here you go
https://cdn.discordapp.com/attachmen...3456/image.jpg
I'm getting the feeling I wrongly title this thread (which I did as a joke to start with). it seems this thread is becoming a place do gather RDM info
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here you go
https://cdn.discordapp.com/attachmen...3456/image.jpg
I'm getting the feeling I wrongly title this thread (which I did as a joke to start with). it seems this thread is becoming a place do gather RDM info
It does. We only have this and "red mage abilities" (made before even the live letter) to choose from though (or make our own thread, but that's far too much work)
Assuming this is real (apparently, some guy on twitter came on to say that the image is not a legit Gamer Escape image), you need to be at 85/85 to gain full benefits from enhanced melee attacks. You also pretty much have to get to 85/85 because you want to use Holy and Flare, which according to the image are comboed off Redoublement, so I wouldn't say you use melee skills at will. If you do, like I predicted, you'd basically be no different from an ice mage.
Theoretically, you'd also switch to using melee if you get low on MP since from what I'm seeing of the image (assuming it is legit) there aren't any (known) MP restoring abilities.
Another difference I'm seeing from what we originally knew include Impact not requiring a proc (apparently) and Impact giving 0 mana as opposed to 4 (presumably if you need to hold your mana/procs for a phase change or something I guess? That or if you are <= 11 away on a single mana ability at the start of a pair and have no procs [or your required mana is between 10-11 if you do have a proc] it is a DPS increase to use Impact > proper 11 mana spell than 5s cast the 11 mana one)
From what I can tell you can still do holy/flare at full damage you just don't get the added benefit from the combo. There might be uses for this kind of like smns doing ruin III outside dreadwyrm. With cooldowns and such it could get interesting.
Speaking of, it looks like acceleration matches the cooldown of displacement, and holy/flare 100% proc stone/fire if the other mana is higher. So it looks like proper rotations will involve building to 85 with one higher than the other(lets assume we're at 85 white, 89 black). Melee combo -> holy -> stone -> acceleration -> chain cast thunder -> fire. It's probably different cause I don't know exactly how mana will balance but that rotation leaves you with 30white, 24 black and chain cast up so you can go right back into a thunder or aero. From there you'd go back into the normal proc rotation. We also do get swift cast from role skills so you can swiftcast aero/thunder sometimes to further mix things up. Manafication also mixes things up too. That will give you a much quicker melee combo but you'd probably not make the cooldown on acceleration coming out of it.
One big question is can raise be combat cast? Actually even bigger than that does chain spell work on raise? That would give rdm raise with a gcd cast time. Assuming this is accurate I'm liking what I see and think rdm is going to be a hell of a lot of fun to play.
Yeah I'm not expecting to be a healer or anything but still raise is nice. And it does look like mp is easier to come by now. Personally we have lucid dream to help, and there's the role skill to transfer(sorry blms). And now brds and mch don't need to lose dps to do it. We won't be spamming raise by any means but it is a nice bit of utility to add to the class.
I don't know the way the rest of the comunity is talking they are disapointed that Vercure scales off MND instaed of INT like they want to try and shoehorn RDM into a backup healer, which from what i'm seeing is not going to happen
Keep in mind, Vercure is RDM's equivalent of SMN's Physick. Therefore it scales off of MND, so it'll be bad.