Page 46 of 54 FirstFirst ... 36 44 45 46 47 48 ... LastLast
Results 451 to 460 of 536
  1. #451
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Archwizard View Post
    I agree that at the very least they should drop the level on Vercure. If its best use (behind targetless Dualcasts) is to provide us with self-sustainability then putting such a high limiter on our healing is a poor choice.

    Granting, so is making Physick purely Mind-based and removing Drain from BLMs. We can't always have a pocket healer, and some of us didn't level healer Chocobos.



    Admittedly with healers losing Protect as a party buff, I would have rather seen Protect or Shell incorporated as a WHM raid utility, their method of giving temporary mitigation to the group instead of the wings cooldown they're getting. Perhaps the other as an AST skill to fit their Time Mage themes.

    But for RDMs, I see your Protect/Shell and raise you: Reflect.

    As I've said before in this thread, Counterattacks fit very well with the Red Mage's fencing themes, while using a Defensive skill in order to Attack is very much a mix of White and Black magical philosophies that go up their mixed-magic alley.
    Touche - I have to admit I like this idea
    (0)

  2. #452
    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 Nalien View Post
    Call it Phalanx for the Final Fantasy XI fans in the audience.
    Eh. If "Reflect" (or "Verreflect") wasn't an option, I'd just as soon say a RDM defensive skill should take on fencing terminology, like "En Garde".
    Fleche, Contre Sixte, Riposte, Zwerchhau, Redoublement, Corps-a-corps and Reprise all kinda have a theme goin'.

    I've previously suggested having a barrier-type mitigation skill by such a name that takes cues from Noctis, forming a wall of swords using the same crystal weaponry we summon for Fleche and Contre Sixte to absorb or partially block damage for us, which could then counterattack based on the damage absorbed/blocked when the effect ends (or just proc a refresh on one of our oGCD attacks).

    Alternately, if we go the full Reflect route, just have a cooldown that negates exactly one incoming hit and immediately hits the boss for the damage negated.

    Admittedly reprisal-based hits are a tricky sort to balance, particularly when they're not attached to a tank role. Delicate balance between flavor and creating something raid groups will game by having the RDM soak effects so the rest of the group doesn't have to (since some have already used the BLM's absorb for that).
    (1)

  3. #453
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by LeoLupinos View Post
    AoE roration:

    Verblizzard: 5s cast AoE, 220 pot, 7 Black Mana.
    Verwater: 5s cast AoE, 220 pot, 7 White Mana.

    Scatter: 2s cast AoE, 120 pot, 3/3 mana. Upgrades to Impact during Impactful.
    Moulinet: Grants Impactful, can stack 5 times, 30 seconds duration.
    Impact: Instant cast AoE, 220 pot, 4/4 mana. Can only be used during Impactful. Consumes one Impactful stack.

    AoE rotation: Scatter > Verblizzard > Scatter > Verwater > Enchanted Moulinet > Impact.

    Pretty please!!
    Excellent idea! That’s what I wish they would have done. I’d love to see water / blizzard added to rotation.

    Heck take it a step further add Verfreeze as an AoE finisher.

    A long time ago I wrote this post: http://forum.square-enix.com/ffxiv/threads/365275-RDM-Suggestion-AoE-Attack-Phase about AoE's lol.

    I wrote this one too, back when RDM was still pretty fresh, http://forum.square-enix.com/ffxiv/threads/339683-RDM-5.0-Wishlist%21-Just-a-few-ideas-%29 about the things I really wish they would have added.

    Oh well, I'm glad they didn't completely change it, but I would have loved to see Blizzard / Water and Freeze or Flood added to their finishers.

    Since they're adding a "AoE Rotation" why not just add an AoE Ancient Finisher too?

    I recall having a discussion in a previous post to add it to a x3 Enchanted Moulinet >> Verfreeze boom AoE finisher.

    Those were my two cents back in the day. Who knows they may adjust it. I'm not sure what the big deal is not adding them to AoE in the first place, would it take too much from Black Mage?
    (2)
    Last edited by PatronasCharm; 06-07-2019 at 07:02 AM.

  4. #454
    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
    While I'm sure it's too late for Shadowbringers, a thought came to me in the other RDM thread:
    • Remove the damage of Displacement, replacing it with enmity control or CC
    • Replace Enhanced Displacement and Engagement with "Enchanted Corps-a-corps": When you have at least 80 Black Mana and 80 White Mana, the potency of Corps-a-corps increases by 200
    That way you still save Corps-a-corps for when you're about to use your melee combo anyway, rather than using it on cooldown, making the damage just an addition to its primary use as a gap closer for your melee combo.

    Could even use the admittedly very cool Engagement animation when Corps-a-corps is enchanted.
    (1)

  5. #455
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Faster Acceleration:

    Duration: 10 Seconds
    Cool down: 30 seconds

    Effect: Your next Verthunder/Veraero cast time reduced by 3 seconds. Each cast of VerThunder/Verflare and VerAero/VerHoly will result in proccing Verfire and Verstone respectively.

    Let's you use one VT/VA as your dual cast fodder and gives you a proc.

    Just something to hope for to spice things up in 6.0
    (0)
    Last edited by Zyneste; 06-05-2019 at 09:31 PM.

  6. #456
    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 Zyneste View Post
    Faster Acceleration:

    Duration: 10 Seconds
    Cool down: 30 seconds

    Effect: Your next Verthunder/Veraero cast time reduced by 3 seconds. Each cast of VerThunder/Verflare and VerAero/VerHoly will result in proccing Verfire and Verstone respectively.

    Let's you use one VT/VA as your dual cast fodder and gives you a proc.

    Just something to hope for to spice things up in 6.0
    I like the basic idea behind the VT/VA cast reduction.
    Although, mechanically it does seem a bit of a waste to have VT/VA guarantee VF/VS procs on every cast in such a state, considering you're better off just spamming VT/VA until the effect runs out, and not using it at all for the Verfinisher. Further, having this type of action available for 10 out of every 30 sec is quite a lot -- not least because it guarantees you'll be using it every single combo.

    However, I did also see an early edit you made of this suggestion where it just flat out reduced the cast time of all attack spells by 3 sec, like a variant Light Speed (slightly stronger on cast times, but without the MP cost reduction). I assume you likely removed Jolt/VF/VS from it as a result of Reprise covering the need for an on-the-go attack tool.
    If you took that idea, put it on a 1-3 minute cooldown (separate from Acceleration) and named it something like "Chainspell", "Fast Talker" or "Verhaste", I could see it being treated as our version of Triplecast or Trance while leaving Reprise in its own niche for when it's on CD. Use Jolt/procs on-the-go or empower VT/VA to more rapidly build gauge while standing still.

    Just add Impact scaling Mana gains with the number of targets hit (baseline) and voila, it's a temporary complete reversal of Dualcast.
    Hell, take it further: Let us proc some new longcast spells to trade with VT/VA and you can still swap between casts without getting repetitive.
    (1)
    Last edited by Archwizard; 06-08-2019 at 08:22 AM.

  7. #457
    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
    In other news:

    The more I think about it, the more likely I find it we're going to end up getting a DoT in a future Xpac.

    The devs can't add "Jolt III", because in order to make our Verspells more appealing they have to be stronger than Jolt II, which is only 20 potency behind VF/VS and 50 behind VT/VA. In order to raise the potency of Jolt any higher, every Verspell needs to be increased too.
    To add more potency to the base rotation, either they need to add more procs, more finishers at the end of our combo, buff our cooldowns, or straight up give us something to swap Jolt with; they just blew their load with Scorch and cooldown buffing, and they removed Impactful, so returning a variant of it at this point would just be disappointing.
    But a DoT -- say, a 2-sec cast with an innate AoE spread -- could easily inflict more total potency than almost any spell in our rotation (and should, so we have reason to maintain it) and be continuously tuned free of the other Verspells (since at the end of the day we won't ever be spamming it), and so long as its mana gain per-cast exceeds Jolt, it can easily slide in to replace it.

    And to this day I will never understand someone complaining such wouldn't "fit" in the rotation. Not wanting to maintain a DoT, fine, maybe, but if the duration is long enough it's hardly different from the rest of our proc gameplay.
    (0)

  8. #458
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    I'd like 1 DoT like Higanbana to manage, that plays with the Mana gauge in a different manner than what we currently see. The whole unbalanced Mana aspect of Red Mage is sorely under played IMO, it's essentially the same as Ninjas Rabbit Medium when it could be used in a somewhat interesting manner. For the melee combo burst I think it has to be balance based, but for a single skill that you use solely to apply a DoT? That gives you room to play around with.

    Lets say the default effect is nothing, much like Reprise.
    The Enhanced version from a balanced gauge (10/10 Mana cost perhaps) is a medium-potency DoT.
    For the full potency DoT though, you want to push to unbalance your Mana gauge, and then you get either a White or Black version of the DoT (obviously none of these versions stack with each other). So for maximum potency, you actually want to push too many Veraeros, for example, and then the cost of the White version of the skill would bring your White Mana back down to rebalance you.

    Playing around with the Mana gauge like that seems like the logical next step to take Red Mage IMO. Doesn't even have to be a DoT, could be any number of skills. If anything, a DoT is the boring option since both White and Black versions would essentially be the same. You could instead have a skill that does one effect while White, and another while Black. Certainly a much more interesting means to tie two skills cooldowns together than what we see with Displacement and Engagement. I imagine the entire mechanism for such a skill are already in game, they're just not being used because the current mindset is that going too far White or Black should be a punishment, and that seems wasteful to me... Make it a punishment most of the time, sure, but you could easily have one or two skills where that's the aim, and it adds a whole new dynamic to the Jobs gauge with zero rework involved...

    Heck, lets just fill in the missing elements with this; Something along the lines of Scatter/Jolt/Impact/Scorch for the balanced weak version of the DoT. Turns into Verblizzard (inflicts Verfreeze DoT) when too much Black Mana, or Verwater (inflicts Verdrown DoT) when too much White Mana. Any reason a spell can't cost from the Mana gauge as well? I'd prefer more sword skills, but it would be nice to round off the elements.
    (0)
    Last edited by Nalien; 06-08-2019 at 03:11 PM.

  9. #459
    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 Nalien View Post
    The whole unbalanced Mana aspect of Red Mage is sorely under played IMO
    That's... the point though? Unbalancing your Mana is supposed to be penalized, so that you're compelled to use spells on both sides.

    The reason Verholy and Verflare have a bonus for the lower Mana type (of an effective 3 Mana and 20 potency on your next cast, wow) is to add incentive to rebalance your Mana, by feeding the deficient side with a massive amount at once -- because in the reverse scenario you run the risk of unbalancing your Mana severely and penalizing the opposing Mana gain.

    Besides, why do we need multiple mechanics to satisfy the "if Mana is unbalanced" niche?

    Lets say the default effect is nothing, much like Reprise.
    The Enhanced version from a balanced gauge (10/10 Mana cost perhaps) is a medium-potency DoT.
    My problem with this is, Reprise (and to an extent, it would seem, the intent of Moulinet) is a skill we will use to prevent from overcapping Mana, and the primary manner in which we dump Mana is intended to be the Enchanted Combo.

    The overall goal of our rotation is to reach the Enchanted Combo as quickly as possible, which means reaching 80/81 Mana as quickly as possible. If one of the skills in our rotation leading up to the melee combo required us to spend an extra 10/10 Mana every, say, 21 sec, not only would it slow down reaching the combo by four or more GCDs (assuming the going ideal rate of about 40 sec to the combo, where VF/VS proc every cast), but as a result of sharing a resource with the Enchanted Combo, we would have to weigh its value against what it takes away from the combo itself.

    It's a lot of complicated math that goes against the at-a-glance nature of XIV's rotations.

    Going forward we should be focusing on accelerating into the combo, not making the trip take longer.

    Heck, lets just fill in the missing elements with this; Something along the lines of Scatter/Jolt/Impact/Scorch for the balanced weak version of the DoT. Turns into Verblizzard (inflicts Verfreeze DoT) when too much Black Mana, or Verwater (inflicts Verdrown DoT) when too much White Mana.
    One, if we're going Verdrown vs an ice DoT, Verfrost is more appropriate.

    More importantly, you want us to go from no DoTs, to managing as many as Summoner? Because that's the only point I can see to separating them.

    ... You're aware that the optimal use of a DoT is "keep it up at all times, refreshing just as it falls off", right?

    Any reason a spell can't cost from the Mana gauge as well?
    Lore reasons. Our rapiers are "Aetheric Accelerators" and the Balance Gauge determines how much we've charged our blades with magic as a result of casting through them. Kinda like fueling the Enchanted skill with the residual aftereffects of the spells you focus through the weapon, basically.
    (0)
    Last edited by Archwizard; 06-08-2019 at 03:58 PM.

  10. #460
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Archwizard View Post

    The devs can't add "Jolt III", because in order to make our Verspells more appealing they have to be stronger than Jolt II, which is only 20 potency behind VF/VS and 50 behind VT/VA. In order to raise the potency of Jolt any higher, every Verspell needs to be increased too.
    If they are to keep the "easy appealing job" route, it's likely that if the potencies are too low compared to other casters, they would just create a Trait that increases potencies of all spells and that's it.
    (0)

Page 46 of 54 FirstFirst ... 36 44 45 46 47 48 ... LastLast