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  1. #141
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Malkria View Post
    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?
    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.

    RDM is also almost as unpopular as BLM if parse uploads are anything to go by.
    (3)

  2. #142
    Player
    Malkria's Avatar
    Join Date
    Feb 2018
    Posts
    114
    Character
    Selina Maimhov
    World
    Behemoth
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Dualgunner View Post
    RDM is also almost as unpopular as BLM if parse uploads are anything to go by.
    I go by what I run into. Which tends to be RDM far more then BLM, in fact in any given group I join up in chances are there will be a RDM or SMN...but hardly ever a BLM.
    (0)

  3. #143
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Malkria View Post
    I go by what I run into. Which tends to be RDM far more then BLM, in fact in any given group I join up in chances are there will be a RDM or SMN...but hardly ever a BLM.
    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:
    Quote Originally Posted by Dualgunner View Post
    RDM is also almost as unpopular as BLM if parse uploads are anything to go by.
    Which seems to be currently supported.
    (1)
    Last edited by Dualgunner; 05-14-2018 at 12:32 PM.

  4. #144
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    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.
    (3)
    Last edited by Brightshadow; 05-14-2018 at 11:50 PM.

  5. #145
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    It sucks that it takes like 90/90 Mana to do a good AoE rotation (Enhanced Moulinet x2, Scatter->Scatter, Manifcation, Enhanced Moulinet x3).
    (0)

  6. #146
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Jonnycbad View Post
    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.
    (0)

  7. #147
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    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.
    (0)

  8. #148
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Jonnycbad View Post
    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.
    (0)
    Last edited by Mhaeric; 05-15-2018 at 04:10 AM.

  9. #149
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Brightshadow View Post
    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.
    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.

    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.

    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.
    Fair enough.

    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.
    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.
    (0)

  10. #150
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    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.
    (0)

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