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The New Red Mage Spells

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  • #31
    Re: The New Red Mage Spells

    Originally posted by Hamlet
    Wait, gravity has evasion down????
    You betcha

    From item Scroll of Gravity
    Level RDM: 21
    MP 24
    Description Reduces an enemy's evasion and lowers its movement speed.
    Type Black Magic
    Skill Enfeebling
    Element Wind
    Cast 1.5 seconds
    Recast 60 seconds

    I believe that the evasion down was added to the spell some time after the spell itself was added so I suppose you could be forgiven for not knowing that. Couple it with Frost for easier kills.
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    • #32
      Re: The New Red Mage Spells

      One time, I cast paralyze on something, but it didn't do anything! I was so frustrated I ran away and vowed never to cast that spell again. Also, when I tried casting Slow, the mob didn't seem any slower to me! They say RDM is a master enfeebler, but I never cast them.

      Double Post Edited:
      edit: added note:

      Sometimes the internet's nasty habit of being unable to translate sarcasm can have humorous side-effects of it's own. To me anyway...

      Yes I have gravity, I think I had it like 2 lvls before I could use it 3 years ago. It's also my 2nd favorite enfeeb (I love para cause just stopping a mob totally rocks, can't wait to see what para2 does) and I cast it every chance I get. I was never big into slow but I cast it often (always if I'm fully debuffing, but I go with gravity and maybe para and dia2 for melee pts) because it's a fast cast and hey can't hurt. I always figured you may stop one or two attacks by slowing it. Slow2 might be a whole nother ballgame.

      One thing, though, I stopped casting blind because I was always pting with plds before I quit for a year. I heard in another random thread that flash and blind stack now, so I have to remember to do that (if I ever pt with a pld again).
      Last edited by Hamlet; 07-24-2006, 06:03 PM. Reason: Automerged Doublepost

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      • #33
        Re: The New Red Mage Spells

        SE had originally said Gravity would reduce enemy evasion by 5%, but tests by other RDMs have shown that it actually applies a fixed effect of Evasion -10 regardless of the mob's level or native evasion. This is akin to giving all the melees an Accuracy +10 buff. This makes it amazing at the level you get Gravity, and nice as you get in the upper levels.

        Frost used to get all the attention, but considering it generally reduces mob AGI by 7-10, it's comparable to giving the melees an Accuracy +3/+5 buff, making it not nearly as nice as Gravity. It's got a little DoT, but I find the weight effect more useful.
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        • #34
          Re: The New Red Mage Spells

          Originally posted by Hamlet
          I heard in another random thread that flash and blind stack now, so I have to remember to do that (if I ever pt with a pld again).
          Unlike Bio and Dia, SE really did say this in an update.

          http://www.playonline.com/updateus/050224hu5ol4.html

          The blindness effect caused by the white magic spell Flash and the black magic spell Blind will now be considered as different status effects. Accordingly, Flash will no longer cancel the effect of Blind.
          I use a Mac because I'm just better than you are.

          HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

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          • #35
            Re: The New Red Mage Spells

            Originally posted by Mhurron
            Unlike Bio and Dia, SE really did say this in an update.

            http://www.playonline.com/updateus/050224hu5ol4.html

            The blindness effect caused by the white magic spell Flash and the black magic spell Blind will now be considered as different status effects. Accordingly, Flash will no longer cancel the effect of Blind.
            Yeah, I had quit for like a year and a half (during which it happened) and only heard about it today, after playing again for a couple months lol. I probably should read all the updates I missed one of these days.

            Well, I just got para2. I tested it out on a lesser colibri. It kicked in ALOT, sometimes up to 4 times in a row. Granted, it was a lower lvl mob (but not super low), and I wouldn't say it kicked in 50%, but damn it was pretty close. Duration was short, however.

            I'm pretty anxious to use it in a party and also anxious to see what it can do fully meritted.
            Last edited by Hamlet; 07-24-2006, 06:54 PM.

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            • #36
              Re: The New Red Mage Spells

              Originally posted by Hamlet
              Yeah, I had quit for a year and a half (during which it happened) and only heard about it today, after playing again for a couple months lol. I probably should read all the updates I missed one of these days lol.

              Well, I just got para2. I tested it out on a lesser colibri. It kicked in ALOT, sometimes up to 4 times in a row. Granted, it was a lower lvl mob, and I wouldn't say it was 50%, but damn it was pretty close. Duration was short, however.

              I'm pretty anxious to use it in a party and also anxious to see what it can do fully meritted.
              Yeah yeah yeah, blah blah blah.

              Who cares about all that?

              Now, did it look cool?
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              • #37
                Re: The New Red Mage Spells

                Now, did it look cool?
                Yeah. It looks awesome.

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                • #38
                  Re: The New Red Mage Spells

                  Originally posted by Hamlet
                  Yeah. It looks awesome.
                  Excellent! Good to hear it is both effective (at least it seems to be) and looks good.
                  The Knight of Faith resigns the dream, only to believe it.

                  Many tanks to Trita/Tagi for the signature.

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                  • #39
                    Re: The New Red Mage Spells

                    Yeah, same casting time as para1 too, which is cool. Loads more mp to use, however, and if the duration thing is real and not just my perception, it might cost quite a bit to keep a mob paralyzed for a longish fight (not to mention the other enfeebes, like while soloing for example)

                    I wish I could party to test it out on vts and not eps, but I have to work tomorrow and the pt might be pissed if after a couple fights I was like, "ok, I just wanted to test out my new spell. Catch you guys later!"

                    I also wish I had hoarded merits more. I only have one spare after 3 for para2.

                    There's also a weird thing where in the description it says para2 +1 and magic accuracy +2 per merit. It had me totally psyched until I figured that it's probably just paralyze 2 accuracy +2. Still, they should've worded it that way lol.

                    All I can say is the melee burn areas are going to be SO overcramped the month until everyone has all their stuff.

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                    • #40
                      Re: The New Red Mage Spells

                      Originally posted by Herrisa
                      Coorperate with a filthy red mage?! Never! They are a corruption of all that is good and just from Altana and must be purified from the world!

                      Btw, can I get a Refresh?
                      Fine, just cause you hate me don't mean I won't whore my refreshes around...

                      Just kidding... besides... ninja parties are boring. Paladins make healing fun.
                      As an official lvl 60 RDM, I actually like paladins more still. (Yes, that's right folks. I've a lvl +60 job and it's a RDM. :D {so yeah, let me gloat here, okay?})

                      Originally posted by Mhurron
                      You betcha

                      From item Scroll of Gravity
                      Level RDM: 21
                      MP 24
                      Description Reduces an enemy's evasion and lowers its movement speed.
                      Type Black Magic
                      Skill Enfeebling
                      Element Wind
                      Cast 1.5 seconds
                      Recast 60 seconds

                      I believe that the evasion down was added to the spell some time after the spell itself was added so I suppose you could be forgiven for not knowing that. Couple it with Frost for easier kills.
                      You mean to say the fact he's lvl 75 doesn't mean he doesn't know-it-all? Lmao...

                      (Disclaimer: I didn't know myself either.)

                      Originally posted by Hamlet
                      One time, I cast paralyze on something, but it didn't do anything! I was so frustrated I ran away and vowed never to cast that spell again. Also, when I tried casting Slow, the mob didn't seem any slower to me! They say RDM is a master enfeebler, but I never cast them.

                      Double Post Edited:
                      edit: added note:

                      Sometimes the internet's nasty habit of being unable to translate sarcasm can have humorous side-effects of it's own. To me anyway...

                      Yes I have gravity, I think I had it like 2 lvls before I could use it 3 years ago. It's also my 2nd favorite enfeeb (I love para cause just stopping a mob totally rocks, can't wait to see what para2 does) and I cast it every chance I get. I was never big into slow but I cast it often (always if I'm fully debuffing, but I go with gravity and maybe para and dia2 for melee pts) because it's a fast cast and hey can't hurt. I always figured you may stop one or two attacks by slowing it. Slow2 might be a whole nother ballgame.

                      One thing, though, I stopped casting blind because I was always pting with plds before I quit for a year. I heard in another random thread that flash and blind stack now, so I have to remember to do that (if I ever pt with a pld again).
                      My favorite enfeeble to cast is either Sleep II or Paralyze. (I've rarely not ever paralyzed an enemy mob for whatever reason.) I also like casting Gravity/Slow too.

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                      • #41
                        Re: The New Red Mage Spells

                        You mean to say the fact he's lvl 75 doesn't mean he doesn't know-it-all? Lmao...
                        I was just kidding. I do know it all, about rdm anyway

                        Just a note, guys, be careful with your first choice (and all your choices). It seems that you can either max out only one or two of these spells. One if it's 6 upgrades to max, and 2 if it's 3 upgrades to max, because you can only do 6 upgrades in this group.

                        It looks like this is going to breed kind of a WoW thing where you have specialized versions of different jobs (though to a lesser degree than Wow).

                        It's really a tough choice. I'm going to go with para2 to max for sure, but then it's really hard to choose between the others

                        (Dias nice in parties, bios great when kiting stuff, blind is great both in party and solo, slow... meh, I'll just let the bard do it lol).

                        I'm probably going to go with para2 and blind2. You could also do one fully meritted, one at lvl 2 and one at lvl 1, or one full and 3 other lvl ones. Damn, lots of choices...
                        Last edited by Hamlet; 07-24-2006, 07:33 PM.

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                        • #42
                          Re: The New Red Mage Spells

                          it was getting old casting lvl6-30 spells over n over (paralyze slow dia II) itll b really fun to use something even more powerful. bio/dia III + para II + slow II + blind II = mob /cry

                          i might actually start havin fun with rdm in exp parties again XD
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                          • #43
                            Re: The New Red Mage Spells

                            the 2nd sentence of text should be what increases with additional merits. So more merits increase accuracy at least :O that's nice.

                            How could you not like Slow... in the billions of situations where I've found myself tanking solely with Utsusemi: Ichi, I demand that any enfeebler land slow as early as humanly possible. like... before the monster can take it's 2nd swing. Casting between swings is impossible enough, the last thing I need is for the mob's attack speed to be randomly changing. But ehh, that's me. It's still rad to see a mob get Paralyzed for an entire fight (my favorite with nin was Paralyze, Paralyze, Miss, Paralyze, Parry, Parry, Paralyze, dead).
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                            • #44
                              Re: The New Red Mage Spells

                              Originally posted by Herrisa
                              Coorperate with a filthy red mage?! Never! They are a corruption of all that is good and just from Altana and must be purified from the world!

                              Btw, can I get a Refresh?


                              Just kidding... besides... ninja parties are boring. Paladins make healing fun.
                              im a taru pld, under sanction areas, in my parties whm subs war, and engages the target with prejudice
                              Last edited by GASGUL; 07-24-2006, 11:07 PM.

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                              • #45
                                Re: The New Red Mage Spells

                                I'm gonna get all 6.

                                Less Merits.

                                More toys.

                                And I'm so uber, that I don't need to merit them to be strong.

                                That's how Pro I am. And I mistyped. It was supposed to be Gravity II obviously
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