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  1. #1
    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 Shurrikhan View Post
    Naturally, as you most often need MP after Verraise, which doesn't remotely sync to your melee combos, or after death, which depletes the resource needed to perform your melee combos...
    While true -- particularly due to needing to invest MP into performing the melee combo before you could melee combo for MP, especially if they put the melee combo onto an MP cost with the removal of TP in ShB -- my intent with that statement was more geared toward the fact that melee comboing is something we already do. Simply tacking "also recovers X% of MP" onto any existing ability would not change in the slightest how we use the abilities, except possibly to encourage subpar gameplay; for instance, "just spam your unenchanted melee combo if MP gets low" sounds great if you only consider running low on MP to be a niche case caused only by death or Verraising, but not as a result of running your actual rotation for long periods, meaning it would eventually turn from a niche case into a part of the core rotation.
    It would address the immediate problem of MP consumption, but it would not add to the core playstyle in any positive way.

    Besides, if the worry is that MP would only become a concern to us after Verraise spam, wouldn't giving us another means to burst-return MP be a bad thing...?
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    While true -- particularly due to needing to invest MP into performing the melee combo before you could melee combo for MP, especially if they put the melee combo onto an MP cost with the removal of TP in ShB -- my intent with that statement was more geared toward the fact that melee comboing is something we already do. Simply tacking "also recovers X% of MP" onto any existing ability would not change in the slightest how we use the abilities, except possibly to encourage subpar gameplay; for instance, "just spam your unenchanted melee combo if MP gets low" sounds great if you only consider running low on MP to be a niche case caused only by death or Verraising, but not as a result of running your actual rotation for long periods, meaning it would eventually turn from a niche case into a part of the core rotation.
    It would address the immediate problem of MP consumption, but it would not add to the core playstyle in any positive way.

    Besides, if the worry is that MP would only become a concern to us after Verraise spam, wouldn't giving us another means to burst-return MP be a bad thing...?
    1. So far we've been told to think of the removal of TP costs as 'Former TP costs being removed altogether, not just being switched to MP'. From what little we have to go off, it seems unlikely that RDM weaponskills will have any MP cost.
    2. We currently melee in one and only one manner, with no more than 3 GCDs of flexibility. Using our melee aspect in a manner that would preempt, rather than merely restricted by, interactions with B/W Mana would be something we do not already do. At level 70, we have no melee play, as it will never be used except in the context of Verflare/Verholy. We have Verflare/Verholy, with 1.8 GCDs of mobile 5-yalm skills prerequisite to it.
    3. I've not recommended tacking on MP rewards to any of our skills. I said only that it makes zero difference whether you reduce MP costs except to Verraise or increase regen (by whatever means) while increasing Verraise's relative cost, and thus recommended the simpler.
      I merely mentioned that if we actually had a legitimate melee component to the job to skillfully weave, we could use that to abate mana costs, say, taking higher risk at roughly even ppm in order to improve MP sustainability. Note that I also mentioned it'd still be a bad idea because you'd then be forcing would-be superior gameplay into niche requirements.
    4. Adding to the core playstyle would be one of the few things it would accomplish. It'd just do so better if MP wasn't a concern, outside of Verraise usage, in the first place.
    5. Better to have a period in which to badly sacrifice potency as to afford overuse of Verraise than have to maintain a DoT for MP sustainability, with little to no cohesion with the rest of your kit, on the chance that you'll need Verraise later, or to sluggishly recover from said overuse.
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