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  1. #1
    Player
    osutin's Avatar
    Join Date
    Jul 2019
    Posts
    28
    Character
    Strygr Chocobocalypse
    World
    Leviathan
    Main Class
    Samurai Lv 74
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    (0)

  2. #2
    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 osutin View Post
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    Sorry I missed this!

    I find it pretty stress-lite by comparison to the other casters to be honest, especially compared to the tight timing requirements and strict placement on BLM, and the disorganized mess that is SMN. The only timers RDM has to worry about are self-buff windows from cooldowns, and using their procs before they expire (the latter of which isn't hard when they last 30 seconds apiece and replace every other spell you cast). Dualcast is great for practicing slide-casting which can give you strong mobility for a caster, and Vercure is excellent self-healing for solo content.

    Plus you have Verraise when someone goes down in the later levels, which the healers certainly appreciate in most Duty Finder groups.

    Do I wish it had more depth? Sure, I've been using the same rotation for nearly a year now, and I have 40 seconds of alternating spellcasts for every 10 seconds of melee -- it is a caster, after all.
    But it can still be engaging, and not having to worry overmuch about your rotation gives you more freedom to focus on fight mechanics.
    (3)
    Last edited by Archwizard; 07-24-2019 at 12:58 PM.

  3. #3
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by osutin View Post
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    in all honesty, In SHB quite a few jobs have become quite easy to play, I dont rly find SAM, Bard or Dancer any harder then RDM to play, i mean Sure RDMs Design does kinda play the job for u in a way, but every job tbh does keep a Player engaged, i wouldnt say any job is "brain dead". i just wouldnt say they are Mechanically Challanging to a player, but thats the thing MMORPG Jobs rarely are.

    Imho, Ignore Difficulty and more, play what u enjoy, try RDM, theres optimisation etc etc u can really delve into with any job. i do wish they'd have given RDM More, but its still quite fun to play.

    everyone finds atleast one job in this game boring, and it isnt always because of how "engaging" or "difficult" they find it.
    (1)

  4. #4
    Player
    Kayce's Avatar
    Join Date
    Jun 2017
    Posts
    6
    Character
    Kayce Poe
    World
    Gilgamesh
    Main Class
    Red Mage Lv 80
    I love the aesthetics of the RDM, but I'm not too happy with the current mana problems and its dps standing (it's too far behind BLM).

    I wanted them to slightly complicate RDM. My idea for making the rotation more interesting would be to add a new ogcd ability with a cooldown (30 seconds?) that spent 20 of your higher mana to deal a good chunk of damage, but it is only available when your mana is unbalanced. Upon using it, you would gain a buff (probably indicated on the job gauge) based on which spell you cast (the spell would be different based on which mana was the higher one).

    The goal here would be to intentionally unbalance your mana and use the new ability to rebalance it, and you would alternate unbalancing your white mana then your black mana and using the new ability most likely with a melee combo inbetween each use due to the cooldown. After having used both the white and black mana versions of the rebalancing spell, you'd get a use of a new powerful red magic spell (VerUltima or whatever).

    Maybe next time.
    (1)
    Last edited by Kayce; 07-28-2019 at 01:56 PM.

  5. #5
    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 Kayce View Post
    My idea for making the rotation more interesting would be to add a new ogcd ability with a cooldown (30 seconds?) that spent 20 of your higher mana to deal a good chunk of damage, but it is only available when your mana is unbalanced. Upon using it, you would gain a buff (probably indicated on the job gauge) based on which spell you cast (the spell would be different based on which mana was the higher one).

    The goal here would be to intentionally unbalance your mana and use the new ability to rebalance it, and you would alternate unbalancing your white mana then your black mana and using the new ability most likely with a melee combo inbetween each use due to the cooldown. After having used both the white and black mana versions of the rebalancing spell, you'd get a use of a new powerful red magic spell (VerUltima or whatever).
    ... wouldn't you just use it after your Verfinisher then?

    Like, almost every time?
    (1)

  6. #6
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    RDM either needs to have its damage increased or its mana costs reduced. Right now it's not good at anything. It does garbage DPS and it can't realistically raise more than a SMN (quite the opposite in fact...).
    (2)
    Last edited by Gallus; 07-28-2019 at 05:56 PM.

  7. #7
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Gallus View Post
    RDM either needs to have its damage increased or its mana costs reduced. Right now it's not good at anything. It does garbage DPS and it can't realistically raise more than a SMN (quite the opposite in fact...).
    Just quoting myself for truth. Don't mind me.
    (0)

  8. #8
    Player
    Numenor1379's Avatar
    Join Date
    May 2014
    Posts
    376
    Character
    Lucius Magnus
    World
    Famfrit
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Gallus View Post
    Just quoting myself for truth. Don't mind me.
    Well... RDM got a 20%-33% MP cost reduction so...
    (0)

  9. #9
    Player
    Kayce's Avatar
    Join Date
    Jun 2017
    Posts
    6
    Character
    Kayce Poe
    World
    Gilgamesh
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Archwizard View Post
    ... wouldn't you just use it after your Verfinisher then?

    Like, almost every time?
    You wouldn't want to intentionally unbalance with your finisher because you'd miss out on the guaranteed Verfire/Verstone ready proc, and lower the amount of mana you'd gain from Scorch. You'd want to unbalance some point after casting Scorch, but before it becomes impossible to on that cycle because the lower mana of the two reached 70. But yes, the cooldown would be aimed at having you intentionally unbalance about once per melee combo.

    And whatever the cooldown is, there's obviously variance in the speed at which you build mana for a melee combo (Manafication is a big factor here), so you'd have to watch the new spell's cooldown and intentionally unbalance right as it becomes available to maximize its damage. The more diligent you are at using it the moment it comes off cooldown, the more uses of the new super spell that requires you to intentionally unbalance once for white and once for black.

    You'd also have to be careful not to unbalance too early (miss out on building mana) or mess up and unbalance white or black twice in a row (delaying use of the new super spell for another cycle).

    The whole objective here is to get you interacting with the job gauge in way other than just filling them both up evenly.
    (1)