Announcement

Collapse
No announcement yet.

The New Red Mage Spells

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #46
    Re: The New Red Mage Spells

    Ya, you get 6 upgrades of everything overall...and there are 6 spells. Kinda dumb, as you can't upgrade anything at all after the initial unlock if you want all 6.
    Red Mage ~ White Mage ~ Summoner ~ Black Mage ~ Beastmaster ~ Samurai ~ Paladin ~ Blue Mage

    Windurst-Tarutaru-Ragnarok

    Windurst: ★Rank 10★ | San d'Oria: ★Rank 10★ | Bastok: ★Rank 10★
    Zilart: ★The Last Verse★ | Promathia: ★The Last Verse★
    Aht Urhgan: ★Eternal Mercenary★| Assault: ★Captain★
    Goddess: Fate In Haze | Campaign: Moonlight Medal
    Crystalline: ★A Crystalline Prophecy (Fin.)★ | Moogle: ★A Moogle Kupo d'Etat (Fin.)★

    Retired.

    Comment


    • #47
      Re: The New Red Mage Spells

      Yea, you cant get everything, time to make serious decisions, i like that!
      signatures are for pussies mew mew mew, here's mine

      Comment


      • #48
        Re: The New Red Mage Spells

        What to do what to do.... Para II will probably be merited to full. Slow II - meh Carnage Elegy, gives the bards something to do (especially with their new ability, extra effect). Blind II, maybe. I can see our pld shrieking for Phalanx II on Byakko and Seiryu..., Dia III and bio III deserve one each.... oh I just don't know!!!


        Originally posted by Aksannyi
        "As a RDM, it should irk you to the depths of your soul when a mob had the audacity to buff itself in front of you."

        Comment


        • #49
          Re: The New Red Mage Spells

          If i ever do this (RDM66), im getting phalanx2, paralyze2 and bio3 as high as i can, if bio3 proves to be worthless (hopefully the DOT is the same as the mob version), ill dump it and focus either on phalanx2 and para2, or add slow2
          signatures are for pussies mew mew mew, here's mine

          Comment


          • #50
            Re: The New Red Mage Spells

            I think I'll choose to put one in each, I'm just loving the idea of new spells. :D

            Comment


            • #51
              Re: The New Red Mage Spells

              I can't level RDM fast enough. Too bad it's only 10. ><;

              Comment


              • #52
                Re: The New Red Mage Spells

                Dia III and Bio III have a base duration of 30 seconds. Level 1'ing them is not a very good idea. Even at level 3, for 90 second duration they strike me as crappy.... granted that's plenty long enough for a xp mob to go down.

                Early reports seem to indicate the others have decent durations.

                Tough choices.
                Madrone Hume Female Leviathan Server
                75: RDM MNK BLM PLD BRD subs: NIN WAR DRK BLU WHM SCH DNC RNG
                AF+1 16/25, AF2 9/25, Nashira 1/5, Crimson 3/5, Pln 2/5, Yigit 5/5, Zenith 3/5, Shura 3/5, Askar 1/5, Goliard 2/5, Homam 2/5
                Merits 384/506, Bastok rank 10, Merc rank 10

                Comment


                • #53
                  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).
                  Yeah, that's true it's really good for melee burn. I guess I'll go with para2 and slow2...

                  Comment


                  • #54
                    Re: The New Red Mage Spells

                    All though these don't affect me yet (or any time in the near future, at the rate i level up) they do look pretty cool. We have some more unique stuff useful for parties that can't be filled in by someone else.

                    I wonder whether these spells will have an increased stick rate? One of the major gripes you read is that because gods have such high resists every one is reduced to the same crappy stick rate.

                    I'm a little surprised by the choices of spells, i'd of personally thought we'd get some sort of disease spell (virus?), or perhaps gravity II )to go with slow 2, blind 2 and para 2.
                    Kylestie was defeated by Curiosity.

                    Comment


                    • #55
                      Re: The New Red Mage Spells

                      Dia III is amazing for in TP Burn parties, if you think it's a joke...IDK what to say.

                      Phalanx II looks nasty for HNM/God/Limbus/Sea. Other than that it's not for XP.

                      I'd say the same thing for the new tier II enfeebles, very rarely do I cast any. It's either I'm main healer, or pulling. I'll probebly toss more merits into Ice Acc. and go Paralyze II and Slow II with 1 level of Dia III.

                      ...Maybe one level of Phalanx II :x

                      If anyone has tested how much better are the tier II spells? I have yet to try Dia III in merit pt, I got it used it on a EP and went to bed
                      RDM75 THF75 BRD47
                      WHM50 BLM37 NIN37
                      DRK26 RNG37

                      Sky: O Sea: O ToAU: O
                      Tier 1 Assault -.-;

                      Having Fun: X (Only when in Limbus as THF)

                      Comment


                      • #56
                        Re: The New Red Mage Spells

                        I plan to have Max Ice and convert Merits, so I don't need to worry too much about maxing spells.

                        As Tier II, they should, latently, be stronger than our Tier I enfeebles with the same gear.

                        That said, with full MND during EXP, my Paralyze is already very sexy. Fully Merited RDMs can already stick enfeebles on Gods/HNMs with 75-80% accuracy (which is a lot, considering that we can simply recast enfeebles very quickly).

                        Hence, I don't think that we need to sacifice having a spell the have another.

                        However, I rarely use Blind I, so I doubt I'll use Blind II. That and the MP cost is astronomical if we're in the situations where we do a lot. In a typical Melee pt, my MP is fine. But, if I throw in the Tier II spells, I imagine myself converting a helluvalot more.

                        Canage Elegy and Slow stack, BTW.
                        The Tao of Ren
                        FFXIV LowRes Benchmark - 5011

                        If we don't like something, collectively, if our hatred for it throbs like an abscess beneath every thread, does that mean that they're doing something right?
                        Originally posted by Kaeko
                        As hard as it may be, don't take this game or your characters too seriously. I promise you - the guys that really own your account don't.

                        Comment


                        • #57
                          Re: The New Red Mage Spells

                          Originally posted by WishMaster3K
                          Fully Merited RDMs can already stick enfeebles on Gods/HNMs with 75-80% accuracy
                          ...lol? Are you talking about the Gods Kirin summons? You're joking about that stat I hope. Well I will take it back, Blind always lands on Genbu. Considering the fact Silence almost never lands on a God and is Enfeebling I'd double check your calculation.
                          As far as Blind II goes I'd use it with PLD/NIN tank on a HNM, other than that, I'd see hardly any need. I'd imgine the new Ninja Blind with Blind II should be super hot.
                          Originally posted by WishMaster3K
                          Hence, I don't think that we need to sacifice having a spell the have another.
                          So we'll take away all Tier II and above spells for Red Mage and Black Mage?

                          These new spells are situational, I'd like to say I'll use Slow II in XP but I probebly never will (probebly only when I pull [go go crimsion legs + Terra's Staff!]), I'd expect the Ninja to, or for the melee to beat the living [insert word here] out of it, hence why Dia III is worth getting for the minus Def.
                          RDM75 THF75 BRD47
                          WHM50 BLM37 NIN37
                          DRK26 RNG37

                          Sky: O Sea: O ToAU: O
                          Tier 1 Assault -.-;

                          Having Fun: X (Only when in Limbus as THF)

                          Comment


                          • #58
                            Re: The New Red Mage Spells

                            I "bought" Paralyze II and Slow II last night. I tested Paralyze II in EXP last night, and then bought Slow II later solo.

                            Paralyze II looks pretty sweet, but doesn't seem to last very long. And it's about as random as Skill Ups. One fight it didn't kick off at all, and I had to /recast twice. Another time it lasted much longer, and kicked in quite a bit!

                            I used Slow II on a DC Colibri that attack farely fast. Looks nice, and it turned it into a normal mob. I need to test this on other mobs that don't attack like crazy to see just how Slow they really are. I'm also interested in an Elegy + Slow II to see just how crippled the mob will be.

                            Of all the spells I'd considering skipping, Blind II is it. I don't use Bio spell hardly at all, unless I'm doing solo Skill Ups, but having it for that one instance is useful. I don't cast Blind. Ever. And this comes down to before I took my year long hiatus, Blind did not stack with Flash, and still doesn't stack with Ninjutsu Blind. Well that was changed and Odude just hasn't adjusted. lol

                            I would like to Merit Paralyze II and Slow II, but if I do that I can't get all the spells, and I want all the spells. I would like them to adjust this, but I don't see it happening.

                            The other option is to "un-Merit" the spells if you find you're not using it, and then just Merit one of the other spells later.
                            Odude
                            PS2 Beta tester - Cactaur - Rank 4
                            RDM32 - BLM17 - DRK11 - RNG11 - BRD9 - BST7 - WAR6 - MNK4

                            Lakshmi: Windurst Rank 10 - Zilart, CoP, ToAU COMPLETE - WotG
                            SAM90 - DRK90 - MNK90 - WAR90 - RNG90 - BST90 - RDM83 - NIN50 - THF46 - DRG42 - BLM40 - PUP23 - WHM20 - PLD13 - BRD13 - BLU10 - SCH10 - DNC7 - COR5 - SMN1

                            Comment


                            • #59
                              Re: The New Red Mage Spells

                              How would you say Slow II is compared to Slow on that mob Tdh?

                              When I get home I think I'll bug someone to come pvp and see the differnce in Dia III vs. the other Dia's.

                              Paralyze has always been random so now surprise in it kicking in so randomly :3 ~but you would think it would kick in more being tier II and all (-.-;;
                              RDM75 THF75 BRD47
                              WHM50 BLM37 NIN37
                              DRK26 RNG37

                              Sky: O Sea: O ToAU: O
                              Tier 1 Assault -.-;

                              Having Fun: X (Only when in Limbus as THF)

                              Comment


                              • #60
                                Re: The New Red Mage Spells

                                Seems like all these spells are still so vague (as in their potency). Would like to see some actually testing if possible before I make any decissions, but I'm really interested in Phalanx 2

                                Comment

                                Working...
                                X