For me RDM is, just like SAM, fun at the beginning and also a while on 70 but both classes get boring pretty fast.
Um...its actually very useful.Yeah, Impact feels like they didn't know what to design. Although I do appreciate that they didn't design a new layer of complexity just for the sake of adding a new skill. The main draw of RDM for me is the simplicity, and I would hate it if Impact was instead designed to be a VerEnochian.
You keep impact in reserve for when Verfire or Verstone doesn't proc to keep your potency up. It has the same potency as those spells, which is 30 more then Jolt 2. Your main goal as RDM is to try and use the stock Jolt as little as possible, and Impact adds a very nice tool that helps keep your damage up.
It stays... Simple. Which is fun for me. Good damage and little complexity.
fun
discussions about endgame will be very disgusting for you tho... im on your side as well everybody defines his own fun and should play the cls he/she enjoys the most. Actually as far as people step to endgame content this "simple rule" is hardly attacked by dps/utility statistics and world firsts meta-comps -> f.e kicking RDMs waaaaay out of the window after progression/training... or locking out certain cls' in pf in general etc. Never understood that as well but sadly the truth with every major update... : /The sooner people on the internet and heck people in general learn this simple rule the better. And let me say that I am proud to see that people on this form seem to get this concept. Even ones that don't agree with OP seem to get it and I can't tell you how much that restores my faith in the human race.
so keep that simple rule as long as you can : 3
Last edited by Neela; 12-11-2017 at 10:11 PM.
Short Answer: No
Long Answer: The base rotation stays the same regardless of level. Apart from some oGCD and utility skills along the way to 70, nothing fundamentally changes with RDM. As an aside, once you unlock the ability to rez, everyone will be on your ass to rez. Be it 1 rez or 100, you will be asked to rez whenever someone dies and to hell with your DPS and your rotation. NOW REZ ME!!!!
Personally, I love Red Mage. I like the concept, and the melee/ranged aspect of the job, and I enjoy being able to provide utility. I do think the DPS output should be boosted slightly in order to make the job more viable for endgame content, and I'd very much like another AoE because Twelve know spamming Scatter endlessly is kind of tedious. My other main is Bard, and after pressing every button on my three hotbars throughout a raid (okay, I'm exaggerating slightly), it's nice to have a less...busy job to play for a while.
Now that I have both a level 70 RDM and SMN/SCH I would highly recommend having more the one job at 70. No one job is going to ingaging enough every day to keep you playing it. Switch it up and it will help keep thinks fresh and interesting.
When I play Black Mage or Summoner I feel I’m bringing power to a group and feel effective. When I play Red Mage I feel quite weak. VerAero, fire and thunder just don’t feel as strong.![]()
You seem to be confusing the 'design' of impact with the 'implementation' of impact.Um...its actually very useful.
You keep impact in reserve for when Verfire or Verstone doesn't proc to keep your potency up. It has the same potency as those spells, which is 30 more then Jolt 2. Your main goal as RDM is to try and use the stock Jolt as little as possible, and Impact adds a very nice tool that helps keep your damage up.
Impact works exactly as designed, exactly as you said. So you are speaking of the 'implementation'.
Zfz is speaking on the design itself. The 'Why' of the skill, if you will.
And as a design, Impact is a head scratcher.
I play FFXIV because I enjoy it.
Sometimes I have to remind myself of that simple fact.
No. The class is basically the same from 50 onward. It's very shallow. 60 and 70 are virtually interchangable.
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