In light of the coming update, I just threw this up to see what everyone else has been lusting after for RDM(that, and I noticed we were totally hijacking the thread in General Discussions, totally Mhurron's fault, true story).
Just a spot to rant on about what you think RDM ought to have. And yeah, there are those of you that think "RDM doesn't need anything else, stop being greedy." This thread isn't about that, so take it somewhere else. And perspective on ideas that might go against the image of the job or might be considered game-breaking(Hahahahah!)... Though some schools of thought would say that giving us anything else at this point would be considered game-breaking.
And I wouldn't have started this without having my own rant ready, so without further ado...
Spells:
-Enlight and Endark. GET ON IT, S-E!
-Banish. We have Divine skill, but no Divine spells? Dubya. Tee. Eff.
-Regen II and Raise II. If I really must get stuck on the back line, gimme somethin' to work with.
-Confuse. If this doesn't SCREAM Enfeebling, I don't what does.
-Aura. The TP answer to Regen that might finally get the PLD, BLU, and DRK to sit the f*** down when they need to rest.
-Virus I and II. Erodes TP and MP over time. Would compliment Poison Perfectly.
-And Dia/Bio 3, and Paralyze/Blind/Slow 2. None of this merit crap, scroll them. NOW.
Stats/Skills:
-Some kind of Acc or DEX increase.
-Boost to Parrying skill. Up it to B rating, C at the least. RDM is based off of fencers. Fencers are accomplished at parrying. It's part of their art. Why not ours, eh?
-Change Archery skill to Marksmanship skill. We would look so much cooler with pistols or rifles.
Job Traits:
-Counter. In fencing, a counter following a parry is known as a riposte... Just a thought.
-Subtle Blow. Reduced TP gain for the mob from strikes/nukes for a job that doesn't focus on heavy damage to begin with.
-Magic Accuracy Bonus trait. Seeing as how we tend to have so much gear(and merits) that focus on it, it'd be cool to see a couple Magic Accuracy Bonus traits, right along with the M.Atk and M.Def we get. And as we all know, Enfeebling skill is kind of ambiguous. We have A+ in it, can have 330 skill, and can still get PWNT by some WHM or SMN casting Enfeebles. Hell, until the introduction of the tier IIs, NIN jutsus outdid us. A Magic Accuracy Bonus would fit well for us, perhaps allowing us to focus more gear toward spell potency, maybe.
-Maybe an Accuracy bonus trait like DRG. Or a Critical Hit Rate bonus. Something like 2%, nothing crazy.
-Natural Fast Cast IV. C'mon, S-E. Pleeeeease?
Job Abilities:
-The RDM equivalent to BLM/WHM's Elemental/Divine seals, something that would increase the potency of our next spell.
-Maybe a JA sharing a Crit rate + or Enspell with one or more individuals, determined by line of sight.
Merits:
Group1:
-More space to merit M. Acc, maybe a another 6-10 points to allocate.
-Light Magic Accuracy, Dark Magic Accuracy. Same for BLMs with potency. Again... Dubya. Tee. Eff. Why isn't this in there now?
Group2:
-First, take Dia/Bio 3 and Paralyze/Blind/Slow 2 off the Group 2 list, and give them to us naturally. NOW. Hear me this time?
-"Refresh Effect (+1 MP/tick recovered/upgrade)" ... There's your answer to Refresh II.
-"Stoneskin Effect (+20 damage absorbed/upgrade)" Kind of explains itself. Under the current system, you'd see three upgrade, totaling to +60 damage absorbed. Not much, but it doesn't suck, I think.
-"Haste Effect (+5% /upgrade)" Explains itself. Would a Haste equaling +30% be too much?
-"Poison Effect" (+5 HP/tick lost/upgrade)" Poison maxes out at 10 HP lost/tick. Wouldn't it be cool to possible bring it to 25?
-"Fast Cast effect(+0.2% per upgrade)" ... I'm thinking of this in lieu of a Fast Cast IV. One or the other would bring a smile to my face.
Just a spot to rant on about what you think RDM ought to have. And yeah, there are those of you that think "RDM doesn't need anything else, stop being greedy." This thread isn't about that, so take it somewhere else. And perspective on ideas that might go against the image of the job or might be considered game-breaking(Hahahahah!)... Though some schools of thought would say that giving us anything else at this point would be considered game-breaking.
And I wouldn't have started this without having my own rant ready, so without further ado...
Spells:
-Enlight and Endark. GET ON IT, S-E!
-Banish. We have Divine skill, but no Divine spells? Dubya. Tee. Eff.
-Regen II and Raise II. If I really must get stuck on the back line, gimme somethin' to work with.
-Confuse. If this doesn't SCREAM Enfeebling, I don't what does.
-Aura. The TP answer to Regen that might finally get the PLD, BLU, and DRK to sit the f*** down when they need to rest.
-Virus I and II. Erodes TP and MP over time. Would compliment Poison Perfectly.
-And Dia/Bio 3, and Paralyze/Blind/Slow 2. None of this merit crap, scroll them. NOW.
Stats/Skills:
-Some kind of Acc or DEX increase.
-Boost to Parrying skill. Up it to B rating, C at the least. RDM is based off of fencers. Fencers are accomplished at parrying. It's part of their art. Why not ours, eh?
-Change Archery skill to Marksmanship skill. We would look so much cooler with pistols or rifles.
Job Traits:
-Counter. In fencing, a counter following a parry is known as a riposte... Just a thought.
-Subtle Blow. Reduced TP gain for the mob from strikes/nukes for a job that doesn't focus on heavy damage to begin with.
-Magic Accuracy Bonus trait. Seeing as how we tend to have so much gear(and merits) that focus on it, it'd be cool to see a couple Magic Accuracy Bonus traits, right along with the M.Atk and M.Def we get. And as we all know, Enfeebling skill is kind of ambiguous. We have A+ in it, can have 330 skill, and can still get PWNT by some WHM or SMN casting Enfeebles. Hell, until the introduction of the tier IIs, NIN jutsus outdid us. A Magic Accuracy Bonus would fit well for us, perhaps allowing us to focus more gear toward spell potency, maybe.
-Maybe an Accuracy bonus trait like DRG. Or a Critical Hit Rate bonus. Something like 2%, nothing crazy.
-Natural Fast Cast IV. C'mon, S-E. Pleeeeease?
Job Abilities:
-The RDM equivalent to BLM/WHM's Elemental/Divine seals, something that would increase the potency of our next spell.
-Maybe a JA sharing a Crit rate + or Enspell with one or more individuals, determined by line of sight.
Merits:
Group1:
-More space to merit M. Acc, maybe a another 6-10 points to allocate.
-Light Magic Accuracy, Dark Magic Accuracy. Same for BLMs with potency. Again... Dubya. Tee. Eff. Why isn't this in there now?
Group2:
-First, take Dia/Bio 3 and Paralyze/Blind/Slow 2 off the Group 2 list, and give them to us naturally. NOW. Hear me this time?
-"Refresh Effect (+1 MP/tick recovered/upgrade)" ... There's your answer to Refresh II.
-"Stoneskin Effect (+20 damage absorbed/upgrade)" Kind of explains itself. Under the current system, you'd see three upgrade, totaling to +60 damage absorbed. Not much, but it doesn't suck, I think.
-"Haste Effect (+5% /upgrade)" Explains itself. Would a Haste equaling +30% be too much?
-"Poison Effect" (+5 HP/tick lost/upgrade)" Poison maxes out at 10 HP lost/tick. Wouldn't it be cool to possible bring it to 25?
-"Fast Cast effect(+0.2% per upgrade)" ... I'm thinking of this in lieu of a Fast Cast IV. One or the other would bring a smile to my face.
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