Yeah, I can't say I'm happy about that. I get that they're trying to use it as a balance against the risk we take when diving in, and to give us more utility from a range. But even at 2000 it's still only 1.25:1 mana efficient.
They said they wanted to give players fewer skills with greater impact, but Vercure just does not accomplish this goal at all. I would trade it for a 750 Potency Fleche in an instant.
On the other hand, I see what they did with Monomachy
I don't exactly like the fact that they're supporting the Split-Burst Mechanic... Actually, we should talk about that.
Of course none of this touches on how awkward the whole second Phase is - and really wouldn't even be necessary if there wasn't such a huge GCD delay and animation delay between Enchanted Redoublet and Verflare/Holy. As it is, Phase II is pretty spread out because of GCD as well compared to the Melee Combo, making it the most deadly of the two phases due the lower amount of time it takes.For those that don't know, Red Mage's best Burst is split within two parts. Their Melee Combo, and the Jolt,Flare/Holy, Impact combos.
Using Monomachy and the new mechanics on Corps-a-Corps and displacement, you can use the two aforementioned skills on each split of the burst now, breaking the damage and method down as thus:
Phase I (Melee)
Monomachy (10% Damage bonus until noted duration ends)
Corps-a-Corps - 750
Enchanted Riposte - 1500
Enchanted Zwerchhau - 1,750
Enchanted Redoublement - 2,000
Displacement - 750
Phase Total: (including Bonus from Monomachy) - 7425 Potency
Phase 2 (Caster)
Jolt II - 1,000
Corps-a-Corpse - 750
Verholy/Verflare - 3,000
Displacement - 750
Impact - 2000
Phase Total: 7500 (If you're lucky you might get bonuse off of CaC and Jolt II, but landing Verholy/Flare in Monomachy's window this way is almost impossible)
This of course is taking full advantage of Monomachy's bonus and Jolt II's ability to weave in without losing Verholy/Verflare.
There is also the issue of Displacement, it's horrible as a combo weve, and a different oGCD could be used here (*ahem*Fleche...)
If they insist on supporting this method through the use of Monomachy, the need to reduce the recast/GCD time on Holy/Flare so it chains well with Impact.
If they want to encourage more traditional combos, (Melee combo into Holy/Flare finisher) they need to reduce the GCD on Enchanted Redoublet so the finisher isn't so delayed.
I'd like to see both delay adjustments, honestly as it's pretty much the major thing holding the job back from feeling smooth. (Alternately, they can give me my effing fleche!)
Monomachy with the reduced cooldown is helpful in pushing Melee Phase damage, and making it synch more with traditional combos. But it's additional effects to CaC and Displacement encourages the 2 Phase approach.
It's like they don't know how they want RDM to deal damage - or they want to give them choices, but can't get the flexibility to seam well.


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