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Old 03-01-2005, 09:32 AM   #1
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Guns

Well, right now I'm on my 3rd snow day in a row with nothing to do at all. I started to thinking about weapons for RDM and fooling around with the model viewer. After a little bit I sort of began thinking about RDM and guns. Yes, I know; RDM isn't really a melee class. Yes, I know; skilling up would be ridiculously hard and expensive. But doesn't it just seem like guns would suit RDM? Maybe it's just me. It's just a thought, not saying we should have the ability to use them.
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Old 03-01-2005, 01:01 PM   #2
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This is the exact thing I mentioned to my linkshell recently. All I'd be content with is a 1 damage, 999 delay gun, just to see the ghetto elvaan Marksmanship attack pose


I mean, BLMs can equip a 2 handed axe, why can't we equip a xbow? XD
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Old 03-01-2005, 02:01 PM   #3
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Quote:
Originally posted by Lasareth
This is the exact thing I mentioned to my linkshell recently. All I'd be content with is a 1 damage, 999 delay gun, just to see the ghetto elvaan Marksmanship attack pose


I mean, BLMs can equip a 2 handed axe, why can't we equip a xbow? XD
lol, yeah.
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Old 03-01-2005, 07:04 PM   #4
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If I'm not mistaken, I believe that that RDM were able to use guns a very long time ago. SE took that ability away.
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Old 03-01-2005, 08:12 PM   #5
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Yes, we used to have marksmanship skill.

Now we have sushi and our lower skill cap of archery isn't a big problem anymore as long as we have a bunch of +racc gears with us. I can't imagine what's going to happen if RDM has marksmanship skill now. We may equip crossbows and shoot acid bolts along with Dia II so that RNG can fully concentrate on playing an attacker's role. That may make RDM a perfect enfeebler. Overpowered?
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Old 03-01-2005, 08:48 PM   #6
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Don't forget all the blood/sleep bolts solo
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Old 03-02-2005, 02:59 AM   #7
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IT would be pretty sweet, though. If SE ever gave us that power back I'd be estatic.
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Old 03-03-2005, 08:16 AM   #8
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Quote:
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That may make RDM a perfect enfeebler. Overpowered?
:mad: I say give us AT LEAST EX in Sword. Whod give a fudge about Dagger if we have Rapiers and can use Savage Blade in exp ><

And while we're talking about enfeebles, these nut-clowns need to give us the ability to cast Dia III and/or Bio III. Yeah, I'd like that ^^
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Old 03-03-2005, 08:42 AM   #9
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Savage blade isn't all that great. Really no sword WS or dagger WS we can use is. Between the two, Evisceration tends to be better really.

The EX sword skill I'd want would be Vorpal Blade...better than Savage Blade most of the time. Really, Evisceration is more the Vorpal Blade of dagger than anything else

Really what I'd prefer to see would be job-specific WS for RDM at 225 skill. Make Elemental based WS that take the element of a current En- spell, and do decent damage with it. Say 350 at 100% TP, 750 at 300% (max). Give the same WS for sword and dagger.
The fun thing might be the SC possibilities of such a WS. Imagine changing boxes based on En- spell...


Guns for enfeebling would be...interesting...but likely be too much like NIN was supposed to be.
I'd be happy to get tier II spells, or at least some basics like Stun or Flash as part of the job.
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Old 03-03-2005, 11:23 AM   #10
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Whoops, I meant to say Vorpal, the four hit WS. I suppose I was only thinking of catching a bit of air time (I think thats Savage Blade... My coffee was a bit off today). Yeah, what you said was pretty much on the mark., mostly about what NIN was supposed to be.

Truthfully, I feel that NIN is supposed to be to melee what we are to mages: Able to fill any role effeciently given proper preparation, or even at the drop of a hat. IE, they can tank, enfeeble and DD in thte same sense that we can Heal, Nuke and Enfeeble quite effectively.
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Old 03-03-2005, 12:37 PM   #11
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Enfeebling is a mage's job, more or less. So if you're gonna talk about the melee equivalent of RDM you need to leave enfeebling out of the equation. In truth, the WAR is to melee what RDM are to other mages. WAR has decent skill in just about every weapon and can DD or tank if the need arises. And one of the primary differences between melee jobs are the weapons they specialize in. A melee's skill with weapons is the equivalent of a mage's magic skills. WAR crosses into just about all of them, just like RDM crosses into just about all the magic skills. NIN is more like some weird hybrid in a class by itself which has been adopted as a tank.

If you still think the enfeebling counts tho, War has Break WS that enfeeble as well.
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Old 03-03-2005, 02:24 PM   #12
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A melee's skill with weapons is the equivalent of a mage's magic skills. WAR crosses into just about all of them, just like RDM crosses into just about all the magic skills.
Touchee, Good point. I stand pwnd .__.
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Old 03-03-2005, 07:55 PM   #13
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Quote:
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And while we're talking about enfeebles, these nut-clowns need to give us the ability to cast Dia III and/or Bio III. Yeah, I'd like that ^^
I dont give a dam about DIia and Bio 3. I want Slow/Paralise/Gravity/Dispell 2.
While they are at it they need to add level 2 en-spells. We have all of our en-spells by level 20 or so? About time we get some new ones. As it stands RDMs only get like 12 spells between 50 and 75. Thats alot of xping for not mutch of a up grade compared to WHM and BLM spell list.
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Old 03-03-2005, 09:49 PM   #14
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When I first started to write this post, I was supporting the view that we dont need lvl II spells, being as how our enfeebling ability goes up as we level. Yet, over the course of typing, I pointed out arguments that could go for us having them, and I decided to change my point of view.

I'll point out that NIN do get Ni spells for example. So yeah, I see how there is a good supporting argument for having maybe say, a Paralyze II

Oh, what came to mind are the RDMs I see reflecting on how useless they feel their enfeebles are in God/HNM fights, especially those that see Gravity wear off on Kirin before it says he got hit with it.
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Old 03-04-2005, 04:03 AM   #15
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As far as I know our enfebling skill only helps enfebles to stick, it does not make them stronger. MND helps make slow and paralise stronger but a rdm in my LS told me that they dont cap on effectiness till you have something like 50 more MND then the mob does.
I would like to see new enfebles that decrease the cap of effectines or increase the amount of effectiness for every point of mnd you have.
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