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  1. #1
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Eh, each to their own opinion, I guess.

    Just somethings to keep in mind, both noticed on paper and just in gameplay in general - as I play this in PvP a lot.

    Red Mage has both a close and an escape tool. It's burst is up frequently (Thanks to the tool that also resets both gap closer and escape). The risk of me diving in is usually minimal, and also makes melee very wary of chasing due to fear of getting burst themselves.

    In frontline, the mobility is really good if you're smart about it. Corps-a-crops an enemy, followed by Flenge get in front of them and then displacement. You now have free casting time as they have to catch up to and pass you, which may also bring Corps-a-corps up again. (Usually this is also assuming you have fellows chasing to pincer them in.)

    It's also wise to keep in mind that Both Displacement and Corps-a-corps does the same damage as Verstone/fire. Paired with a Dualcast of Jolt II/Impact, that's 4150 on a 10 second timer. Thanks to the adjustments to MP cost adjustments, you should be able to do that three times over a 30 second period before MP/TP runs out.

    Now, I'm all for buffs but I find people underestimate a RDM's tricks in PvP ... a lot.
    (0)

  2. #2
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Hyrist View Post
    Red Mage has both a close and an escape tool. It's burst is up frequently (Thanks to the tool that also resets both gap closer and escape). The risk of me diving in is usually minimal, and also makes melee very wary of chasing due to fear of getting burst themselves.
    RDM has an escape tool out of neccessity, not as a bonus. It'd be silly to throw them into melee range and not give them something to get out. The thing is, all you need is one stun, sleep, or bind once they jump in and they're fucked. It's very noticable when a RDM jumps into a group of people, and if they jump in just to jump out, what the hell was the point in going in in the first place if you dealt no damage? The risk is of course minimized in feast (at least in 4v4) since there's less people to pounce on them, and I do think they're slightly better in small scale pvp but still behind the other two casters.

    Quote Originally Posted by Hyrist View Post
    In frontline, the mobility is really good if you're smart about it. Corps-a-crops an enemy, followed by Flenge get in front of them and then displacement. You now have free casting time as they have to catch up to and pass you, which may also bring Corps-a-corps up again. (Usually this is also assuming you have fellows chasing to pincer them in.)
    Flunge delays your combo because it's on the GCD. I don't really see the point in using it unless someone popped sprint or you know they have their escape tool ready, since you move at the exact same speed as everyone else the only reason you'd need to slow people down is if they're going faster than you in the first place. It's an alright tool in 1v1 I suppose but in group fights, every second you're in melee is risky, and by using flunge you're extending the time you're vulnerable even longer. Of course you could justify this by saying "well don't just jump into a group of people" which I would agree with, but then that begs the question...Why play RDM? Melee go through the same risks but they're tankier, have off GCDs, and access to melee LB.

    Quote Originally Posted by Hyrist View Post
    It's also wise to keep in mind that Both Displacement and Corps-a-corps does the same damage as Verstone/fire. Paired with a Dualcast of Jolt II/Impact, that's 4150 on a 10 second timer. Thanks to the adjustments to MP cost adjustments, you should be able to do that three times over a 30 second period before MP/TP runs out.
    BLM does more damage in two GCDs (Just two Fire IVs) and from range. SMN does similar amounts of damage in three GCDs, along with fester and energy drain, with dots ticking right after. And they can do it all while moving.
    (2)
    Last edited by Praesul; 07-26-2017 at 10:50 AM.