Just to clarify, I tested it, and auto attacks does NOT cancel the dualcast.
Just to clarify, I tested it, and auto attacks does NOT cancel the dualcast.
For that matter, anything labeled as an Ability does not remove Dualcast (probably because it'd make it difficult to use Acceleration). Looks like they forgot to update the tooltip before launch.
That's because your melee is limited to just the Fight command and nothing else. By your logic the WAR action bars should be completely empty and PLD should only have the Cover skill.
Mystic Knights don't have access to ranged options, heals or utility. Hence why they had to make up a lot of stuff to turn them into Rune Fencers in FFXI.You guys are confusing Red Mage with Mystic Knight. That was an elemental fighter.
Last edited by Duelle; 06-21-2017 at 05:52 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Player
I wasn't trying to say it's awful - I am still glad for it. It's functional, more enjoyable than BLM/SMN in my opinion, and gains enough mobility to make me a happy little camper. The fact that I do get to poke stuff occasionally with an auto is nice.
My complaint is pretty much exactly as Duelle stated - if they swapped out the melee rotation, the only marked difference would be the fact that we wouldn't need to dash in and out. The sword aspects don't feel like organic integration in any noticeable way. Overall, I'm happy with what we have. Probably my new main DPS ( depending on how much I like the BRD / MCH changes, I hated bowmage/gunmage ) but I would have liked to see the sword integrate -more.- I don't think I'm being unreasonable or even asking for a 50/50 fighter / caster. Just something where an active decision to stay in close range could have a real benefit, you know?
This right here. The dualcasting is fun but the melee portion of red mage is just tacked on at the end. It has no natural flow into red mages kit. You just spam spells and once you have enough mana you expend them in melee and then repeat. It needs to be mixed in somewhere.My complaint is pretty much exactly as Duelle stated - if they swapped out the melee rotation, the only marked difference would be the fact that we wouldn't need to dash in and out. The sword aspects don't feel like organic integration in any noticeable way. Overall, I'm happy with what we have. Probably my new main DPS ( depending on how much I like the BRD / MCH changes, I hated bowmage/gunmage ) but I would have liked to see the sword integrate -more.- I don't think I'm being unreasonable or even asking for a 50/50 fighter / caster. Just something where an active decision to stay in close range could have a real benefit, you know?
Shows no one is ever happy with that they recieve, Shame.. Summoner is godly however![]()
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I mean. If you say so? Wanting something a little -more- isn't the same as being "not happy with what they receive." Like... if someone gives me vanilla ice cream, I'm happy. If someone gives me something I like -more,- I'm just more happy, I'm not unhappy with vanilla at all.
This shouldn't be a point of contention.
Ahh, I figured I was just casting the paired cast too quickly before.
Actually, I think I see where the issue came from. "Action" is generally the term used to encompass anything a player can do apart from move or turn or target, etc., right? But here the only things that cancel Dualcast are any Actions that are not also Weaponskills, Spells, or Abilities (e.g. Sprint).
If you wanted a fair comparison for an MMO, wouldn't it have to be from a game that has more than one physical [ATTACK]?
SP FF games have always been lopsided in their physical/magical ability spreads because generally physical attacks were just used as an alternative to resource consumption. The majority of their total use was baked into a single (base menu) option.
WAR is different than Berserker too. And PLD than Knight lol. But Red Mage is Red Mage, and as always in the series, except for XI that I didn't play and don't know how that worked, they're Mages with Swords to support their damage.
I know, but that's why I think people's complaint about RDM doesn't make a lot of sense. They're asking for a mix of Mystick Knights and Red Mages, and neither of them would fit the description people are asking for (a 50% fighter 50% mage).
If people want to complain that the job is boring, that's OK. But saying that the job makes no sense regarding the series is the thing I'm criticizing.
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