No Allagan/High Allagan/Dreadwyrm Weapon Glamours.
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RDM is pretty much volleying between two spell rotations to build up the gauge in order to use melee combo. In terms of overall "stationary" mechanic RDM has the least to worry about when compared to BLM and SMN.
To a RDM they can Jolt and then proceed to move as they cast another spell, they can even use Swiftcast to bypass the first Jolt and use the first combo spell in hopes of proccing a ver spell.
They got a decent instant offensive ability as well, Fleche 420 potency every 25 second. Along with Corps-a-corps and Displacement 130 potency each, 40/35 second recast that give them added mobility.
Got a reliable "Acceleration" spell to force a ver proc and as mentioned for RDM the only momentum they lose is being unable to use a ver proc.
BLM and SMN have a lot more to lose if they lose momentum. If a SMN blast off their Trance, it ticks away and they could lose it after the 15 seconds is up, it becomes a race against the clock to use it once active meaning it's harder for them to ge ta full use out of it compared to RDM.
Perfect example, let's say RDM has 100/100, SMN has Trance ready. SMN uses Trance against the boss and 5 seconds in the Boss becomes untargetable. At the same time the RDM jumped in to use their combo but were only able to get 2 steps in before the boss disappeared.
What you are left with is a SMN that lost 10 seconds of their ability they built up compared to a RDM that still has 45/45 leftover meaning they only need to rebuild the gauge from where they left off and fire off the combo again.
BLM does have a similar issue because they have abilities on timers as well so if they time it wrong they face losing a lot of DPS either by holding it to long or using it at the wrong time, this is the one thing RDM doesn't suffer from which give them a lot of flexibility in all combo because they can be gunho about how they act, they have no need to hold anything during a boss fight because they lose nothing if they time a combo wrong, maybe they lose a ver, maybe they don't get the full melee combo off, but they always know they have a guaranteed dual cast along with only losing what they spent on the combo.
The other thing with SMN, they have to build up to that Bahamut Primal, so it's one trance, two trance and then Bahamut Primal, but this also means that in order to get to that point of dealing the big damage, they could lose out a lot if again they time it wrong. With that in mind maybe SMN's need an ability that allows them to recall the aether so that whatever they couldn't spend is put back into a pot to Summon Bahamut Primal again. Granted that could be a tad tough so my other thought is maybe do away with the time based mechanic of Bahamut and instead have spells cost "Bahamut Aether" and once the aether is spent the Primal leaves.
So The Primal would remain as long as you have aether, and there would be an ability like Flare that uses up the last bit of aether you may have, but at least this way If say you Summoned Bahamut and now the boss can't be targetted, you don't lose out on a huge amount of DPS. Instead you still have said aether to spend, where the RNG can just be focused on Ruin IV proccing rather than the short duration on top of it.
Maybe that's the issue, the Trance and Bahamut egi are to focused on two mechanics that force this period of burst damage if not timed right.
With NIN we saw that it was possible to disable the use of certain abilities while under a certain effect so the Prime could do the same thing. only grant access to the Ruin Spell, Tri-Disaster and Enkindle.
RDM can get the same dps if not HIGHER than BLM and SMN with not even a quarter the effort. RDM has laughable punishment for messing up a rotation or dealing with mechanics while BLM or SMN can lose over 40 seconds to 2 whole minutes of setting up. It's just disgusting how over tuned RDM is right now.
There really is no reason to play a Black Mage or Summoner over a Red Mage currently other then personal attachment since it is that superior. If you play casually sure play what you want to like I do but at the end of the day I still want to play a job that feels fun to play and rewards for the effort put forth.
Honestly though, both Summoners and Black Mages are having many issues at the moment but Red Mage is in a perfect spot. In my FC alone every dps caster that was a summoner or black mage main is now a red mage. It's a fun job for sure but I got fed up with Black Mage and how seemly enochian will drop for no reason ( confirmed bug). Not to mention currently the 3.0 rotation is yielding higher dps then the 4.0 rotation. I do not play Summoner so I can speak on their behalf but they seemly need a lot of adjustments. I guess the last staw for me was seeing Summoners and Black Mages excluded from a good percentage of extreme farms with a only red mage slot. Sure I could make my own group but honestly goes back to my whole thing of me finding the new changes to black mage just clunky and not rewarding. I will hold out to see what changes are made to the jobs on Tuesday but still Red Mage feels like the "Demon Hunter" of Stormblood. I tried to fight that too but honestly the more simplistic, less punishing job usually wins tbh but we will see what happens. If anything Red Mage is perfect but other jobs need to be buffed with Red Mage coming in last of the dps casters in my opinion.
Pretty much this. RDMs still fall under the general amount of DPS as all the other classes, despite being easy to play. The only one really out there, and kind of way out there, is SAM. I truly expect something of theirs to get toned down, even if it's simply the potency of their DoT bringing them down a little bit, but still ahead of the others (because supposedly 0 utility).
RDMs feel perfect- great mobility second to Summoner. SMN has DoTs to keep up, but otherwise continuously deal damage with them along with a pet. They are middle ground of mobility between SMN and BLM.
Their DPS is middling in comparison. A BLM will do the highest damage, still, in a fight that requires very little movement. V1, Lakshmi, V2, V4 are all great examples of little movement and when you do need to move, you can plan ahead so you're already there and suffer minimal loss.
The biggest discrepancy I've noticed is people unable to separate player skill from job balance. RDMs have a lower skill floor than other casters, so it makes them seem a lot better than they really are.
I kinda see deja vu with people not being happy with RDM's easy rotation, just like how some people weren't happy with BLM's 2.x easy rotation. Perhaps those people will be happier if in 4.1 RDM mana degrades constantly by 1 every 2 seconds and dual cast only comes into effect when mana is balanced, and mana is only balanced if within 10 points of each other, with Scatter changed to be a PBAoE that spends 10/10 mana.
Sarcasm aside, I love how the RDM plays at the moment. Don't mind dps adjustments as it is bound to happen to every job sooner or later, but the relative ease of the job is perfect.
RDM needs a nerf, they offer way too much over SMN, BLM, and even MCH, if we're want to throw all ranged together. Their damage is bonkers and their utility, even after nerfing Embolden, is quite strong, and I'd rather bring some classes down and some up, to make sure we are correctly tuned for content, instead of overtuned.
Well,rdm aoe is so so, Embolden is around 1% raid damage increase, reviving and healing drains a LOT of mp (and by doing so means no damage dealt is not like they are OGC skills which are the true meat of the utility skills since they allow to do your job+ extras) on a class with the WORST mp recovery (die with LD on cd and you have around 30 seconds left of dpsing unless someone feeds the rdm with mp) and most of people are using a fight like Susano where a rdm will naturally excels to say that rdm outperforms on "every way".
Compared with the aberration of release ninja, rdm seems pretty balanced, maybe smn/blm need some quality of life buffs, but i doubt they will get much more due to risking of making them too strong on relatively static fights People are overrating rdm strong points while ignoring most of the weak ones
I know something needs to change when a RDM can do the same, if not more, DPS than the other two casters.
It truly is the epitome of OP at this point - high damage, no MP issues at all, very high mobility, super easy "rotation," no apparent downfalls, plus powerful buff, heal and raise.
There is no real slow cast times on Red Mage if one knows what they are doing. You know dual casting, your next spell after Jolt is quick and even Jolt is not considered slow... If you want to know what slow cast times are try blm.
As for nerfing i agree 100% that Red Mage should not be nerfed just because it is more powerful then other jobs, instead they should buff the other casters being smn and blm and they do need it
This is how you get top fflogs and out dps blm:
http://i.imgur.com/3TUh4Jj.jpg
You can get into your melee combo much faster like this. You shit out dps.
Imbalance numbers with which you can do this are
52, 53, 54
if you cant do it this early you do it with
65, 66, 67, 68, 69
Japanese dps forum knows about it already, so I assume it will get fixed before omega savage. Most here dont seem to know about it so they assume rdm is OP when the logs and parsers of top rdm are due to this.
RDM is fine. It suits the class Fantasy of a Red Mage, it suits the Lore, and its damage is in a good spot. Objectively, RDM is fine. Its not like SAM where it's leaps and bounds ahead of all other DPS by a massive margin.
The issue is that BLM and SMN are NOT fine. Those classes need fixes, and I'm not sure its the kind of fixes that can be done outside of a major patch.
I'm thinking of switching to RDM, so hopefully they don't nerf it.
You shouldn't bring attention to it if you don't want it nerfed, cause then it just brings it into the light of being examined more on whether it should be nerfed.
Because you don't like when people post thoughtful responses to your very silly OP?
What you have posted amounts to..."I want it to stay OP because the class is something I like" to which the response has basically been "But the effort/reward structure of the class is far to skewed to reward and is not in line with other classes"
I fail to see what is wrong with that response from the forum.
Even though this is just an opinion, I like to believe that the RDM class got looked into more thoroughly and carefully at the release than say OG classes like SMN and BLM. Having that said, a now seemingly OP rotation might not be accidentally there, but it actually might be a considered and tested rotation after all. Which then would imply other DPS classes lack some love, instead of the new guy/girl needing a nerf.
I mostly agree with this. While I haven't unlocked most of the Stormblood skills for it, what they did to SMN's aoe ability makes me want to cry, and their single-target ability feels underwhelming, as well. In terms of damage, yes, I feel like BLM and SMN need to brought up to RDM's level, not RDM brought down to theirs.
Utility, though... I'm not sure ANY job should have the ability to raise six people in the same amount of time it takes another job to raise two, and with a whole lot more freedom of movement, to boot. It wouldn't surprise me if that's the nerf RDM gets - Verraise removed from the Dualcast cycle, and given a normal Raise casting time. I think Vercure is fine where it is - but I REALLY wish they'd adjust SMN's Physick to scale with INT or Magic Attack power. It'd give them a good panic cure, and also assist with pet maintenance (which is in a pretty bad spot due to the loss of Sustain).
Seriously, though, I think some changes are coming soon, once they add the new Savage raid. SE has promised that they'd be keeping an eye on the various jobs - and they'd have to be blind not to notice that SOMETHING needs fixing.
The default point the finger at SAM, which has no utility. It is not massive at all and BLM needs to be up there with SAM as that is how these 2 jobs were designed.
MCH, BRD, SMN, DRG. Explain to me with the current amount of DPS and Utility RDM has why it is "fine" compared to these 4 counterparts? These 4 need to be at the very least on par with RDM in the DPS dept.
Notice, I made zero mention of nerfs.
The way how I see it for stationary fights it should be BLM>RDM>SMN and for movement heavy fights SMN>RDM>BLM. I have no idea how to balance for that but I think that would be a good range for the caster dps.
You're missing the point. RDM gets a free Swiftcast Raise anytime they use Jolt, which is...every other cooldown. Yeah, it eats through mana, just as Raise eats through healer mana. That fact that it happens without the use of a single big cooldown and can be instantly worked into a standard RDM rotation (just switch Thunder or Aero with Raise, and you're good) is the problem.
if a rdm raises 6 peopl;e back to back, theyre oom. Either way, bring BLM single target up to outer space to contend, just remove fire 2 and flares aoe and put aoe on scathe, to bring them more in line with rdm.Also remove triple cast and call it Dark Arts, which will give BLM a free cast after they fully cast any spell, put this skill ona near instant cooldown, that consumes 1/4 of their mp(theyll make it back when they Umbral) also give them holy, but make it the exact same potency as flare and single target as well, it just looks different. Also change AM so it only targets the boss, not a whm who is definitley out of the aoe, reduce the use of return to ley lines to once per minute, with a skill that allows blm to reset the cd timer on AM and return to ley lines once a minute. Remove the potency of bliz2 entirely, its just a bind now change enochian so it gives phys dps a 3% increase as well. There you go, youre RDM now too.
If you have groups in savage who depend on rdm raises this bad, they wont clear the content.
Otherwise I am not sure what the problem is with rdm being able to raise 1-2 people really fast. The debuff one gets from raise hits hard on your dps. RDM mana is oom and he cant dps either.
You will maybe only win overgeared content or content which you do unsync like that.
I'm sorry you don't see the strength in having an insta-raise on a DPS.
Hypothetical: Let's say you have two healers who got with mechanics and they just couldn't keep themselves up, but you still have a RDM up. Before, it would have been "Hope your SMN didn't use Swiftcast on anything else, otherwise you'll have to start over!" Now it's "Rez a healer and Vercure us until we can get both healers back on their feet." Hell, even in a 4-man, this holds true.
This is a situation I have seen, just in Omega, far too often, and it's easily remedied by just the presence of a RDM. Being able to do the damage they do, AND act as a big safety net for potential wipes, AND the strength, even after the nerf, of Embolden, is just too much.
MNK has about as much utility as SAM and is pretty far outclassed by it. Utility or lack thereof doesn't seem to be the best indication for nerfs/buffs to classes.
RDM's utility is largely based in reducing its DPS output. Sure a RDM can raise 6 people in the time it takes someone else to raise 2, but will they have any MP left afterwards? RDM has no in-built MP regeneration, it relies solely on potions and Lucid Dreaming. Unlike BLM with infinite mana, RDM has finite resources that, once depleted, render the class useless. Yes a good RDM knows how to time their use of Lucid Dreaming and not to raise people who just keep getting killed, but the job still has finite mana.
If you discount healing/raise, the utility RDM then brings is pretty much Embolden, and to be honest, I'm ALL for BLM getting the caster equivalent where it boosts party Magic Damage by 20% reduced by 20% every 4 seconds, for 20 seconds.
There is no need for you to be "sorry". I dont understand this sentence by you.
What is the problem when rdm raises one healer and uses cure for a moment in your hypothetical situation? In that case the run already looks bad, it just delays the wipe, perhaps you can get a few more seconds of trying to see more mechanics like that and then wipe.
4-man or normal content does not matter, do you balance jobs around simple dungeons?
Vexander described here why this raising is not a problem, since it gimps the RDM himself when using it. You dont just pull out raises and heals out of nothing, you sacrifice your own dps for this.
Of course if they want to nerf its raise and heal, be my guest. More time for me to dps and not worry about dead players in normal mode or 4-man dungeons.
My only problem is the nerf with its dps (without the mana glitch), since those numbers are fine. I would love the suggestion from Vexander if the casters in the group could also find the Embolden buff useful.
Is there a problem with that? A simple job which is fun at the same time, is not something easy to get.
I dislike the playstyle of the other two casters. SMN pet annoys me and BLM immobility is not enjoyable to me. I mained BRD in HW.
You were not as mobile but you still could move more than a BLM and had fast "casts". RDM reminds me of that, so this is why this new job is the first caster I truly like.
Not all jobs need to be complex, there should be an option to everyones liking. RDM dps should not be gutted because people believe it does not "deserve" to make dmg.
The irony! I've been playing blm for a very long time and I'm tired of getting abused by any mechanic that requires moving so I'm looking to play a more flexible job. The fact that RDM has more flexibility while still being a caster so I can use my gear is a very attractive option. I have no interest i being OP since being OP usually results in a nerf.
I really think BLM should have the caster version of Embolden. That gives it enough DPS utility to match RDM. After that, bolster Fire IV and Blizzard IV's potencies back to what they were, add another 3 seconds to Umbral Ice and Astral Fire, and BLM should be perfect.
As for Summoner, I'm not really practiced with it so I do not know what it really needs, but giving it back its AOE damage by providing it with a third dot seems like something -needed-. After that, I'm not quite so certain. I feel like Summoner needs a good bit more attention, whereas BLM's fixes are fairly straightforward.
Honestly, this is what made me go RDM as well. I've done BLM since the final patch of ARR, I was so ready for something new. The freedom of movement and Dualcast providing quick bursts of damage make the class fun. Having a high DPS output potential just makes it all the better.
So...what, you're just going to completely ignore my last paragraph? Red Mage, right now, simply does too much. It has the ability to off heal and insta-rez without interrupting their rotation; they have great mobility; they have a buff to physical DPS tied into a personal cooldown; they deal consistently higher damage than the other two classes... One of these things has got to take a hit, and without a significant class rework, it's going to be damage to bring them more in line with what seems to be their original idea: a versitile damage dealer who can do anything if the situation demands, but is not the master of anything.
Pretty sure we covered that this DOES interrupt the RDM's rotation. Verraise is a pretty significant hit to the MP, and if you're using Dualcast on that, you're NOT using it on Veraero or Verthunder, which are the bigger DPS spells. Same thing with Vercure, it interrupts the rotation by consuming a Dualcast. You can of course cast it to get Dualcast, but then you're missing out on Impact boosting your mana a bit more, thus slowing the building to the melee chain and Verflare/Verholy.
Their dmg, without the mana glitch, falls in line with the other casters and rdm would not out dps a BLM usually (of course it depends on fights) like this.
I already said I would not mind if they actually decide to gimp the raise and heal. Do you want RDM to make as much dmg as BRD/MCH who are support?
(also what Vexander said, it does interrupt your dps. You lose dps when raising or healing and it is noticeable)