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  1. #1
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    On the one-hand: Yes, I agree absolutely with giving RDMs access to all 6 elements, and not just aesthetically. Having access to all 6 opens up avenues with potential expansions where specific elements have specific effects, or combining certain elements creates specific effects. Cooldowns like "your next elemental spell gives nearby allies +X% damage as that element and +Y% resistance to that element", traits like "casting three different Black or White spells in a row triggers the opposite Verfinisher," stuff like that.

    On the other hand, I disagree with random access to MP recovery skills. Further the suggestions you list only give MP recovery to our AoE rotation.
    Also, don't just skip to II, that's confusing. Name them Verflood and Verfreeze, or just assume they'll rename them later if they make new ones.
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    Last edited by Archwizard; 07-29-2019 at 09:27 AM.

  2. #2
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Archwizard View Post
    On the other hand, I disagree with random access to MP recovery skills. Further the suggestions you list only give MP recovery to our AoE rotation.
    I did add in there single target counterparts that are triggered by Verfire/Verstone, which could have a slightly less RNG %, and trigger an MP Siphon effect too. Again, it might be too much RNG? Not really, if for example 50% chance to trigger Verfire/Verstone, and as Sequora stated below, have Verwater/Verblizzard be a 20% trigger, that 20% COULD potentially help MP depletion.

    But again, this is adding a new spell and RNG rotation, which I doubt we'll see until 6.0, so we're more than likely going to just see reduced MP cost of spells...

    I still want Verwater/Verblizzard! Come on SE! Let's make it happen.
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    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  3. #3
    Player
    Archwizard's Avatar
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    Feb 2019
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by PatronasCharm View Post
    I did add in there single target counterparts that are triggered by Verfire/Verstone, which could have a slightly less RNG %, and trigger an MP Siphon effect too. Again, it might be too much RNG? Not really, if for example 50% chance to trigger Verfire/Verstone, and as Sequora stated below, have Verwater/Verblizzard be a 20% trigger, that 20% COULD potentially help MP depletion.

    But again, this is adding a new spell and RNG rotation, which I doubt we'll see until 6.0, so we're more than likely going to just see reduced MP cost of spells...

    I still want Verwater/Verblizzard! Come on SE! Let's make it happen.
    So two things.

    One: You don't necessarily need to have two versions of them. Consider Foul before obtaining Xenoglossy as a BLM, or the current Afflatus Misery as a WHM; each has the ability to be generated in either AoE or single-target situations and is equally applicable to either.

    Second, you don't necessarily need to have them refund MP, either. Yes, at the present rate we are primarily living CD-to-CD with Lucid Dreaming and will burn out on MP if we raise frequently, but that's largely only worse than before because of the addition of Scorch's massive cost. Simply having access to a couple GCDs that don't consume as much or any MP (again, much like WHM's Afflatus skills or BLM's Polyglots) would be a significant dampener on our MP costs, particularly if they're worthwhile effects that we would trade a GCD of other spells.

    In other words, they could kill two birds with one stone just by giving us a means to proc free AoEs. They wouldn't even need to be all that strong either, just higher on-target potency and Mana returns than the average of two GCDs in single-target, and more peripheral damage than the average of two GCDs in AoE. Something like "300 potency, 40% reduced damage on additional targets, and 10 Mana" would be enough to call it a small gain as long as it procced frequently and didn't replace our VerLong spells.
    Bonus points if they're naturally instant so we have our own mini-Thunderclouds to chain with Dualcasts in movement phases.

    I should also note that with MP being standardized, "siphon MP based on damage" only makes sense as a shorthand for returning flat amounts of MP relative to the potency differences of multiple sources of siphoning. So, if I were to say "have the melee skills return MP based on damage dealt", you would understand the weaker skills would return less MP than stronger skills, but would always return the same amount of MP each time they're casrvregardless of level, stats, buffs or Target vulnerabilities; in your example though, the Ice and Water spells would be theoretically equal to one another, so this shorthand implies instead the outdated system of having max MP increase with level, which is no longer done.
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    Last edited by Archwizard; 07-29-2019 at 07:42 PM.