So... another replacement for Jolt II/Impact you can use every 30 seconds, which synchs up near perfectly with Acceleration anyway.Here's a kinda novel idea I had
Ardor: Deals unaspected damage with a potency of 300. Potency is increased by 300 while you are under the effects of Verstone Ready or Verfire Ready.
Additional Effect: Generates 7 White Mana and 7 Black Mana. This amount is increased by 8 White Mana and 8 Black Mana while you are under the effects of Verstone Ready or Verfire Ready.
Additional Effect: Consumes Verstone Ready and Verfire Ready.
Cast time: 2s | Recast time: 30s | Range: 25y | Spell
Honestly, I think I'd rather have a 30-sec DoT at that point and/or just change Acceleration to boost Jolt/Impact.
It's not so much for the purpose of replacing Jolt/Impact, but more for the sake of cleaning up your procs before going into your melee combo. A 30s DoT wouldn't lend itself very well to that purpose, imo.
Why would you clean up a proc in the first place ?! You never lose use of one or two procs going into melee. the worst that can happen is refreshing a proc by VerHoly / VerFlare and that's not a big DPS loss.
Now 600 potency sure is sexy, but that's far too much, given that VerHoly / VerFlare are 600 potency, and you get them roughly every 30 to 45 seconds. Adding a secong burst of 600 potency in that window is far too much.
I think RDM has good proc management already.
My QoL tweaks :
Impact replaces Jolt II when it procs.
As it has no positionals, the whole melee combo could be PvP like, reduced to one button. (But as an option, so that players can choose between 3 buttons or one).
Reduce Displacement from 15 yalms to 10 yalms.
Three Enchanted Moulinets refresh Contre de Sixte's timer (there is your AOE finisher, make it a trait that comes level 56 with Contre de Sixte)
Corps à corps : Additional effect "Next three Spells or Weapon skills each recover 5% of your MP"
You'd clean up the procs specifically so that they aren't wasted by getting refreshed through Holy/Flare, so that the extra proc still has a use. The potency thing is definitely negotiable though. What about 250/500 instead? Also, I agree fully with the Impact and Displacement changes. Displacement is *just* long enough to barely kill you more times than it seems like it should, tbh.
Ardor does seem like it should be a RDM spell though, but as a big finisher like Verholy/Flare.
Perhaps as an alternative to those (or even replaces them) when your mana are equal. (Seems odd to me that you're encouraged to keep them equal until you get Verholy/Flare, then you need to make sure theyre not)
Same potency, but gives a bonus increase to both mana and procs Impact instead of Verfire/stone-Ready.
If I can make a few adjustments to your suggestion,My QoL tweaks :
Impact replaces Jolt II when it procs.
As it has no positionals, the whole melee combo could be PvP like, reduced to one button. (But as an option, so that players can choose between 3 buttons or one).
Reduce Displacement from 15 yalms to 10 yalms.
Three Enchanted Moulinets refresh Contre de Sixte's timer (there is your AOE finisher, make it a trait that comes level 56 with Contre de Sixte)
Corps à corps : Additional effect "Next three Spells or Weapon skills each recover 5% of your MP"
- In addition to Impact and the melee combo: Verfire replaces Verthunder when it procs, Verflare replaces both; Verstone replaces Veraero when it procs, Verholy replaces both.
- Instead of reducing the distance of Displacement or adding rotation-enhancing effects to Corps-a-Corps, just remove the damage from each so you're not compelled to use them on cooldown and can use them as-needed for movement, and displace the lost damage onto the melee combo.
(I suggest adding some type of CC effect to each instead, so it's useful in dungeons or the overworld and neutral in endgame content.)- Add a trait to have each Enchanted Moulinet reduce the cooldown of Contre Sixte by a set amount, and to have Verfinishers reduce the cooldown of Manafication as well.
(This way you always get the same amount of benefit each cast.)- Either add a trait for a combo'd Redoublement to restore MP, a trait to passively double our base MP regeneration, or a new rotational spell that restores MP as a side effect.
As I said though, you'd just use Acceleration to pop such a powerful ability as often as possible rather than situationally.
I don't see how much of a difference it makes compared to just using the proc before going into your combo, and using Acceleration on your Verfinisher if you ended up balancing/capping your mana before the combo.
Last edited by Archwizard; 02-24-2019 at 09:08 PM.
If I have both procs up, and I use VerStone to dualcast VerThunder, your solution prevents me to do so: I would dualcast VerFire. We can keep a slot for VerStone and VerFire (and Red Mage does not really suffer that much from button bloat yet). Impact having a separate button is weird because there's no reason to use Jolt II when Impact is up.
Although, VerHoly and VerFlare can replace VerAero and VerThunder.
Corps à corps and Displacement are around 4% of our DPS. That's not a lot, but I would not get rid of the potency of these. At least not Corp à corps, because this one never kills you (on purpose at least!). They fit well in the rotation, the Manafication proc is good too. I really thing we should just have Displacement range reduced.
I'd be carefull with the Manafication CD reduction, simply because it's conveniently alligned on Embolden. So in any case (greedy embolden or raid embolden), you can fit a melee combo in there each time. I like them paired up that way.
Agree on the rest![]()
Honestly, I'd like to see Displacement's potency removed and added to Corps-a-Corps, so we don't suffer a potency loss, and then just turn Displacement into a clone of DRG's Elusive Jump with the distance reduction Archwizard suggested; an additional aggro dump ability would let us reserve Lucid solely for MP regen, which we generally need more than the other Caster DPS classes.Corps à corps and Displacement are around 4% of our DPS. That's not a lot, but I would not get rid of the potency of these. At least not Corp à corps, because this one never kills you (on purpose at least!). They fit well in the rotation, the Manafication proc is good too. I really thing we should just have Displacement range reduced.
If you have both procs up anyway, I don't really see what the problem is - you could still dualcast Verstone into Veraero, and Verfire into Verthunder, each of which would lower the risk of refreshing a proc at a DPS loss anyway.
That's the problem though - they're part of the rotation. As movement tools, they should be used as-needed, not tapped on-cooldown for the bonus oGCD damage, especially in small arenas or other cases where you have incentive to avoid moving. You're even advocating to nerf Displacement's primary purpose as a distancing tool in favor of keeping it in the rotation for damage you yourself maintain is low.Corps à corps and Displacement are around 4% of our DPS. That's not a lot, but I would not get rid of the potency of these. At least not Corp à corps, because this one never kills you (on purpose at least!). They fit well in the rotation, the Manafication proc is good too. I really thing we should just have Displacement range reduced.
Besides, I've seen Corps-a-Corps kill before - using it on cooldown can lead to pulling yourself in right before an AoE if poorly timed...
(Mansion was the one who suggested the distance reduction. On the other hand though, I wouldn't be entirely against reducing the distance it can toss you... if you could use it from a further distance as well, and/or it maybe had a Heavy effect attached so it takes as long for overworld enemies to reach you.)Honestly, I'd like to see Displacement's potency removed and added to Corps-a-Corps, so we don't suffer a potency loss, and then just turn Displacement into a clone of DRG's Elusive Jump with the distance reduction Archwizard suggested; an additional aggro dump ability would let us reserve Lucid solely for MP regen, which we generally need more than the other Caster DPS classes.
I like the idea of Displacement containing an aggro dump, but I maintain that the damage from both movement tools should be shifted onto our melee combo.
Last edited by Archwizard; 02-25-2019 at 04:15 PM.
If you're at 79|89 with both Verstone ready and Verfire ready, the appropriate Dualcast is Verstone-Verthunder, so you don't end up at 99|89 with Verfire ready, which would waste a guaranteed proc since the alternative is imbalance.
Error 3102 Club, Order of the 52nd Hour
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