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rdm/nin A GOOD COMBO!

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  • #31
    Well put, Karinya.

    Only place I've seen rdm/nin as useful was soloing at level 74+ to take out hnm's. Only times I've ever pulled was for genkai 1 to get liches, using silence. Best and most reliable method to get 'em in my opinion.
    -pdac (retired)

    At the endgame, I had: Full AF for RDM, RNG and NIN. Sky, Clothcraft 97, smithing 45 and far too much gil. My Jobs ended at RDM 75, NIN 65, RNG 59, BLM 37, WAR 33 and SMN 26. Finally, I synthed a Royal Cloak /signed/ for a friend.

    Time to move on.

    See you all on the flip side (*'-')/

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    • #32
      Originally posted by neosoul
      Moonyaco, no offense but you have no idea what you are talking about. RDM/melee doesnt outdamage RDM/caster. You can swing your sword all battle with your dingy damage while a good rdm will be healing during fights and put all your damage to shame with a single spell. RDM/NIN, lol...
      Not to mention pulling with a RDM is the dumbest idea i ever heard, when you should be regening mana.
      I was the puller for my RDM's static. :D Pretty much chain 4 and 5s, tried to get 6 by spamming 2 hr with SAM but failed everytime. D;
      WHM 75 | BLM 37 | RDM 63 | WAR 75 | MNK 44 | NIN 37 | RNG 20
      Windurst Rank 10 | Bastok Rank 10 | Sandoria Rank 3
      No more permanent stats on "In areas outside own nation's control" items.
      Combat Caster's Boomberang +1 | Master Caster's Bracelets
      Sandoria is gay.

      I'm a warrior and I kill stuff! RAWR!


      ph34r the Gigant Axe rush.



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      • #33
        I love RDM/SMNs for lvling PTs. Not just because of their high MP pool, but for one specific reason. Carnbuncle pull XD

        There are too many lvling camps where the mobs link. Only real way to pull safely is to use Carbuncle. Nothing sucks more than losing a chain just because the mob you are wanting to pull is too close to another mob. Perfect examples: Rumblers and Helm Beetles in Nest XD

        So for those full time RDMs...plz plz lvl your SMN. There's more RDMs than SMNs. So not likely to get a SMN for a lvling PT all the time XD
        WAR 75/THF 37/NIN 38/RNG 49
        Sandoria Rank 10
        ZM 12
        Smithing: 63
        Cloth: 60
        Alchemy: 60
        Cooking: 60
        Woodworking: 60
        Maat beaten in 3mins 51sec. The fight itself didn't last more than 12secs. Double Attack, Raging Rush, Raging Rush, Fragmentation, Double Attack= Dead Maat @.@

        NA PS2 beta tester. LVL55, Rank5 at end of beta.

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        • #34
          originally posted by neosoul
          Moonyaco, no offense but you have no idea what you are talking about. RDM/melee doesnt outdamage RDM/caster.
          originally posted by neosoul
          Not to mention pulling with a RDM is the dumbest idea i ever heard, when you should be regening mana.
          My previous post merely mentions logical reasons and requirements for why a rdm would be pulling, never saying it was the most efficient manner of playing in a party. Well, if your puller sucks/noobs, it would be really smart to just not do anything, sit back and wait for a better puller to come into the picture in YOUR situation. But in my case, i would offer to pull a few times to show that exp could have been better, and perhaps just keep pulling at least until some more ranged job with decent pulling knowledge/skills is in the pt. Then again, are you exaggerating or have you not read many real dumb ideas? I'll give you a few just for your entertainment.

          -a rdm should cast bio and dia one after another,
          -a rdm must always be a taru cos he'll have more mana and he isn't meleeing anyway,
          -a rdm who is 60+ always knows his shit, everything he said is right, and everyone lower should only advice and if he doesn't agree, is a dumb idea.
          -a rdm is a whm+blm, not a jack of all trades.
          -a rdm has to change the topic into rdm/blm being the most dmging combination cos he is a rdm/blm(but no one asked)
          -a rdm must not melee, else its a bad rdm.
          -a good rdm heals and cast spells.
          -a rdm shouldn't buy new melee weapons since he does dingy dmg.
          -a rdm should leave the pt, if the puller sucks.


          originally written by neosoul
          You can swing your sword all battle with your dingy damage while a good rdm will be healing during fights and put all your damage to shame with a single spell. RDM/NIN, lol...[/
          allow me to take a moment to comprehend that...

          Good rdm=heal+single spell+bring shame to bad rdm
          bad rdm(you)=don't heal don't cast spells and do dingy dmg with sword.

          Wow, how did you know that i don't heal or cast spells at all? Umm, you must have partied with me recently or something...but wait, last time i played my rdm was 6 months ago. But then again, if you see a rdm/nin that doesn't heal or cast spells, please quote her name here, it would be quite amusing.

          I cast elemental spells during a skill chain effect by my fellow pt mates or when i follow up my skill chain with a magic burst. Besides that, i hardly blast, cos it wont be as efficient for dmg/mana. (rdms get weak nukes for their lvl relative to blm).

          From your words, i assume that you have no experience pulling as a rdm or even pulling itself in mmorpg, no experience meleeing as a rdm after your soloing lvls and believe that blm sub is the only way to go.

          Bottom line, rdm/nin is the best rdm experience from 20-52, yes i sometimes i play blm sub, but it gets boring too fast. I'm certain that this combo won't last past 54 when you have access to stronger elemental spells and you need high atk/accuracy gears to be able to deal decent dmg to ITs at those lvls( unless you can find lvl 56+ mandragoras, and yeah its no secret you can solo V/VT Mandragoras as rdm/nin easy in Khazam) and THEN blm or whm or smn would sadly be your only viable choice for party.

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          • #35
            Originally posted by moonyaco
            Bottom line, rdm/nin is the best rdm experience from 20-52, yes i sometimes i play blm sub, but it gets boring too fast. I'm certain that this combo won't last past 54 when you have access to stronger elemental spells and you need high atk/accuracy gears to be able to deal decent dmg to ITs at those lvls( unless you can find lvl 56+ mandragoras, and yeah its no secret you can solo V/VT Mandragoras as rdm/nin easy in Khazam) and THEN blm or whm or smn would sadly be your only viable choice for party.
            I love the logic that

            Casting = boring

            But

            Casting + pushing the attack button = thrilling joy ride adventure of a life time!

            The 'bottom line' is that /NIN sub doesn't add anything to a RDM. Sure, you can dual wield wands, and get a whopping +2 MND and INT over a mage sub, but that's it. Mage subs can melee too, you know. The ability to wield two swords doesn't magically make you a damage king over someone who cannot. Especially since Dual Wielding gives no melee bonus until you get the second boost, at Lv. 50, at which point a RDM will certainly need a good deal of +accuracy gear. (unless he/she finds that *whiff* noise calming) What does /NIN sub add?

            -Dual Wield (already discussed above)
            -Utsusemi

            Utsusemi is practically useless unless you're soloing. A RDM/NIN can solo VT Mandies? Mandies are some of the weakest monsters in the game, its no real surprise you can solo them. (especially when RDMs can solo other, more challenging T monsters without too much trouble) Blink won't help you when you won't be getting hit, and the only times I've been hit in a party is once or twice before the tank got it off me, and Stoneskin covered that quite nicely. Now, what do the other subs add? (this has been done to death)

            /BLM
            -Conserve MP (I love this, makes my job so much easier)
            -Aspir (not always useable, but seeing as people just LOVE to level off those crabs, you can be sure to get some use out of it)
            -Drain (most mana efficient damage/healing spell in the game, great after Convert)
            -Elemental Seal (those adds Sleep and stay out)
            -Elemental enfeebles (yeah, BLM can cast them better, but do you always party with a BLM who makes a point of casting exactly the right ones you need at the very beginning of each fight? Not very often)

            /WHM
            -Curaga. RDMs certainly don't gain as much hate as the rest of the party, so we can safely throw these out in battle sometimes.
            -Status heals. Spend your mana so the WHM doesn't have to. Plus, with AoE status effects, with you and the WHM working together, you get rid of them in half the time! Erase fits into here as well.
            -Divine Seal. Use it for Convert or just to help healing.
            -And... Banish... or something.

            /SMN
            -More MP than the others.
            -Carby's Shining Ruby gives a good defense boost.
            -Aerial Armor is useful in parties where multiple people take aggro at certain times. (like a PT with a THF, or a trigger happy RNG who holds the hate longer than his Utsusemi lasts, or doesn't sub NIN at all)

            So, NIN gives you Blink, which you already had and almost never used, and a marginal increase in melee ability after Lv. 50. (and RDM melee wasn't exactly groundbreaking in the first place) The other subs, well, give abilities that say, help. I also remember that having a mage sub will give you something like 70 more MP than a NIN sub in the 50s. (this was a /BLM sub, so it will differ with different subs) 70 more MP is huge. That's an extra Refresh, a Cure II, and a Paralyze.

            RDM melee has its place. RDM can melee decently, and by decently, I mean almost as well as a PLD in some cases. (although PLD get better WS) IF a RDM wants to melee, then he'd better be switching in +accuracy gear, or else its just a waste of his time, he's better of resting for more MP. A RDM shouldn't melee when there's a bad AoE, or when it would be far more beneficial to the party to rest rather than add his small amount of damage melee-ing. With a Dark Staff, I can regain a large chunk of MP after I'm done with my Refresh/debuff cycle. If that MP I regained due to not meleeing would be enough to say, maintain Haste on a melee, then it would be far more beneficial to rest than melee, as the extra damage the melee does from the Haste would be greater than my melee contribution. When I want my damage fix, I opt for MBing Blizzard II rather than melee, its more trouble than its worth.

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