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  1. #421
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Archwizard View Post
    Even worse if the two new AoEs don't proc Verfire/Verstone under Acceleration.

    Honestly, why do the devs seem hell-bent on making sure Ninja is the only job with all six elements? It makes sense in the case of WHM and BLM, but you ever notice we share all the same elements with SMN, aside from the addition of Thunder? Right down to the Fire/Unaspected mega-spells...
    I believe the reason for that is because Blizzard and Water are loosely tied to WHM and BLM's respective lore/mechanics as ways to restore MP, which invariably means they'd have to draw out excess aether from the environment in order to manifest them at all. I'd speculate that it actually goes against the core tenets of RDM's practices to use either element because their common properties invariably violate those tenets. We don't really have proof any of that that I can recall though. I'd have to dig through at the Conjurer/Thaumaturge quests again to be sure. That's my semi-educated half-forgotten overly-confident theoretical guess, at least.
    (2)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  2. #422
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    As far as lore goes, Cure and healing spells are actually Water-aspected (I believe this was an answer given long ago with regards to why White Mage has no Water spell outside something like Fluid Aura), this is particularly noticeable in something like Asylum which has a very water-y effect to it. As such, I always took Vercure as Red Mages "water" spell. As for ice... My headcannon is that Fleche and Contre Sixte are actually ice blades... Perhaps if the animation for them wasn't reusing assets that could be a bit clearer...
    (0)

  3. #423
    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 Grimoire-M View Post
    I believe the reason for that is because Blizzard and Water are loosely tied to WHM and BLM's respective lore/mechanics as ways to restore MP, which invariably means they'd have to draw out excess aether from the environment in order to manifest them at all. I'd speculate that it actually goes against the core tenets of RDM's practices to use either element because their common properties invariably violate those tenets. We don't really have proof any of that that I can recall though. I'd have to dig through at the Conjurer/Thaumaturge quests again to be sure. That's my semi-educated half-forgotten overly-confident theoretical guess, at least.
    I doubt that's the reason, honestly. Bear in mind that Fire magic doesn't lock our MP regen, nor do Aero or Thunder magic manifest as DoTs for us (the CNJ questline makes a point about Wind being the "death by a thousand paper-cuts" element), or Flare and Holy as AoEs.
    It should be more sufficient to say in this context that RDM's practices have already adjusted those spells to be more environmentally friendly.

    Quote Originally Posted by Nalien View Post
    As far as lore goes, Cure and healing spells are actually Water-aspected (I believe this was an answer given long ago with regards to why White Mage has no Water spell outside something like Fluid Aura), this is particularly noticeable in something like Asylum which has a very water-y effect to it. As such, I always took Vercure as Red Mages "water" spell. As for ice... My headcannon is that Fleche and Contre Sixte are actually ice blades... Perhaps if the animation for them wasn't reusing assets that could be a bit clearer...
    I don't ascribe to that at all. CNJ and ACN use the same green casting effect on their healing spells, while AST and RDM share the same faded blue effect with each other; attributing elements to either one supposes that SCH uses wind magic to heal and AST uses water magic, which are patently false since their powers have no elemental charge within the lore.
    Unless, of course, we assume instead that green heals draw from the land and blue heals draw from extraterrestrial sources, but then that just leads to a whole can of worms about the RDM's healing. Sufficed to say, our healing magic is as different from WHM's as our battle magic is from BLM's.
    Until Yoshi-P comes out and says Vercure is water magic, I'm choosing to believe it's just a blue heal. Likewise, until he says they're anything but Crystallized Aether, I think consensus is that our sword spells are just Crystallized Aether.
    (2)

  4. #424
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Was thinking about what I would really want if I could design my own skill and why I would want it would be something like:
    _______________________________________________________________________________________________________________




    Ability- Indemnity:Restores target for 200 potency while reducing magic damage taken by 5% and applying a heal over time for 12 seconds. Regen potency 70. Cool down of 60 seconds. [Total healing potency of 480.]

    _______________________________________________________________________________________________________________


    Wraps the base potency of Erase, into a mild Apoc, with a short but powerful HoT. Lets RDM support on the OGCD without being broken and do it frequently enough. Its one skill with a bunch of built in effects, encompassing small support effects like a RDM should be able to have adding up to a difference.
    (0)
    Last edited by Zyneste; 05-28-2019 at 02:00 PM.

  5. #425
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,993
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    SEE WHAT YOU DID?!
    This topic was hell about "I'm bored when I use scatter" and now we have AoE re-design that stripped us off Impact.
    "You brought this up on yourself" as Seiryu would say. ;D

    Joke aside, that's my MAIN problem with what I've seen from RDM kit : the loss of Impact (even if Jolt II is buffed, it's still 20 less in potency than VerFire/VerStone). So unless Acceleration gets a buff to milk more VerFire/VerStone, I'm a bit sad.
    Scorch is alright. Not interesting
    I don't get the point of Engagement, when Displacement is still stronger. Now I'm trying to think, but apart from the Fire phase in O9S, and unlucky tail slams on Shinryu, there's no fight that make it impossible to use Displacement. It's scary on Suzaku, but you can make it.
    The ranged Mana spender... 300 pot for 10 mana, I'm not sure I see the point apart from bieng some kind of Scathe ability. If a mechanic forces you to move, you have slide-cast the first spell, dual cast the second, (Swiftcast the third) and you still need to move, yeah maybe.

    Anyway, I'm rambling about that but we'll get more info tomorrow so I should probably take it easy.

    I'm really happy we did not get any healing ability/support though.
    (0)

  6. #426
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Archwizard View Post
    I don't ascribe to that at all.
    It was specifically the White Mage line of healing spells, as far as I remember. This dated back to 1.x though, around when White Mage was first introduced (so Astrologian and Scholar weren't even things), so it's entirely possible they abandoned that concept, but I distinctly remember them saying the Cure line of spells were White Mages water spells, "Waters of Life" sort of thing, it's often a trope in fantasy that water is used in recovery (something like Breath of the Wild being the most obvious recent example, wake up in water, the Zora (water) power was healing based, etc.). And again, it's hard to look at the animation for Asylum and not see the water effect.

    Whether that carries over to Vercure or not, I can't know for certain, but Red Mage was built from White Mage and Black Mage, not Astrologian or Scholar, and it's Vercure, not Verbenefic or Verphysick. I'd imagine the same lore that applies to Cure applies to Vercure.
    (1)
    Last edited by Nalien; 05-29-2019 at 01:19 AM.

  7. #427
    Player
    Pendas's Avatar
    Join Date
    Aug 2017
    Posts
    3
    Character
    Pendas Amarant
    World
    Behemoth
    Main Class
    Red Mage Lv 70
    I'm probably in the minority here, but I love these RDM changes. RDM plays so damn smooth as is. I feel any drastic changes like timers / Dots to keep track of would ruin the job. The class balance team has a tendency of stacking different mechanics on top of each other, instead of taking one mechanic and expanding on it. It's one of the reasons I hated Heavensward, the addition of Job Gauges made some classes a pain in the ass to play. (and ruined Black Mage for me)
    (4)

  8. #428
    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
    SEE WHAT YOU DID?!
    This topic was hell about "I'm bored when I use scatter" and now we have AoE re-design that stripped us off Impact.
    "You brought this up on yourself" as Seiryu would say. ;D
    And boy, am I not sorry about that.

    In fairness to your point though, while Potency is all relative (and the buff to Displacement will largely make up for it), the changes to Impact do mean a small drop in our Mana generation. In that light, Scorch is arguably just a compressed series of [Impact - Jolt II]'s rolled together.

    The ranged Mana spender... 300 pot for 10 mana, I'm not sure I see the point apart from bieng some kind of Scathe ability. If a mechanic forces you to move, you have slide-cast the first spell, dual cast the second, (Swiftcast the third) and you still need to move, yeah maybe.
    Admittedly I'm in the same boat. While it is SIGNIFICANTLY better than Scathe (and I believe some were arguing that 8 Reprises may actually be worth more burst than our entire melee combo, Verfinisher Mana returns aside), it feels like it exists to do a job that could have been just as easily filled by making Swiftcast exempt from Dualcast's rules against instant-chaining.
    As a melee skill (setting aside it's an instant for just a moment), it won't even proc Dualcast.

    It's disappointing that instead of getting new tools to expand on the capabilities of our kit, we got two "last resort" skills that exist to band-aid over cracks in the kit, at least one of which shouldn't exist in the first place.

    Still... having a cheap, potent spender that can be used to fine-tune our Mana and keep us from overcapping without setting us back 4-7 GCDs isn't the worst thing. We'll probably find some niche uses to Reprise if nothing else.

    I'm really happy we did not get any healing ability/support though.
    So-so. I'm not dying to step on a healer's toes, but I wouldn't have minded a better group buff than Embolden.

    Quote Originally Posted by Nalien View Post
    It was specifically the White Mage line of healing spells, as far as I remember. This dated back to 1.x though,
    There's your problem.
    (1)

  9. #429
    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 Archwizard View Post
    So-so. I'm not dying to step on a healer's toes, but I wouldn't have minded a better group buff than Embolden.
    Embolden is much better than most of us have given it credit for. The problem is that it's also the Red Mage steroid.
    (2)

  10. #430
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,993
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kabooa View Post
    Embolden is much better than most of us have given it credit for. The problem is that it's also the Red Mage steroid.
    Agreed. Clunky as it is, Embolden is still better than a Mantra for instance. Because it's DPS up, and that's the #1 buff that is sought in party buffs (here place eveyrhting that is DMG up, crit / DH / speed up), then Defense Up, then healing up (because most of the time it's healing spells up, so it does not work on what healers tend to use the most, namely Abilities like Indom, Earthly Star etc).

    We've had that discussion, but an oGCD weak regen placed on a party member that would give us White Mana would have been ok because it's a DPS gain (or at least not a DPS sacrifice).

    Quote Originally Posted by Archwizard View Post
    And boy, am I not sorry about that.
    MONSTER

    Quote Originally Posted by Archwizard View Post
    In fairness to your point though, while Potency is all relative (and the buff to Displacement will largely make up for it), the changes to Impact do mean a small drop in our Mana generation. In that light, Scorch is arguably just a compressed series of [Impact - Jolt II]'s rolled together.
    Yeah but as far as we know, we'll use Scorch less often than we currently use (Jolt II and) Impact. That's a potency loss and a Mana gain loss (resulting in a DPS loss too). I'm not sure about the maths here, but even if our finisher now gives us 18-7 Mana (virtually making it faster to get into Melee), I think Impact is a better option (also in proc preparation when you go into melee)
    (0)
    Last edited by Mansion; 05-29-2019 at 05:02 PM.

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