Job Adjustments and more

Not to interupt the ladies fight but for rdm when it says "Considering magic to allow RDM to move up to front lines" might not mean melee wise. Perhaps, something kinda like brd songs march/madrigal/minuet etc an AoE melee trait increaser spell/ability who knows. Just an idea though
 
Not to interupt the ladies fight but for rdm when it says "Considering magic to allow RDM to move up to front lines" might not mean melee wise. Perhaps, something kinda like brd songs march/madrigal/minuet etc an AoE melee trait increaser spell/ability who knows. Just an idea though

It's pretty much common knowledge that SE denotes Front line job with being melee. Bard is considered a back line job. It has nothing whatsoever to do with whether or not they run up and buff melees. Front line = taking out a weapon and whacking the monster with it to them. There's no reason to think they've changed that definition now that I can see.
 
with the current and standard priorities of rdm garv it'd be very hard to break it away from melee even then, I'd rather nuke(lol) to put up better if i was worried about damage. Decent and superb exp pts have no problem killing a mob, more is just overkill; it just seems that SE is trying to give more face to rdm in exp as far as melee goes.

On the same token I'm not saying I'll have/expect to melee if we get such buffs, it'll probrably be the same. I just expect to be able to solo faster at best
 
with the current and standard priorities of rdm garv it'd be very hard to break it away from melee even then, I'd rather nuke(lol) to put up better if i was worried about damage. Decent and superb exp pts have no problem killing a mob, more is just overkill; it just seems that SE is trying to give more face to rdm in exp as far as melee goes.

On the same token I'm not saying I'll have/expect to melee if we get such buffs, it'll probably be the same. I just expect to be able to solo faster at best

Yeah, but what if meleeing gave you mp back, or your party mp back. It might be slightly more viable then.

Not that you can't cast between swings. It' d probably just change to them meleeing while doing the same thing they do now actually.
 
Yeah, but what if meleeing gave you mp back, or your party mp back. It might be slightly more viable then.

Not that you can't cast between swings. It' d probably just change to them meleeing while doing the same thing they do now actually.

well...that's a general question based on the pt and your role

a general answer would be if it gave more mp while actively fighting than resting with a mph+ set then maybe that'd to me seem a bit illogical if you fight a mob and gain energy back than being in a resting stance. (this would be kickass solo vs. a mp mob)

considering that rdms dont rest much in general or in short spurts it's possible but coupled with the hasting, curing, debuffing, dispelling, the extra effort may actually hurt over time since you have to juggle a bit on rdm.

For no tp spam issues and mp concerns you'd need at least a ceremonial dagger, hornetneedle, or beestinger to make the most of it, if there was a en+mp spell coupled with hasting yourself for greatest return.

You could do it all but again the effort would be wasted imho, since the melee should be pilling through the mob like cookie dough and you removing silence, regening, keeping refresh order.
 
Remember also that SE is looking into alternatives to the now-ubiquitous cannon party.
 
well...that's a general question based on the pt and your role

a general answer would be if it gave more mp while actively fighting than resting with a mph+ set then maybe that'd to me seem a bit illogical if you fight a mob and gain energy back than being in a resting stance. (this would be kickass solo vs. a mp mob)

considering that rdms dont rest much in general or in short spurts it's possible but coupled with the hasting, curing, debuffing, dispelling, the extra effort may actually hurt over time since you have to juggle a bit on rdm.

For no tp spam issues and mp concerns you'd need at least a ceremonial dagger, hornetneedle, or beestinger to make the most of it, if there was a en+mp spell coupled with hasting yourself for greatest return.

You could do it all but again the effort would be wasted imho, since the melee should be pilling through the mob like cookie dough and you removing silence, regening, keeping refresh order.

Meh, it was just an example. But you're right, it would be badass for soloing and in the end maybe a bit to overpowered for solo, and wasted effort in a group with everything else that a rdm has to do. Still, if SE considers something that might help them melee, it has to convince the non-rdm and be doable enough without the rdm have to do crazy things.

Dancer is a great example of that, it's impossible to tell them to sit back and heal though they technically are casters.

All this rdm talk makes me miss it, was never a boring class.
 
um... have a happy period?

ok time for the serious answer.
My gaxe war has been subbing nin for survival/mp purposes so I don't see why they have any right to complain about doing the same to keep a chain going or keep themselves alive.
Except the drg part. that's more of a skill thing apparently. if the drg doesn't know how to use thier jumps or 3rd eye properly for self hate management then /nin (and if they just plain suck then /kick) . If the drg can get away with /war(aka jakey in his ridill cannons example he has used before in drg discussions where he outlines areas that /war can work and excell without mp sinkage) then they can sub /war if I trust em to keep hate off themselves properly(which means do I trust the rest of the pt to keep hate levels higher than the drg that is shedding hate).

I feel since I am mentioned in this post I need to clarify a few things. before any of the 2h updates I could /war and parse within 2% or so of ridillberk wars on trolls, this had to be done carefully to avoid being an mp sink well still keeping up with damage. For most PTs I subbed nin before the update because hey as a drg not many elite PTs like to invite you, so I would usually tank.

After the 2h update I messed around with /war a few times and basically found it still does the most damage but those PTs I also averaged taking 3-4 times the amount of damage as the rest of the PT COMBINED, both because I took lots of damage and no one else could get hate, I would have liked to try it in a good 2h only PT but most of the ones I found had walmart sams and I quickly grew to feel bad for my whms and stopped experimenting with /war so much. Surprisingly enough I didn't die at all as /war in my PTs, partially due to that I was hitting much harder than the mobs hit me and when ws are going 1500-2500 with zerk they aren't around long to hurt you. maybe I'll give it another try when I finish ares body with all that +VIT and def.

Next I messed around with /sam which before the 2h update I basically just counted as a slightly higher damage version of /nin with much weaker defense and therefor not worth using with a few exceptions. After the update I found since att. was no longer nearly the problem it was before and my ws seemed much stronger that it's increase in damage did pay off and in PTs where there's another great DD with voke I found it a very effective sub, it combines some defense with much higher damage than /nin.

Finally I'm back to /nin just like before the update only difference is /war is nearly unusable now for anything but HNMs where damage is lowered enough for tanks to tank and hate loss abilities truly shine.
 
Remember also that SE is looking into alternatives to the now-ubiquitous cannon party.

Their response to the Manaburn: Make a mob that can't take a hit, but can reflect magic damage dealt, and increase the effective magic resistance of a mob based on how many spells are tossed at it in a short time.

Result: Everyone LOL'd at the Black Mage and told him to piss off.

Their response to the Cannon: ???

Squenix Philosophy 101: If it's broke, break it that much more in favor of other people.
 
BG isn't working on this comp for some reason and update is still @6hours lol, does anyone know what accomplice recast is yet?
 
http://wiki.ffxiclopedia.org/wiki/Accomplice

Job Ability

* Steals half of the target party member's enmity and redirects it to the thief.
* Obtained: Thief Level 65
* Recast Time: 5:00
* Duration: Instant

[edit]
Notes/Description

* Works only on members of the Thief's party. Does not work on Alliance members.
 
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