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  1. #10
    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.
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    Last edited by Archwizard; 06-08-2019 at 03:58 PM.