The reason why rdm dont melee

With Sea Robber/Reverand Mail/OH, Kindred/etc in Ulu Range con T-- to VT- to plain-ol' IT..but that's a different story. :roll:


And Hellstorm, if Phalanx is the only deciding factor....well, there's a new shield with a Phalanx enchantment, can swap that out easy enough.. =\

My head hurts.. ;.;
 
gogo blackice = taru & whm/nin soloing king!
 
Skaw said:
You know, it's funny how much Red Mages whine that they can melee, when even White Mages get better melee-suited equipment and weapon skill levels(and weaponskills) than them, but yet you don't see white mages gunning up to the mob, clubs-a-swinging.

If your going to say stuff like that you need to be specific, otherwords you'll make yourself as most would see you now, so....

...What melee equipment and weapons are you talking about ?

RDM can use melee and mage armor, and a pretty good list of weapons includinding hand to hand, clubs, and daggers.

Hexa strike is a very nice skill, and Savage blade cannot match it's DMG. Most i ever done with Savage Blade was 700 and change DMG.

WHM needs rest in level up parties, where as RDM can go without it, which means RDM can melee without it costing the party.

All and all i would be delighted if my party had a Ninja that was so good, it required so little healing, and the WHM can breath stoneskin and refresh, and a nobels tunic allowed the WHM go go with little rest. If the WHM wants to build a Hexa strike and release it on the mob, that would only boost the experience intake.

Unfortunatly in this matter most would tell the WHM to stay back, Meanwhile the WHM will barely do anything since the Ninja in the party is awsome.
 
Anttaru said:
If your going to say stuff like that you need to be specific, otherwords you'll make yourself as most would see you now, so....

B+ Club vs. B Dagger/Sword.

At 75, it's not much, but WHMs with capped club with have 6 more base Accuracy and Attack more than a RDM.

Reverand Mail = Scorpion Harness, with higher defense.

3 Really good weapons to choose from.

Darksteel Maul+1
Damage: 40
Delay: 334
Attack +12

Seawolf Cudgel:
Damage: 40
Delay: 340
Strength +5
Accuracy +15
Attack -5

Sea Robber Cudgel
Damage: 42
Delay: 340
Mind +5
Accuracy -5
Attack +15

Also, Mjollnir, the Relic5 Club is the absolute best damage single handed weapon in the game. It even outclasses all axes. As well, it's Additonal Affect restores MP. Judging by Magic Slacks, I'd say at the rate of an Ether+1 every time. But it might be more. It might even be less.

Mjollnir
Damage: 57
Delay: 308
Attack +20
"Randgrith"
Additional Effect: Restores MP

Everything else a RDM can equip to enhance their melee ability, a WHM can too.

So, we have.
A) Higher Accuracy
B) Higher Attack
C) Better damage weapons
D) Outclassed Relic5

WHM can sub RDM for everything they have. Phalanx. En~spells. And due to their enhancing magic, it'll do pretty much the same effect. Slightly less, but not much.

Or sub NIN and pair both pirate clubs up for STR+5 Accuracy+10 and Attack+10.
 
Skaw said:
Anttaru said:
If your going to say stuff like that you need to be specific, otherwords you'll make yourself as most would see you now, so....

B+ Club vs. B Dagger/Sword.

At 75, it's not much, but WHMs with capped club with have 6 more base Accuracy and Attack more than a RDM.

Reverand Mail = Scorpion Harness, with higher defense.

3 Really good weapons to choose from.

Darksteel Maul+1
Damage: 40
Delay: 334
Attack +12

Seawolf Cudgel:
Damage: 40
Delay: 340
Strength +5
Accuracy +15
Attack -5

Sea Robber Cudgel
Damage: 42
Delay: 340
Mind +5
Accuracy -5
Attack +15

Also, Mjollnir, the Relic5 Club is the absolute best damage single handed weapon in the game. It even outclasses all axes. As well, it's Additonal Affect restores MP. Judging by Magic Slacks, I'd say at the rate of an Ether+1 every time. But it might be more. It might even be less.

Mjollnir
Damage: 57
Delay: 308
Attack +20
"Randgrith"
Additional Effect: Restores MP

Everything else a RDM can equip to enhance their melee ability, a WHM can too.

So, we have.
A) Higher Accuracy
B) Higher Attack
C) Better damage weapons
D) Outclassed Relic5

WHM can sub RDM for everything they have. Phalanx. En~spells. And due to their enhancing magic, it'll do pretty much the same effect. Slightly less, but not much.

Or sub NIN and pair both pirate clubs up for STR+5 Accuracy+10 and Attack+10.

you the body and weapon not the only place you can put str and attack

Forager's Mantle
Auction House: Armor - Back
Slot: Back
Def: 7 STR: 3
Attack: 15
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Monk, Ninja, Paladin, Ranger, Red Mage, Samurai, Thief, Warrior

Assault Jerkin
Rare Exclusive
Slot: Body
Def: 42
Accuracy: 3
Attack: 18
HP: -1%
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Ninja, Paladin, Ranger, Red Mage, Samurai, Thief, Warrior

Fencer's Earring
Rare
Slot: Ear

Magic Damage Taken: -30%
Jobs: Red Mage

Ogre Gloves
Def: 16 MP: 12 STR: 6 DEX: -3 Enhances Reward Effect

Crimson Finger Gauntlets 73 Def: 26 HP: 20 MP: 20 Dark Magic Skill: 10 Ranged Attack: 10 Ranged Accuracy: 10


Crimson Mask 73 Def: 34 HP: 20 MP: 20 Enfeebling Magic Skill: 10 Adds "Regen" Effect

Crimson Cuisses 73 Def: 43 HP: 25 MP: 25 Vs. Fire: 20 Vs. Water: 20 VS. Lightning: 20 Vs. Dark: 20 Movement Speed: 12%

Warwolf Belt
Auction House: Armor - Waist
Slot: Waist
Def: 6 STR: 5 DEX: 5 VIT: 5
Enmity: 3
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Monk, Ninja, Paladin, Red Mage, Samurai, Thief, Warrior

Joyeuse
Rare Exclusive
Weapon Skill: Sword
Damage: 35 Delay: 224
Slot: Weapon
Vs. Dark: 14
Occasionally Attacks Twice
Jobs: Bard, Dragoon, Paladin, Red Mage, Warrior
Races: ALL
Level to Use: 70
:arrow: this might have 5 less dmg but half the delay and proc about 70% of the time
 
Enhancing Sword
Rare
Auction House: Weapons - Swords
Weapon Skill: Sword
Damage: 40 Delay: 240
Slot: Weapon

Latent Effect: Accuracy: 8
Latent Effect: Attack: 16
Sword Enhancement: Spell Damage: 5
Jobs: Red Mage
Races: ALL
Level to Use: 68

hmm same dmg half the delay and even has add effects hmm

Martial Knife 72 23dmg 186delay TP Bonus

Guespiere 73 Dmg: 38 Dly: 226 STR: 1 MND: 6 Additional Effect: Weakens Defense

the entire line of rdm wise jse has acc and magic bonus

and there are many more cobinations which the whm dont have


for future notice just because it has a big number like 40dmg does not mean zip if it take hour to swing :roll: <figurely speaking>
 
red mage
Archery 210 D
Club 210 D
Shining Strike 10 Light based damage
Brainshaker 70 Stuns victim
Starlight 100 Restore MP
Skullbreaker 150 Lowers victims INT
True Strike 175 Critical hit
Dagger 250 B
Wasp Sting 10 Poisons victim
Gust Slash 40 Wind based damage
Shadowstitch 70 Binds victim
Viper Bite 100 Poisons victim and deals damage
Cyclone 125 Area wind based attack
Energy Steal 150 Steals MP
Energy Drain 175 Steals MP
Evisceration 230 5x Hit
Dark Magic 200 E
Divine Magic 200 E
Elemental Magic 230 C+
Enfeebling Magic 276 A+
Enhancing Magic 256 B+
Evasion 210 D
Healing Magic 220 C-
Parrying 200 E
Shield 189 F
Sword 250 B
Fast Blade 10 2x Hit
Burning Blade 30 Fire based damage
Flat Blade 75 Stuns victim
Shining Blade 100 Light based damage
Circle Blade 150 Area damage
Spirits Within 175 Damage based on current HP and TP
Savage Blade 240 2x Hit
Throwing 189 F


white mage
Club 256 B+
Shining Strike 10 Light based damage
Seraph Strike 40 Light based damage
Brainshaker 70 Stuns victim
Starlight 100 Restore MP
Moonlight 125 Restore MP to party members within range
Skullbreaker 150 Lowers victims INT
True Strike 175 Critical hit
Judgement 200
Hexa Strike 220 6x hit
Black Halo 230 2x hit
Divine Magic 269 A-
Enfeebling Magic 225 C
Enhancing Magic 230 C+
Evasion 200 E
Healing Magic 276 A+
Shield 210 D
Staff 230 C+
Heavy Swing 10
Rock Crusher 40 Earth based damage
Earth Crusher 70 Area earth based damage
Starburst 100 Light or Darkness based damage (random)
Sunburst 150 Light or Darkness based damage (random)
Shell Crusher 175 Lowers victims defense
Full Swing 200
Spirit Taker 215 Converts damage to MP
Retribution 230
Throwing 200 E
 
refer to post above


notice 10 more evasion

a parry skill which whm dont even get

elemental spells which whm dont get

dark magic which is not the best but atleast we get on <good for drain and aspir>

they kill us in divine magic but hey not like we going to be using banish 2
on a mob.

they kill use in healing we kill them in enfeb even trade but do rember rdm get fastcast which allow a few more sec to cast which whm dont have.

and whm get club 1 weapon we get sword/ dagger
which slap one of each on with /nin you got a deadly combination
 
[quote="hellstorm]Forager's Mantle
Auction House: Armor - Back
Slot: Back
Def: 7 STR: 3
Attack: 15
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Monk, Ninja, Paladin, Ranger, Red Mage, Samurai, Thief, Warrior[/quote]

Granted, Back peices, a WHM is boned on getting some melee efficiency out of.

Assault Jerkin
Rare Exclusive
Slot: Body
Def: 42
Accuracy: 3
Attack: 18
HP: -1%
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Ninja, Paladin, Ranger, Red Mage, Samurai, Thief, Warrior

No Attack+ body armor for WHMs, you've got me there. But Reverand Mail is still better than a Scorpion Harness, due to the higher defense.

Fencer's Earring
Rare
Slot: Ear

Magic Damage Taken: -30%
Jobs: Red Mage

Pointless JSE Latent Jewelery. A RDM is going to most likely keep any magic using mob Silenced, but hey, since we're bring up the latent job jewlery,

Medicine Earring
Level: 70
Latent Effect: Damage Taken -30%
WHM

Much more useful than the Fencer's.

Ogre Gloves
Def: 16 MP: 12 STR: 6 DEX: -3 Enhances Reward Effect
Healer's Mitts +1
Level: 74
Defense: 14
MP +15
Strength +7
Mind +7
Healing Magic Skill +15
Enmity -4
WHM

and for comparison

Warlock's Gloves +1
Level: 74
Defense: 17
MP +17
Dexterity +6
Intelligence +2
Mind +2
Parrying Skill +15
RDM


Crimson Finger Gauntlets 73 Def: 26 HP: 20 MP: 20 Dark Magic Skill: 10 Ranged Attack: 10 Ranged Accuracy: 10


Crimson Mask 73 Def: 34 HP: 20 MP: 20 Enfeebling Magic Skill: 10 Adds "Regen" Effect

Crimson Cuisses 73 Def: 43 HP: 25 MP: 25 Vs. Fire: 20 Vs. Water: 20 VS. Lightning: 20 Vs. Dark: 20 Movement Speed: 12%

Crimson in no way helps meleeing. Pointless.

[quoteWarwolf Belt
Auction House: Armor - Waist
Slot: Waist
Def: 6 STR: 5 DEX: 5 VIT: 5
Enmity: 3
Jobs: Bard, Beastmaster, Dark Knight, Dragoon, Monk, Ninja, Paladin, Red Mage, Samurai, Thief, Warrior

Mithra and Hume get access to STR+4 Racial Belts.
However, the correct belt to list would've been:

Ninurta's Sash
Level: 75
Defense: 6
Attack +6
Haste +6%
Subtle Blow +6
Spell Interruption Rate -6%
All Jobs

Joyeuse
Rare Exclusive
Weapon Skill: Sword
Damage: 35 Delay: 224
Slot: Weapon
Vs. Dark: 14
Occasionally Attacks Twice
Jobs: Bard, Dragoon, Paladin, Red Mage, Warrior
Races: ALL
Level to Use: 70

Pales in comparison to DS Maul+1 or one of the pirate clubs paired with Kraken, and even without /nin, RDM is still stuck on junk weaponskills.
 
hellstorm said:
refer to post above


notice 10 more evasion

a parry skill which whm dont even get

elemental spells which whm dont get

dark magic which is not the best but atleast we get on <good for drain and aspir>

they kill us in divine magic but hey not like we going to be using banish 2
on a mob.

they kill use in healing we kill them in enfeb even trade but do rember rdm get fastcast which allow a few more sec to cast which whm dont have.

and whm get club 1 weapon we get sword/ dagger
which slap one of each on with /nin you got a deadly combination

I'm not arguing who can tank better, otherwise Parry and Evasion would hold merit. But hey, WHM get higher shield skill.

It takes a more effort, but a WHM is better than a RDM when it comes down to meleeing.
 
I'm well aware RDMs can use a Kraken club as well, but WHMs are going to have a much easier time landing hits.

B+ Club vs. D Club
256 skill vs. 210 skill.
 
hey its cray!! i told you i had to go, and you might have made the worst party ever made. the smn was the one meleeing when they were supposed to be the main healer.. and the blm was sitting on his ass not doing a thing.

you kept trying to get me to quit meleeing when it wasnt me doing it in the first place.. i mean, taru's look alike but me and that smn werent that close..

the second beetle didnt touch you.. and you deserved to die.. all im sayin is that i killed myself so that i could hp so you could quit asking me to stay. you died cause the blm wasnt healing and the smn was too busy meleeing.. pay attention a little better and you wont have that problem EVER again..

i havent meleed since i got refresh which means you wasted your time on this post.. but your right.. rdm's shouldnt melee.. then again.. some should.. but im just sayin..

~the emo and hardcore scene and anyone in it is gay~

but again, im just saying...

see ya.
 
Skaw said:
I'm well aware RDMs can use a Kraken club as well, but WHMs are going to have a much easier time landing hits.

B+ Club vs. D Club
256 skill vs. 210 skill.

have you ever seen the dmg of the kraken it a tp weapon that all it good for but remember you are also giveing tp to mob. Atleast that what people always bring up when they talk about redmage melee.

plus there is melee armor for every class why :?: because every job got to hold there own in soloing some how.

also yes rdm get the short in of the stick when it come to weapon skill
why :?: because there other talents overshadow the ws. we not supost to be the
meleer or else we be a dark knight or a pally

we are a hybrid of all the classes. red mages are what most people would call the mutt of the litter. We dab in all the areas of magic and also have melee attributes. what the saying jack of all trades master at none.

look at the wise gear for example. acc and magic acc now why would it have both and for even a added bonus it has -enm. if it was made just for solo why would it have -enm. the def is not to bad either 43 on the body 32 on the legs.

when i frist saw this i was like 1 acc for legs 2 mcc wow what a jip
but now what if you cumbine them with the other armor

Chasuble
Auction House: Armor - Body
Slot: Body
Def: 43 MP: 20
Accuracy: 5
Enmity: -2
Magic Accuracy: 5
Jobs: Red Mage
Races: ALL
Level to Use: 72

Wise Pigaches
Auction House: Armor - Feet
Slot: Feet
Def: 14 INT: 4
Accuracy: 2
Enmity: -1
Ranged Accuracy: 3
Jobs: Red Mage
Races: ALL
Level to Use: 72


Wise Gloves
Auction House: Armor - Hands
Slot: Hands
Def: 16 Mnd: 4
Accuracy: 3
Enmity: -2
Ranged Accuracy: 2
Jobs: Red Mage
Races: ALL


Wise Cap
Auction House: Armor - Head
Slot: Head
Def: 24 MP: 13
Accuracy: 2
Magic Accuracy: 5
Ranged Accuracy: 3
Jobs: Red Mage
Races: ALL
Level to Use: 72

Wise Braconi
Auction House: Armor - Legs
Slot: Legs
Def: 32 MP: 17
Accuracy: 1
Enmity: -4
Magic Accuracy: 2
Jobs: Red Mage
Races: ALL
Level to Use: 72


though are the stats now lets add it up

129def 12macc 13acc -9enm 50mp 8racc 4int 4mnd

now using the theory that 2dex = 1acc
that would mean 1macc = 2int 2mnd which mean you would need 24 each to match it

:roll: but ive kinda gone off topic now have I :roll:

the point im trying to make is that a rdm has ability to melee that no other job has

protection spells blink, phalanx, barspells, protect, shell, stoneskin,

armor with both magic and melee attributes

en spell to help dmg haste to make faster

2 diffent type of weapons 1 that is fast but low dmg the other 2 good dmg but slower neither have great ws just soso dmg

fast cast to help cast spell faster to help with less intruption

refresh/convert what other job can subtain there mana with outside help
ie equipment or drinks
*exception smn*

attack spells not as strong as blm but we not blm are we

healing spells same as above

enfeb spells

now none of these we are best at except may be enfeb but brd good too

so can rdm melee *yes*
are they anywhere close to dd *no*

dd is not are main job there for we are not great at it we are just good.
if we where great melee we end up being just like the rng and the drg
I can here meeze screaming already
that rdm stole all my invite beacuse he hits better then me :twisted:
:wink: sorry meeze could not resist picking on the poor drg's :roll:
 
Quote:
Fencer's Earring
Rare
Slot: Ear

Magic Damage Taken: -30%
Jobs: Red Mage


Pointless JSE Latent Jewelery. A RDM is going to most likely keep any magic using mob Silenced, but hey, since we're bring up the latent job jewlery,

Medicine Earring
Level: 70
Latent Effect: Damage Taken -30%
WHM

Much more useful than the Fencer's.

id like point out couple thing u over looked
A) it latent effect
b) what is the only thing that shadow wont block AOE as for silince part us be right but remember some mob cant be silence and other have ws type magic like flys
 
Quote:
Fencer's Earring
Rare
Slot: Ear

Magic Damage Taken: -30%
Jobs: Red Mage


Pointless JSE Latent Jewelery. A RDM is going to most likely keep any magic using mob Silenced, but hey, since we're bring up the latent job jewlery,

Medicine Earring
Level: 70
Latent Effect: Damage Taken -30%
WHM

Much more useful than the Fencer's.

id like point out couple thing u over looked
A) it latent effect
b) what is the only thing that shadow wont block AOE as for silince part u be right but remember some mob cant be silence and other have ws type magic like flys
 
Back
Top