Something Like a damage down [something defensive Id say or an aggro cut so it doesnt *compete* for DPS] on displacement with 200 potency and just leaving Engagement with 200 potency no additional effect would have been an okay compromise. :C
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Wondering if it's something in a different build or a mistranslation? I didn't notice the gauge depleting at all when he was running around.Quote:
While you are moving the gauge sort of depletes, but we have added an action that is an instant move so there are more things you can do while on the move. [Source]
I think it was a complete misunderstanding. Maybe something to the effect of, you can't get in melee range in time to not overfill your gauge which would waste it so instead you can spend or deplete part of it with enhanced reprise which is ranged and costs 10 mana.
https://media.discordapp.net/attachm...20/unknown.png
Unehanced is melee only.
People need to chill with the speculation when we know so little. All this doom and gloom over nothing concrete.
Scatter spam was boring as it can get. If they make AoE more interesting I'm all for it. And as noted, a weaker melee finisher is better than not being able to use displacement at all.
After the media embargo gets lifted on the 29th we'll know a lot more on how this actually all works.
And when its all exactly the same as predicted well have waited a week for more disappointment. :p
The only thing we can hope for is that Raise will have a CD on it so we arent expected to raise at the cost of a GCD, since the caster role seems to be focusing more on pure damage over any real support.
I'm going to have to be more optimistic personally.
My biggest issues with red mage in 4.x are:
1) Extremely boring AoE rotation
2) No (reasonable) way to control your melee combo timings
3) Manafication often comes up at awkward times
4) Movement heavy sections can screw you if your melee combo and/or swiftcast don't line up. Despite popular belief, a red mage is less mobile than a summoner.
So far from what I've seen, this already has all the problems being fixed. I don't call the extra AoE stuff "button bloat", I call it "I won't be falling asleep trying to build up to my moulinet spam". Reprise offers a mana dump, creating both a way to line up your melee combos with the raid, and a way to dump excess mana to press manafication when it comes off cooldown at 50/50, instead of 70/70. And finally, armed with the knowledge that you have a use or two of Reprise in your budget for lining up your mana, you can use it during movement heavy sections.
scatter and impact become an AoE, leaving us with a "cost" of one level 72+ slot for AoE. Reprise is the utility we've needed. And Scorch is cool as heck.
We haven't seen everything, and I'm excited for it. I want to know the deets on scorch. I want to know what that weird buff on manafication is. I want to know it all, but I'm already happy with what I've seen.
I think Paladins will be losing Tempered Will so that all the tanks can have access to a knockback prevention ability in Arm's Length as a role-action. In fact, I'm pretty sure bard also used Arm's length in the job action trailer, so this is basically giving everyone the 'basically' same ability on the same cooldown.
This game is was released yesterday, we know what previous expansions were like and literally nothing was changed from teaser build to final build related to Job Actions. No, we don't need to keep out mount shut over something so obvious, it's literally there.
I'm pretty disappointed they decided to bring yet another version of Aero and Thunder when they could bring Water and Blizzard for this AoE aspect. They should have changed the AoE Verthunder and Veraero to be the same thing, being Aoe by default and turning into their powerfull version when dualcast is active. But instead of using Impact they should have created Verwater and Verblizzard as the new AoE 5s cast time. Wasted opportunity... maybe for 6.0...
I feel they should have kept Scatter as a low level AoE skill, then upgrade it with a trait to Impact. Then release Verwater and verblizzard as 5s cast time AoE. It's nearly impossible to imagine they haven't just thought of this.
I really hope there's more than just this. Because RDM is already a pretty boring Job, with 5.0 they didn't showed much to address this.
Looking at a couple leaks, scatter did get traited into impact. It's Scatter until level 66.
My biggest issue with the expansion upgrade to RDM isn't that we got all these changes, its that SE emphasizes Bloat being an issue, but we have 5 less active hotbar skills than we did in 4.0, a time when we had already pruned down classes. RDM was designed as a low button class. We aren't bloated at the least.
Why SE couldn't be bothered to throw us a bone and at least give caster 6 role skills instead of 4 or just give RDM an additonal skill or two if BLM is still too skill bloated from losing nothing other than the 6 role skills while still gaining skills. [Seriously off the top of my head I can't think of one skill they lost.]