oh you are the geomancer guy? :P
I really love reading the concept back in the days - thumbs up for that one :3
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oh you are the geomancer guy? :P
I really love reading the concept back in the days - thumbs up for that one :3
I would prefer if embolden buffs both magic and physical damage personally :o
In it's current state while it is not useless it also does not bring much compaired to other jobs named "support"
I want those... On WHM. And not with those numbers (it will hit HARD the healer balance). With temper, the WHM can have an equivalent of SCH's Chain Stratagem and with Regain the equivalent of BRD's Refresh.
And the haste effect could also add improved movement speed (such as Peloton does), to feel faster.
Wouldn't this make it even more restrictive, though. While you'd be forced finally to prioritize your own burst over your party's, I imagine it'd only be an rDPS nerf, as it'd have to be balanced around its greatest theoretical benefits, yet would rarely be able to reach those circumstances.
This part would be nice, though. I'd love to have situationally- and macrorotationally-dependent optimal choices, each closely competitive over time, for how to deploy my Embolden.Quote:
I know you could argue that the percentage it increases the damage by is a lot which slowly decreases but compared to something like Litany, Voice or Aetherpact, everyone in the party can benefit from those. So perhaps Emboldens effect could be customised using either Light or Dark Mana that could be useful to everyone depending on the situation.
The idea would work actually (with appropriate balancing of numbers). It tasks the RDM to choose between personal damage (melee combo) or raid-wide buffs.
I felt like mana spenders would be the ideal way to go with RDM, something simple like this:
Verblizzard - 175 potency. 4.5s cast time. Potency doubled if White Mana is above 45. Costs 10 White Mana and gives 5 Black Mana
Verwater - 175 potency. 4.5s cast time. Potency doubled if Black Mana is above 45. Costs 10 Black Mana and gives 5 White Mana
These skills would also cost no mp, which would help with RDM's mana issues and fit the flavor that these elements offer to White/Black Magic respectively. The numbers are also balanced so that you want to use them whenever you can, except when you have Manafication available. I'm in favor of lowering Manafication's cooldown while removing the reset on Corps-a-corps/Displacement and re-balancing their cooldowns to further facilitate this.
RDM doesn't need a DoT, but if it got one, making it work off of the Impact Proc would be the best option. Perhaps as a long GCD spell to make it easy to fit into the rotation? It would make sense to have the manapadding effect on it in that case, but you could accomplish the mana padding effect by simply converting it into a cooldown based buff instead, and that way it'd work with Scatter's AoE, as boring as it is.
I'd be ok with this if RDM's lost their ability to rez with Dual cast. While it's great to have those raises, I think that sorta limits them on what else people are OK with them doing. To some, their rez's are invaluable, but literally only maybe week 1 or 2 of progression, not for raid clears. Then their utility wouldn't be in that "Gray area" since the utility of the raises is VERy situational and would allow them to be more useful on the norm.MOST people over value RDM's raises worth in normal raid progression and think because of it, it never needs any buff or any utility. At the very least, make it to where instead of dual cast using raise, make acceleration raise in some way. secondary swift cast for it (as in once you cast verthunder, you get a 100% chance at verfire, but you can also instant cast verraise. if you use it on verraise, you can't use it on Verfire) Would make it to where verraise isn't AS on demand or easily available but still give them another way to raise and makes you think about it more or let the healer do it. Idk just a theory.
I think the numbers are far too high with your numbers. I'm not sure about it costing so much mana and losing out on your main burst phase. especially with Regain. It would probably be better to bring a bard in some of those regards considering you'd lose out on some of your best damage to give a HP/MP/TP regen. Though, if so I think it would be better to axe the HP part and just make it a MP/TP. you don't need that extra aggro from a heal. Wouldn't be great considering RDM's major weakness atm is it's "the class you may hit enrage with" by normal players. Does that mean they all have bad dps? no. but it's low enough for people to question it.
Also, I sorta liked your GEO class Idea TBH, I think they should wait a bit on GEO as much as I want it because I think it would be a great class, but the outcry for having a new tank/healer is pretty high and I definitely don't think GEO should be anything but a DPS. It's never been one, it's always been a debuff/buff/dps class. Also, people saying "BUT THE AST STORY LINE MENTIONS THEM" doesn't mean they have to be Healer, just means they draw their power in the same way AST's do from a different star close to theirs. Would be kinda weird making two classes linked together being the same thing. Like SMN and SCH. Came from the same base, but are Healer/DPS.