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VerCure is worth using and its beautiful.
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VerCure is worth using and its beautiful.
Well, the same way no healer has a native Esuna or Protect nor any ranged has a native stun/silence. The idea of Role Skills is that it's a toolkit that you're going to need for your role, it's part of your build and not something extra. Lucid Dreaming will probably recover about 50% of your MP every two minutes, and if you have a built-in mechanic that already does that for you you can pass on it and take something else.Also, I've heard a rumor that Aetherflow's MP recovery is getting nerfed, but I can't give you a source on that.
Beside, it's not like RDM is starved for role skills anyway. I went through the list yesterday and the only mandatory thing seems to be Lucid Dreaming, everything else is situational at best. Even Swiftcast, the iconic mandatory role skill, is already built in the RDM's mechanics.
I've personally selected Lucid Dreaming, Swiftcast, Addle, Apocatacastasis and Erase, but it'd be easy to give up any of those if you needed Break for a specific fight or something.
RDM does look unfinished in my opinion. There are the reasons OP stated as well as the following:
Auto-Attack Dual Cast cancel: Your spells might not trigger an auto-attack, but your weaponskills will. So do you have to untarget-target the enemy everytime you use them?
Potencys: While RDM enchanted chain is really strong, thats more or less it. The potency of his "gauge fillers" isn't that high. As a comparison, watch a scholar video. The combined damage of DOT + Broil II is about is high as RDM normal spells.
So if you dont generate gauge, your damage will kind of suck. This means every dodge will cost you, every time the boss cant be damaged will cost you...
MP management: I quickly calculated, that even with perfect lucid dreaming use, you will depeleted in ~4 minutes. And no, you cant spam weaponskills as they cost 100 tp each.
To me the concept is great, but yes, RDM looks unfinished.
This looks like the RDM I've hoped for in XI but never came to be thanks to the min/maxers. I don't know how the devs pulled it off or how many fistfights needed to take place, but XIV may put some polish on the reputation of the job after the disaster that ultimately befell it in XI.
A Red Mage that actually gets to use its sword and magic and provide some utility when needed? Blasphemy!
I agree that Red Mage needs another way to recover MP.
I think their melee attacks should recover a set percentage.
Honestly, there's no such thing as a prior job being unable to fit.
There already is a job that can use Ranged spells, AoE dmg, heals, buffs, and melee.
So how in the heck couldnt RDM do what this job does? (Of course I would do a bit more to make RDM stand out, such as a mechanic similar to Dual Cast, but slightly tweeked, and so forth.)
A Healer? You mean a buffer/debuffer right? Don't you look at a red mage and instantly think "yeah this is a mage that stands in the back rows and helps his friends without getting in the way, casting Refresh and Sleepga".
Seriously, I too played RDM in FFXI, I liked it, I had a great time, it was the only job that I was happy playing really, but ever since then I've always hoped that XIV's RDM, if they'd ever add one, would look nothing like the disaster it was in FFXI. I don't care whatever exploit people could pull off with /nin, I don't care what you were able to solo, it simply was just nowhere as fun to play as XIV's incarnation looks. It seems to have an interesting rotation and every single one of its animation has a character that was almost absent in FFXI beside the AF.