficent, as long as he doesn't get too much hate (specially when the cap is raised). The Drk/RDM can go and do his thing on the enemy, making it weak, meeling it up, and then healing himself if needed at the end of battles. When the cap is raised so they get Refresh/Convert, they can effectivly take even better care of themselves. They won't need someone else to watch their mp, and if they get in serious hp trouble, they can always convert if needed, or if they are low on mp (and aren't getting attacked) they can convert to pull off a key spell, and have the WM in the party heal them if needed.
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