I run RDM because I prefer it's archetype (spellblade) to BLM's (nukemage). Also seriously stop yourself trying to use a hw poll to gauge sb popularity; it's seen some significant changes.Really? because the polls I found (even if they were back in heavenward) show that...over half did NOT like the job. Furthermore, if it was such a good job why do you not run into it as much during raids? I tend to see more SMN and RDM then BLM...even more MCH then BLM. There are only three magic casters, so why is it that the BLM seems to be the least popular, and by a significant margin?
RDM is also almost as unpopular as BLM if parse uploads are anything to go by.
This is why we don't go by anecdote.
https://www.fflogs.com/statistics/21
In the last two weeks:
Total Black Mage uploads: 15,992
Total Red Mage uploads: 18, 889
Total Summoner uploads: 24,099
For keks and farts:
Total Machinist uploads: 11,450
EDIT Before I'm possibly strawmanned, my claim was:
Which seems to be currently supported.
Last edited by Dualgunner; 05-14-2018 at 12:32 PM.
I think what Red Mage needs is the following:
Ver-adjustments:
1.) Verfire: Increase Potency to 300. Black Mana Granted ~ 22 (Double of Verthunder)
2.) Verstone: Increase Potency to 300. White Mana Granted ~ 22 (Double of Veraero)
Note: Why should these be weaker than the default ver-spells if they are proc spells, if anything they need to be stronger and we need to be able to enter melee mode much faster because that is our "umbra fire" rotation phase.
Gap Closer & Gap Extender Adjustments:
1.) Corps-to-Corps: Recast lowered to 20s. Potency lowered to 80.
2.) Displacement: Recast lowered to 15s. Potency lowered to 80.
Note: Since you are going to be building your mana's more quickly you need to be able to use these abilities faster. Also slightly reduced potencies because of this, but it's still a DPS gain because you can use it twice per minute.
AOE rotation Adjustments
1.) Enhanced Contre Sixte (New Trait) (Level 56): After executing 3 Enchanted Moulinet your Contre Sixte becomes a proc allowing you to use it once without putting the ability on cooldown, or affecting the current cooldown timer of the ability.
Note: The AOE rotation doesn't have a burst combo finisher like verholy or verflare, so I thought why not make Contre Sixte proc after using your AOE melee rotation as a finisher. It adds additional AOE damage and makes the rotation feel more complete.
Embolden Adjustments
1.) Increases BOTH magical and physical damage of all nearby party members including self by 10%. Both effects are reduced by 10% every 6s.
Note: If we are supposed to be weaker than SMN and BLM due to the support we bring, then allow us to atleast bring a more potent raid utility to the party. We also shouldn't exclude any jobs from our boost that is ridiculous, that's like saying don't bring the BLM to the party because the RDM can't boost their damage. That should never be a discussion.
Last edited by Brightshadow; 05-14-2018 at 11:50 PM.
It sucks that it takes like 90/90 Mana to do a good AoE rotation (Enhanced Moulinet x2, Scatter->Scatter, Manifcation, Enhanced Moulinet x3).
It only takes ~75/75. Use enchanted moulinet once to get 45/45, manifaction to get to 90/90, then 3 more enchanted moulinet for a total of 4. Also, just using it once at 30/30 is worth it if you are going to have excess balance before magnification is up again. Might as well use it as soon as you can rather than sit on it.
Yeah but the issue is you often don't get enough mana to do multiple enhanced moulinets until like the 2nd pull because of how little you get from scatters. RDM AoE just feels really weak compared to BLM and SMN that get strong AoE.
I never feel underpowered as a RDM for AoE. I cam easily hold my own vs both a blm and smn. RDM has strong AoE too. It just doesn't have the heavy hitting feel of BLM or the "I don't feel I'm doing anything, but the mobs are melting anyway" feel of SMN. That said, the melee phase of the rdm are makes hp go down extremely fast. I did a comparison parse for myself on 3 training dummies in my yard a short while back, and while rdm had a lower output than both smn and blm, rdm was still very close to blm and only smn had significantly higher output.
Last edited by Mhaeric; 05-15-2018 at 04:10 AM.
If this change were made, RDM would have a significantly different playstyle. You're talking anywhere from 14 to 33 mana every 2 GCDs: manafication might as well cease existing here. RDM would also be significantly closer to being a melee, and ignoring your potency increases, the mana increases alone would make its dps skyrocket to stupid levels.I think what Red Mage needs is the following:
Ver-adjustments:
1.) Verfire: Increase Potency to 300. Black Mana Granted ~ 22 (Double of Verthunder)
2.) Verstone: Increase Potency to 300. White Mana Granted ~ 22 (Double of Veraero)
Note: Why should these be weaker than the default ver-spells if they are proc spells, if anything they need to be stronger and we need to be able to enter melee mode much faster because that is our "umbra fire" rotation phase.
So, a few things would be needed regarding this: global potency loss to make up for the ridiculous increase in mana generation (which itself isn't bad, it would drag RDM far closer to being a spellblade and they would use their melee combo much more often), spells which do not increase mana that can be used as filler so as not to overcap, and more mana spenders (anything from something like "Verblizzard" to expend black mana while at range to more melee combos).
To answer why the proc spells are weaker than the longcast spells: don't compare verfire to verthunder, because you'd never be choosing between the two to cast. Verfire/Verstone need to be compared to Jolt 2 and Impact, because those are the same tier of spell. RDM is specifically set up right now so that lack of procs does not harm it too much; it only has one force proc every 35 seconds, whereas MCH, a similar job, has 5 force procs per minute. Impact has the same potency as Verfire and Verstone, and gives comparable mana generation.
Fair enough.AOE rotation Adjustments
1.) Enhanced Contre Sixte (New Trait) (Level 56): After executing 3 Enchanted Moulinet your Contre Sixte becomes a proc allowing you to use it once without putting the ability on cooldown, or affecting the current cooldown timer of the ability.
Note: The AOE rotation doesn't have a burst combo finisher like verholy or verflare, so I thought why not make Contre Sixte proc after using your AOE melee rotation as a finisher. It adds additional AOE damage and makes the rotation feel more complete.
How long is this buff supposed to last? 20 seconds? It would only ever reduce to 7% damage up, that probably puts it in a realm above trick attack. They could do a flat 5% damage buff like hypercharge that lasts 20 seconds that could work well enough here.Embolden Adjustments
1.) Increases BOTH magical and physical damage of all nearby party members including self by 10%. Both effects are reduced by 10% every 6s.
Note: If we are supposed to be weaker than SMN and BLM due to the support we bring, then allow us to atleast bring a more potent raid utility to the party. We also shouldn't exclude any jobs from our boost that is ridiculous, that's like saying don't bring the BLM to the party because the RDM can't boost their damage. That should never be a discussion.
Give Fleche a pierce-resist down effect.
make embolden great. just a flat dmg up to all, 20/10 for self/party.
do anything for tether. even tri-bind has 30 potency.
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