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Red Mage Skill Levels
https://ffxiv.consolegameswiki.com/wiki/Red_Mage
Granted the information was from test builds I understand. However my concern is based around vercure being obtained at level 54 and verraise at 64. Regarding their aoe, Moulinet and Enhanced M. being 52. Wouldn't this make level syncing for randoms etc. quite boring. I mean spamming scatter is bad enough but not having to option to hop in and cleave is super boring. So you all think some of those level req's should be adjusted?
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Considering the job is being implemented as a caster first, with melee being a distant 9th or 10th, this isn't surprising. There's also the supposed changes to level sync where high level players just keep their skills, but I don't know if that was just an idea the devs had or was actually being implemented when the expansion launches.
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I get they aren't supposed to be melee, however it's more of a point of mechanics in my eyes, give us something to use that mana on for aoe earlier than 52. I truly hope they look at synccing abilities for low level content.
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Do many classes really have a big selection of AOE stuff to do?
Just looking at before level 52 most classes only get like one spamable thing and an oGCD or occasional action. DRG just has Doom Spike now with oGCD DragonFireDive, Ninja can only spam daggers with an occasional mudra. WAR is overpower and maybe a steel cylcone, PLD is flash and Circle of Scorn. Hell even DRK only has unleash and Dark passenger at this level.
I guess Monk gets to still do a rotation with Arm of the Destroyer and RockBreaker.
It's not like BLM or SMN have complicated AOE rotations, if they maybe get an extra button compared to the above stuff.
So maybe they could move Contre Sixte to a bit lower level for consistency? It's all pretty inconsequential IMO.
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If it makes you feel better, Sam doesn't get their aoe ogcds until 64+. Atleast Contre Sixte isn't too far off from Moulinet.
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This is something I posted in the Red Mage AoE topic. It's a proposal for a slightly altered action list to address the AoE concern. It does request the creation of a new red magic spell which is unlikely to happen any time soon, but the alternative would be to push Tether or Displacement to level 52, making one of those the very first new action you acquire after starting from level 50 which... wouldn't be very exciting. This is essentially what I would consider to be the ideal order.
Code:
01 Riposte
02 Jolt
04 Verthunder
06 Corps-a-corps
10 Veraero
15* Displacement
18 Scatter
26 Verfire
30 Verstone
35 Zwerchhau
40* Moulinet or Red Magic AoE
45 Fleche
50 Redoublement, Acceleration
52* Moulinet or Red Magic AoE
Displacement moved to level 15 from level 40.
Moulinet moved to level 40 from level 52 or kept at level 52.
New Red Magic AoE added to level 40 or level 52.
Tether removed.
Now looking at Vercure and Verraise, it's harder to incorporate those without taking away the availability of essential damaging actions at level 50. I would consider Acceleration to be the least impactful, but it is worth noting that Acceleration is learned at point when Jolt II and Impact have yet to be acquired. Acceleration is more valuable at level 50 than it is later on because the loss in DPS is more significant when you don't get a proc and must resort to casting Jolt. With that said, I would still be most willing to give up Acceleration in order to acquire Vercure for level 50 content. It could be said that Corps-a-corps and Displacement aren't significant, but I think they are important because of the way those abilities impact the "feel" of how Red Mage plays.
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I'll agree with you here aswell; I think Moulinet is the "key" to Red Mage's fun-factor in lvl 40+ dungeons. It seems like the whole point of Scatter is to build good amounts of both Black and White mana, and not having any other AoE to spend that on is... a bit of a bummer ;_;