Page 8 of 54 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 536
  1. #71
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Archwizard View Post
    I suppose I could see them adding a skill that runs something like

    "Ennoble: Engrave runes on an allied target's weapon. The next elemental spell you cast within X sec will enhance both your and the Engraved target's attacks, granting each Y% bonus damage of that element and a Z% chance to inflict a status effect based on that element for the remainder of the duration."

    And then flavor each one with things like EnFire = Blind, EnStone = Stun, EnThunder = Paralyze, EnAero = Silence, EnWater = Knockback and EnBlizzard = Heavy or something, assuming we get Verwater/Verflood and Verblizzard/Verfreeze spells at some point.
    No EnJolt or neutral spells so you can actually choose on the fly.

    'Bout the only way I can think of to wrap up 6 different En- spells into one package and make having more than one actually matter, except that most of those are circumstantially useless anyway (being neither DoTs, vuln effects or stat boosts), and would either have a "best" option among them if they had a use in raids or expose that they're basically all the same spell if they didn't (since elemental vulnerabilities don't matter to enemies).
    There's really just no point in giving us an En-spell since even one would just be another damage boost like Embolden anyway.
    I think it definitely works nicely.
    (0)
    When the game's story becomes self-aware:


  2. #72
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kalise View Post
    RDM has Moulinet. Which doesn't contribute to a Verfinisher.

    Thus, such a change would mean more melee combos in a ST rotation, without Manafication then also impacting AoE rotations any more, especially if using alternate means to address AoE rotations (Such as my suggested Scatter II and Impact II for improved mana generation)
    Unless there's a huge shift in how often and how many adds appear in boss encounters, the only balance concern is that it's not too much.

    And Red Mage is the farthest thing from too much, manafication or not.
    (1)

  3. #73
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    Unless there's a huge shift in how often and how many adds appear in boss encounters, the only balance concern is that it's not too much.
    Well, it's not as if the design space is particularly limited.

    RDM's want to be able to melee combo more often. More frequent Manafications aid with that.

    Be it a flat reduction in the CD or active reductions to the CD. The outcome is the same.

    Only one way, allows the effect to happen in a vacuum while the other would affect all aspects of the job.

    Unless you can tell me how a reduction in CD on Manafication is bad/unworkable, then I'll assume that my suggestion is fine and that your argument stems from having an issue with me rather than the suggestion in of itself.
    (0)

  4. #74
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    You're applying a mechanic from Warrior to Red Mage when it isn't required. All I said was just a permanent slash rather than a reduction per verfinisher fits them better. The warrior is working against several different factors when it comes to their Beast Gauge expenditure - Critical Bonus, GCD Delay, Utility of the ability, and so forth.

    The Red mage does not. They will only ever use their AOE combo for mass trash, so dungeon pulls where balance rarely is a concern or in one fight this expansion for raids where it was more about heavily padding. In the same vein as giving Merciful Eyes threat reduction, giving Red Mages a per-finisher reduction is effectively just a permanent bonus anyways, so just slash the base CD.
    (2)

  5. #75
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    You're applying a mechanic from Warrior to Red Mage when it isn't required. All I said was just a permanent slash rather than a reduction per verfinisher fits them better. The warrior is working against several different factors when it comes to their Beast Gauge expenditure - Critical Bonus, GCD Delay, Utility of the ability, and so forth.
    I'm only comparing it to the Warrior mechanic because I'm a Warrior main so it was the first such mechanic that came to mind.

    I could have compared it to SMN with their Ruin IV procs reducing the CD of Enkindle, or WHM with their Secrets of the Lily II with their chance to reduce the CD of Assize and Asylum when they critically heal with Cure or Cure II. Just, I don't main those jobs so the names of their skills and traits don't come to mind as easily.

    Also, neither SMN nor WHM have any use for their procs other than the 1 skill they reduce the CD for. With SMN also not even caring about if they USE the Ruin IV proc, it just has to occur.
    (0)

  6. #76
    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
    Actually... I kinda like Kalise's idea...

    Imagine: RDM gets a spell that increases the amount of Mana gained per enemy they're fighting (perhaps an AoE DoT that constantly siphons a little Mana, perhaps just an AoE-specific spell they can weave between Scatters), and a trait that also causes their single-target abilities (or at least melee combo) to reduce the cooldown of Manafication.

    Both melee combos would end up being sped up dramatically as a result, no? And we wouldn't end up having the AoE combo be as reliant on Manafication...
    (0)

  7. #77
    Player
    Selond3's Avatar
    Join Date
    Feb 2019
    Posts
    6
    Character
    Selond Velvic
    World
    Diabolos
    Main Class
    Samurai Lv 80
    How bout a trait that increases spell speed by a percentage capping out at like maybe 20~30%, with each successful use of dual cast while standing still? Basically giving RDM a decent bump in dps and a more I guess black mageish style of turret play. A simple change but something you definitely want to keep up as long as possible.
    (0)

  8. #78
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Selond3 View Post
    How bout a trait that increases spell speed by a percentage capping out at like maybe 20~30%, with each successful use of dual cast while standing still? Basically giving RDM a decent bump in dps and a more I guess black mageish style of turret play. A simple change but something you definitely want to keep up as long as possible.
    spell speed or attack speed cuz there both different things
    (0)

  9. #79
    Player
    Selond3's Avatar
    Join Date
    Feb 2019
    Posts
    6
    Character
    Selond Velvic
    World
    Diabolos
    Main Class
    Samurai Lv 80
    I was thinking just spell speed(casting speed) and recast time
    (0)
    Last edited by Selond3; 02-15-2019 at 01:54 PM.

  10. #80
    Player
    Syphin_Polaris's Avatar
    Join Date
    Jun 2015
    Posts
    54
    Character
    Syphin Polaris
    World
    Midgardsormr
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Dualgunner View Post
    Dualcasting verraise applies a debuff on the rdm called "overexertion" that lasts for one minute. During this minute verraise cannot be dualcasted. It can still be swiftcasted, and if you really want it can be chaincasted (once). I might be alone but I dislike thw rez dispenser moniker and I feel limiting it to 3/min is at least an alright compromise.
    I would actually be entirely in favor of this because I got tired of being a rez mule. Sure I love being able to be supportive, mana shift, combat raise (which is a reason i loved smn too), and I've been wanting rdm since I started playing FFXIV because it was a job I loved from previous games.

    I don't main RDM anymore, not because of boredom or dislike, because I simply love rdm through and through, I simply went back to ninja main as I've been since it was a thing and RDM is my next up. I was sick of being told repeatedly that I was only there for easy and fast rezing for the healers so "they could focus on DPS and healing" ...meanwhile as the DPS I would be worthless at 0 MP... it got frustrating.
    (4)
    Last edited by Syphin_Polaris; 02-15-2019 at 03:07 PM. Reason: slight typo

Page 8 of 54 FirstFirst ... 6 7 8 9 10 18 ... LastLast