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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mansion View Post
    The thing is, if you want to keep this, you need a balance.
    I agree with you, I don't think chain-raising is broken support because it's auto-balanced by mana cost and mana recovery. Yet, that's it, there's not much more to RDM's support as Embolden is not a golden buff.
    But RDM's DPS is quite low (like other "support" oriented jobs, SMN being the exception), for instance having a Machinist (clunky as it is) is currently a better option than a RDM. You have a strong mitigation tool every minute, MP and TP recovery, a decent Vuln up on the target that everyone can benefit from, and a higher personal DPS.

    So for me there's no reason to keep RDM as it is. Either keep a lower side pDPS but great raid support tools, or higher pDPS and lesser support.
    Personally, I'd like to see Lucid Dreaming (and Diversion) mostly done away with, while range from target and positionals instead influence out %enmity generation. (Enmity skills, from range or melee, will always count as from front and point-blank. Casts always count as from flank.)

    Further away? Less enmity. Striking from flank or -- better yet -- the rear? Less enmity. Boom, no longer need to hit a CD every 2 minutes with zero other impact on gameplay other than not eventually get stomped as the tank's opener margin eventually fades (though likely if and only if no NIN or circle-Shirking even then).

    As for the MP itself, kind of the same: Increase in-combat %MP generation per 3 seconds from 2% to 5% and slightly adjust MP costs across the board to the point that cheap-casting is actually a net positive, rather than merely MP-neutral. At that point, you put nearly the MP generation provided by using LD on-cooldown into the base kit after slight unique MP generation methods (such as Aetherflow, time spent on meleeing (buffed) on RDM, etc.). The difference will slightly increase the relevance of MP efficiency, but apart from that nothing much changes. You just don't have to hit a button every 2 minutes.

    As for finer points... Increase on-resurrection MP, perhaps to the cost of standard cost of any given resurrection spell itself (currently 3600, maybe 3000 or whatnot after changes), making it never a net MP gain, but also a greater QoL boon to dps. And, if necessary, have Manashift siphon 20% of the lesser of personal or target's maximum MP to grant the target the greater of 20% of personal or target's maximum MP. (Personally, I think this skill should be RDM-only anyways, as sort of an alternative to Verraise that produces more net MP across the party.)

    And as for RDM's own unique MP maintenance method, attach the Impulse trait or the like:

    Impulse: Every spell instantly cast causes your next Dual-cast Jolt (II) to cost no MP and generate 1% of each type of MP per occurrence.

    So let's say you cast Jolt+Verthunder, Verfire+Veraero, Verstone+Verthunder, Jolt+Veraero, Jolt+Jolt. That last, dual-cast Jolt II would cost no MP, generate 4% MP, 4 Black Mana, and 4 White Mana. Melee skills and Verflare/Verholy, hastened by generating would likewise cost no MP, which would just further this sustainability. And, if you really needed to generate MP, you could dual-cast Jolt II frequently for its free casts. Add to this greater melee value, such that its mobility is more flexible and comes only at small net potency costs, and you've got a solid MP kit, though with Verraise a bit more obviously balanced.
    (1)

  2. #2
    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 Shurrikhan View Post
    Impulse: Every spell instantly cast causes your next Dual-cast Jolt (II) to cost no MP and generate 1% of each type of MP per occurrence. .
    Why not Impact?
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Why not Impact?
    The trait refers to a generation of potential force over time, i.e. an Impulse.
    Another trait would then add potency for each stack consumed, the Impact, as the potency and graphical augmentation isn't necessary as early as the rest.

    Add a graphical augmentation per stack (on job gauge) consumed and you get an Impact, but without wasting the button on it.
    (0)