Ignoring for a moment that RDM's Raising ability (when it has it) is vastly superior to SMNs...
You might have had a point if the argument was specifically to reduce Verraise to level 50, or at least below level 60. Putting it below 50, however, is implementing RDM's Verraise spamming in content that wasn't even designed with RDMs in mind, or even that RDMs were necessarily designed to go back and do.
In that context, it's less that SMN is doing a better job at being a RDM than RDM, and more that RDM is trying to infringe on a position that was originally SMN's.
Yes, but we're talking about different kinds of mobility. Dualcast is great as a caster because you have more freedom during movement heavy phases, but the part you're ignoring is that RDM is a hybrid melee job, which means it not only has the responsibilities of a caster as far as boss mechanics are concerned (including standing back and taking care of enemies from a distance) but has the limitations of a melee for its burst phases.For 50 and bellow content, I think moving with dualcast provides... reasonable movement.
Dualcast alone doesn't help you close the gap when your mana gauge is filled, it just lowers the caster movement penalty as you inch forward.
Sure, but that's only in the vacuum of having multiple Moulinets queued up at once while completely ignoring time investment to cast it. For every 100/100 Mana in AoE, or 5 Moulinets, you have 31 builder GCDs, or 15 Impacts.Moulinet's Potency is lower, but it also has a faster recast, so it's more potency/sec (in theory).
Even in your proposal that's 10 Impacts (20 GCDs) for every 4 Moulinets.
My concern there is while the overall gain is "roughly" equal to single-target, the starters you propose would have significantly more Mana per-cast than Jolt II (and pull slightly ahead of Verstone/Verfire, too) which could create instances of complicated math about melee time gain versus burst loss per-cast. That same principle is why, for instance, you would want to spend an Enhanced Scatter proc even in single-target.The mana gains could use a little buff, no lie. I'd say, make it 10 mana for the elemental starters, and 5/5 for Impact.
Meanwhile, just going the route of "scales Mana gain with number of targets" means we're only using our AoE skills in, at worst, 2-target cleave scenarios. No complications, no math, just pick up the job and go "oh this is how it's supposed to work", which is more in line with the intent of Square's simple "potency" phraseology in the first place.
And as much fun as that might be, it's not really a necessity. Bear in mind that as of Shadowbringers, we will now have 5 buttons we'll be using for AoE, four of whom are GCDs, which is already comparable to BLMs (ignoring unused skills like Fire II and Blizzard II) and SMNs. Building up a full Mana gauge for such an AoE Verfinisher attack would take longer than most AoE encounters, and in such case you may be better off simply holding your gauge for the next single-target opener, spending Moulinets to prevent overcapping.I think what RDM REALLY could have used is a 'finisher' to do after your Moulinets...
Like, using Moulinet gives you a stacking buff that lasts for 5 seconds, which let you cast... let's say VerComet. And Vercomet's potency is based on how many stacks you had~
If we're already working under the principle that movement skills should be saved for movement purposes, I'd rather not be pushed to use Corps-a-corps as a 300+ potency oGCD to be spammed on cooldown.Just moving all of Displacement's damage to Corps-a-corps would work fine. All of the other gap-closers do damage, so it'd fit.
Now, if we were talking about Corps-a-corps enchanting to deal more damage when you have 80/80 Mana so you still want to save it for a melee period, then we'd be in business.



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