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  1. #31
    Player
    Wayfinder3's Avatar
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    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    VerFlare and VerHoly do AoE damage of 550 potency that scales down by 25% after the 2nd enemy hit, and 50% for every hit after. 550+550 potency on 2 targets. “Mostly needed for 2 target situations such as adds phase in Ucob to help rdm properly keep an offensive presence.” Moulinet Hits with a potency of 200 and that has no fall off, so at 5 enemies, Moulinet will hit for 1000 potency per enemy hit. costing 30 mana means that at 90 mana, you get 3 cast for a whopping 3000 potency per enemy hit for the next 3 gcds. These changes to Holy and Flare will not challenge that as it's one GCD for 550 +550 +412.5+ 275 +275=2062.5 potency for 1 hit, but still much weaker than dedicating time to using moulinet rotation as there is no other AoE cast aside from that one hit.

    Manafication is changed to say (Resets the cooldown on Corp a Corp and Displacement. Allows for the use of 3 Enchanted Weaponskills ignoring BW mana generated for 10secs. Effect ends after the 3rd Enchanted Weaponskill or combo is broken)
    "A huge change to help RDM's burst window fall in line with raid buffs"

    Sprint does not cancel dualcast
    “kinda stupid that it does”

    Embolden made to buff all damage, I don’t mind the idea of a decaying buff if it benefits the raid as it promote better synergy. If too strong, I’d reduce to a static 5-6% for 20secs

    Corp a Corp, applies piercing damage up for 40secs. "If these debuffs are going to stay, then dragoon can't be alone in distributing this. ranged dps are far too powerful to place this themselves."

    Vermedica "Ability" 90secs Applies an AoE regen with an initial potency of 200, regen Potency is 50 for 30secs.
    "This job has healer roots and i personally would like to see it explored. I love the power dualcast Verraise enables in progression and i think rdm should move foward with this identity in mind. As long as it's damage is lower but close enough to SMN and MCH to allow for a safe route at the expense of a little dps. Vercure is a nice button to gain dualcast procs when the boss is untargetable as well promote a situation where rdm could save a party member however, this comes at the cost of a gcd and i don't think rdm should have to pay for exercising it routes as healer beyond it's total rdps contribution being lower than SMN. RDM should be rewarded for healing while not costing any of their dps which is where vercure fails"

    Enliven "Ability" 120secs Increases the MP of all party members for 30secs (Effect cannot be applied with Refresh) "Seriously, refresh belongs to rdm and was given away, it's time we got it back while also giving this job some method of recurring mp"

    Manaward, I think this skill should be moved into the Cross role action for casters, it gives them all fair ways to mitigate damage in situations where we may need to take less damage ( think Hello World or ifrit nails)

    Swiftcast applies Dualcast. it Increases mobility by simulating BLM's triplecast. Cast -> Instant (swift) -> Instant -> Instant.

    As for AoE phase
    I don't mind some fine tuning however, i prefer we don't get more than 2 GCDs dedicated to it, Scatter and Moulinet are fine but could use some efficiency boosting.

    I think VerThunder and VerAero can be scaled back down to 300 potency with some of these changes. Alot of this is probably very overpowered and can be scaled back to be made more reasonable within the games scope. This is a rough wishlist i'd like to see
    (1)
    Last edited by Wayfinder3; 02-11-2019 at 07:11 PM.

  2. #32
    Player
    Mansion's Avatar
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    Aug 2018
    Location
    Gridania
    Posts
    1,993
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I'm not so interested in AOE options because we just use it for dungeons... unless a raid forces to do AOE, I don't get the point of giving us more AOE tools.

    Like OP, I'd like to use my Mana for some other things than the combo. I had in mind something like "Black Sword" or "White Sword" that would use 10-20 of said Mana and place a debuff (Black) on the enemy and a buff (White) to a party member. They would share a CD, and it could give RDM more support tools.

    Embolden needs to gradually increase, not decrease. And it needs flat damage up, not aspected physical/magic damage. It makes no sense that it does not buff our own Fleche / Contre de Sixte.

    I don't know about Holy / Flare in AOE. I remember DeathFlare on SMN would always come up with Ulthros pop on O11S and my tank hated me.

    (If our not-enchanted melee combo could give us a good chunk of Mana back, that would be dandy)
    (1)

  3. #33
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mansion View Post
    I'm not so interested in AOE options because we just use it for dungeons... unless a raid forces to do AOE, I don't get the point of giving us more AOE tools.
    Granted, but you have to keep in mind that just because it has limited use to us outside of select encounters doesn't preclude a value in a great many other contexts. Trash packs in dungeons yes, but also open-world content and add phases of select raid encounters like Wreath of Snakes; not all of FF14 is Savage Alphascape v4.0, and on the whole I find myself spamming Scatter just as often as I am doing my basic melee rotation.
    (And the fact that it's so common that I'm just hitting one button over and over and over in preparation of hitting another is... kind of the problem.)
    Besides, such an argument isn't unique in its application to the RDM. After all, BLM gets a passive specifically designed to let them cast two Flares in a row, which is just as situational to them in single-target encounters as Scatter and Moulinet are to us. Out of five actives and passives we get per expansion, dedicating one to an AoE phase is... kinda just the standard at this point.

    Quote Originally Posted by Mansion View Post
    Embolden needs to gradually increase, not decrease.
    Honestly, I disagree with this too. While it would be preferential if Embolden just had a flat value throughout the entire duration, it's far easier to time out maximizing its value in burst scenarios in its current iteration -- "We need to maximize burst RIGHT NOW, so I'll hit Embolden now while I'm meleeing so my Verfinisher gets the full 10% and synchronize Embolden's maximum effects with current raid buffs, then hop back and continue spamming as many spells as I can until it's gone."

    In the suggested reverse scenario, you the RDM would have to pre-plan about 15 seconds into the future for the full effect, including others' raid buffs. That just ain't happening.

    However, I agree that it makes no sense for us, as Magic DPS, to have damage tools that don't benefit from magic damage increases. I didn't even know Fleche and Contre Sixte didn't benefit from our own Embolden until very recently, which I'm sure has led to many wasted casts.

    Quote Originally Posted by Mansion View Post
    Like OP, I'd like to use my Mana for some other things than the combo. I had in mind something like "Black Sword" or "White Sword" that would use 10-20 of said Mana and place a debuff (Black) on the enemy and a buff (White) to a party member. They would share a CD, and it could give RDM more support tools.
    Don't know where I stand on this -- you're arguing how situational AoE is but you're also positing the value of a tool that could only be useful if we mess up our rotation or get screwed by RNG at best, or be extraneous/competitive with our existing melee combo mechanic at worst. More support tools isn't necessarily a bad thing, but that resource cost would dictate our rotation, and in most encounters one would absolutely be preferred to another based on party size.
    (4)
    Last edited by Archwizard; 02-11-2019 at 08:54 PM.

  4. #34
    Player
    Mansion's Avatar
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    Aug 2018
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    Gridania
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    1,993
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    Mansion Viscera
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    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Archwizard View Post
    Granted, but you have to keep in mind that just because it has limited use to us outside of select encounters doesn't preclude a value in a great many other contexts. Trash packs in dungeons yes, but also open-world content and add phases of select raid encounters like Wreath of Snakes; not all of FF14 is Savage Alphascape v4.0, and on the whole I find myself spamming Scatter just as often as I am doing my basic melee rotation.
    (And the fact that it's so common that I'm just hitting one button over and over and over in preparation of hitting another is... kind of the problem.)
    Besides, such an argument isn't unique in its application to the RDM. After all, BLM gets a passive specifically designed to let them cast two Flares in a row, which is just as situational to them in single-target encounters as Scatter and Moulinet are to us. Out of five actives and passives we get per expansion, dedicating one to an AoE phase is... kinda just the standard at this point.
    Yeah but even in a raid context, Seiryu for instance is not mindless AOE, you have to control the deaths because of raid damage. O7S had adds that you focused regardless, AOE is not an option. A12S has adds that are AOE spammables, but also adds that need to be killed in whichever order because of the strat. My point is that AOE spam is not so relevant there.
    Open world content is relevant in the few weeks following each expansion, after that it's just dead as you outlevel everything and you are far more efficient with single target (especially with RDM).

    So I kind of agree with you, but AOE is very niche. One or two is enough, and we have scatter / moulinet / contre de sixte. That's enough. Especially with the enhanced scatter trait, you can chain Moulinets, you can play with Manafication to milk more... RDM AOE is fine, really. It's not so interesting but as you said, most other jobs are not so interesting either is that respect. SMN is the only one with a bit more adaptability.
    (0)

  5. #35
    Player
    Kurando's Avatar
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    Mar 2017
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    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    I don't expect it to happen but I'll find it extremely boring if we are still Scatter spamming as part of an aoe rotation moving forward in to a new expansion, so here goes.

    Keep Verflare and Verholy as single target, but introduce an aoe Ver-spell. So using 3 Enchanted Moulinets successfully will either unlock a seperate action or force an existing action (possibly Contre, Scatter maybe even Tether?) to automatically process to the Ver-aoe, giving you a timed window (just like Flare or Holy) to end with your finisher. Sure it's not going to see much use in single target battles like bosses, but it would be nice to have something a little more colourful you know.
    (3)

  6. #36
    Player
    Wayfinder3's Avatar
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    Jul 2016
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    The Crystarium
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    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    I think you guys are missing the point of why I believe the Ver Finshers should be AoE. It’s because I’m situations where there are 2 targets in which it’s a dps loss to use scatter and Moulinet. Rdm falls behind BLM and SMN as they have dots and AoE that give them more flexibility. Guardian was an example where the Verfinsher doing AoE damage wouldve been a nice way to help rdm keep pace with casters in those niche but very real situations.

    Scatter spam is boring and inefficient but it’s designed for 3 or more targets and thus, has nothing to do with the change. Rdm needs a 2 target option and I believe that doing this will make it less of a burden on the job, then say giving them a dot
    (1)

  7. #37
    Player
    Mansion's Avatar
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    Aug 2018
    Location
    Gridania
    Posts
    1,993
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Archwizard View Post
    While it would be preferential if Embolden just had a flat value throughout the entire duration, it's far easier to time out maximizing its value in burst scenarios in its current iteration -- "We need to maximize burst RIGHT NOW, so I'll hit Embolden now while I'm meleeing so my Verfinisher gets the full 10% and synchronize Embolden's maximum effects with current raid buffs, then hop back and continue spamming as many spells as I can until it's gone."

    In the suggested reverse scenario, you the RDM would have to pre-plan about 15 seconds into the future for the full effect, including others' raid buffs. That just ain't happening.
    Yeah I might have been unclear about this one. I'm actually for a flat DPS buff. But if I had to choose between increasing and decreasing, I'd go with increasing because it's more valuable for anyone that did not burst in the original 4 full potency seconds rather than seeing the buff pop and keeping a bunch of abilities to throw at that time. This is of course happening in a context with no communication within the team. Otherwise, decreasing embolden will be just fine if alligned properly.

    Quote Originally Posted by Archwizard View Post
    However, I agree that it makes no sense for us, as Magic DPS, to have damage tools that don't benefit from magic damage increases. I didn't even know Fleche and Contre Sixte didn't benefit from our own Embolden until very recently, which I'm sure has led to many wasted casts.
    Well you use them on cooldown 98% of the time so it's alright to use them within Embolden if they come up at that time. You should just not delay them to fit your Embolden buff. Otherwise, there are never wasted casts of Fleche and Contre de Sixte.

    Quote Originally Posted by Archwizard View Post
    Don't know where I stand on this -- you're arguing how situational AoE is but you're also positing the value of a tool that could only be useful if we mess up our rotation or get screwed by RNG at best, or be extraneous/competitive with our existing melee combo mechanic at worst. More support tools isn't necessarily a bad thing, but that resource cost would dictate our rotation, and in most encounters one would absolutely be preferred to another based on party size.
    That kind of action would require more Mana management tools. These actions would not need imbalanced situation, but could fit the rotation if there are other actions to balance its mana cost implication.
    Imbalanced mana is almost inexistant in RDM, you have enough tools to avoid it. So introducing this kind of actions would make RDM's rotation a bit less straightforward (if not braindead).
    (0)

  8. #38
    Player
    Mansion's Avatar
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    Gridania
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    1,993
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    Mansion Viscera
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    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    I think you guys are missing the point of why I believe the Ver Finshers should be AoE. It’s because I’m situations where there are 2 targets in which it’s a dps loss to use scatter and Moulinet. Rdm falls behind BLM and SMN as they have dots and AoE that give them more flexibility. Guardian was an example where the Verfinsher doing AoE damage wouldve been a nice way to help rdm keep pace with casters in those niche but very real situations.

    Scatter spam is boring and inefficient but it’s designed for 3 or more targets and thus, has nothing to do with the change. Rdm needs a 2 target option and I believe that doing this will make it less of a burden on the job, then say giving them a dot
    Ah ok, now I see thanks.

    Still, that's just a spell that you cast far less frequently than any other of the RDM base kit. I'm not sure the gain in a two targets situation would be worth it, rather than being really bursty on one target then switching on the other. I think that kinda is the point of RDM, outside of a bit of RNG for procs (that can be well tempered with effective proc fishing), it has a short rotation with a very high burst for single target. It does not do well in two targets situations, but in 3+ enemies it has nothing to be ashmed of in terms of numbers.
    (1)

  9. #39
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    Corp a Corp, applies piercing damage up for 40secs. "If these debuffs are going to stay, then dragoon can't be alone in distributing this. ranged dps are far too powerful to place this themselves."

    Vermedica "Ability" 90secs Applies an AoE regen with an initial potency of 200, regen Potency is 50 for 30secs.
    "This job has healer roots and i personally would like to see it explored. I love the power dualcast Verraise enables in progression and i think rdm should move foward with this identity in mind. As long as it's damage is lower but close enough to SMN and MCH to allow for a safe route at the expense of a little dps. Vercure is a nice button to gain dualcast procs when the boss is untargetable as well promote a situation where rdm could save a party member however, this comes at the cost of a gcd and i don't think rdm should have to pay for exercising it routes as healer beyond it's total rdps contribution being lower than SMN. RDM should be rewarded for healing while not costing any of their dps which is where vercure fails"
    As far as Corps-a-Corps, I'm not sure how many piercing damage skills we have, but the more relevant point to make here is that if it applies a debuff then we'll still be obligated to tap it on-cooldown to keep it up at all times -- including scenarios where it would be dangerous for the RDM to charge into melee.

    As for "Vermedica", I'm torn. While RDM has its roots in crossing Black and White magic, we're not supposed to be a dedicated healing class; while being able to raise allies is always a boon and makes us outshine virtually every job in the game at it, having a semi-potent Regen effect won't have us recognized in that regard.

    Quote Originally Posted by Wayfinder3 View Post
    I think you guys are missing the point of why I believe the Ver Finshers should be AoE. It’s because I’m situations where there are 2 targets in which it’s a dps loss to use scatter and Moulinet. Rdm falls behind BLM and SMN as they have dots and AoE that give them more flexibility. Guardian was an example where the Verfinsher doing AoE damage wouldve been a nice way to help rdm keep pace with casters in those niche but very real situations.

    Scatter spam is boring and inefficient but it’s designed for 3 or more targets and thus, has nothing to do with the change. Rdm needs a 2 target option and I believe that doing this will make it less of a burden on the job, then say giving them a dot
    And while that's valid, it's generally accepted that in any two- (or less) target scenario, the player just focuses each target down, for virtually all classes -- in fact, I think a two-target specific option is arguably the most niche ask of all.

    Even as far as giving us a DoT is concerned, that could easily replace one cast of Jolt or Impact every 15-30 sec, and would lead to a greater portion of our damage being mobilized.
    (2)

  10. #40
    Player
    Hysterior's Avatar
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    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    I really want at least one DOT...
    (0)

    Larek Darkholme @ Ragnarok

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