Ummm why tho? Nothing really has elemental weakness anymore
Ummm why tho? Nothing really has elemental weakness anymore
Working off of the idea would be that the class uses the elemental wheel internally to empower its own spells. Despite things not having elemental weaknesses the class could still use elemental interactions internally. It would need all 6 elements in it to do that.
Also since Red Mage is supposed to be a mix of White Mage, Earth/Wind/Water, and Black Mage, Fire/Thunder/Ice, it is kinda missing components of its component classes.
TL;DR I want Verthunder 2 and Veraero 2 to upgrade into Verblizzard and Verwater which also have the effect of proc chance for Verfire and Verstone respectively.
That is true, but if they did give the RDM all the proper elements, they could do a very uncomplicated Elemental weakness cycle with their spells. Technically speaking, from the FFXIV elemental chart from Eureka, Fire is weak to air? Well Verfire >> Veraero could be a small potency bump if done properly... BUT, that's me getting ahead of myself bc it'll never happen.
The whole point of this is: I'd love to see Red Mage get those two missing Elements, just because it fits with their use of both White and Black magic. Blizzard / Water would be neat to have, and SE in my opinion, dropped the ball by not making their AoE's Water / Blizzard.
In the thread I just gave some ways they could have made Verwater / Verblizzard a reality, with the RDM's current design gameplay loop of balancing White and Black mana, by adding an additional layer of RNG. AND giving Veraero II / Verthunder II their own respective Proc's, like Verfreeze or Verflood.
I appreciate everyone's feedback and thank you all for your replies =)
Maybe in 6.0 we'll get those missing elements, or maybe they'll answer the question as to "Why" they're not letting RDM use Water and Ice.
Last edited by PatronasCharm; 08-15-2019 at 11:13 AM.
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
We don't need nor should we get more melee abilities that put us in melee range more often or for longer duration. We don't need to be competing for a melee spot for mechanics with the MT/OT and Melee(or second melee, depending on comp). We should really only be in melee for a few brief moments to get off 3 quick attacks at a time, or for a Displacement/Engagement.
If you're going in that direction, an alternative would be to give RDM a second combo that generates mana or a sword skill that generates mana and combos into Veraero/Verthunder (this, much like your suggestion, clashes with the existence of Jolt, but that can be easily addressed with additional changes).
Not sure why Veraero II and Venthunder II exist, frankly speaking. On the one hand, they could have been called Verwater and Verblizzard. On the other, they set a precedent for tier II spells, which doesn't make sense on a concept level.But back to my post, I’d love to see the entire spectrum of elements, not sure if their Jolt / Impact is a combination of White/Black Magic, but having a water spell / blizzard spell would be neat to see. They’ve got 4 elements already why not complete the set of 6.
Last edited by Duelle; 08-22-2019 at 06:58 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Which is... entirely irrelevant. Elements can still provide a thematic frame for RDM's own internal mechanics, likely a much better one than just sticking in more eclectic arsenal related to stuff like "Impact", "Reprise", or the like.
I've got to remind myself that the Melee Combo is already "Enchanted" being more than likely a combination of "Light / Dark elements" like Jolt / Impact / Scorch. So taking back what I said about building up Mana, perhaps a new "Mana Dump" WS could very well be something along the lines of a "Enstone" - 5 W or a "Enfire" -5B. That way if we're sitting at 44w/48b drop an "Enfire" >> 44w/43b >> Manafestation >> [Verflare Empowered?] by Enfire debuff to enemy?If you're going in that direction, an alternative would be to give RDM a second combo that generates mana or a sword skill that generates mana and combos into Veraero/Verthunder (this, much like your suggestion, clashes with the existence of Jolt, but that can be easily addressed with additional changes).
Not sure why Veraero II and Venthunder II exist, frankly speaking. On the one hand, they could have been called Verwater and Verblizzard. On the other, they set a precedent for tier II spells, which doesn't make sense on a concept level.
Back to Verblizzard and Verwater, I can't imagine that NOBODY in the entire Dev Team didn't think of giving Red Mage some Ice and Water magic DPS spells. Added another layer of RNG (Which is my proposed Idea of the post) or maybe they could have made it a White / Black mana dump spell on a OGCD that's more powerful than Ver(Long Spells).
Verflood / Verfreeze as more potent AoE's? They could have done SO many things to RDM, but they left it, in my opinion, as an afterthought.
There were so many avenues they could have taken Red Mage away from the whole Rezzmage spectrum, be that Elementalist that can chain its spells together for more potency, but keep it as simple as it is.
I completely agree!
Last edited by PatronasCharm; 08-22-2019 at 08:08 PM.
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
Recently updated the post with a new possible way Verblizzard / Verwater could potentially be introduced.
[Remove Acceleration] and replace it with:
OGCD Weaving: Verwater: 35s
OGCD Weaving Verblizzard: 35s
Instant Cast, gives a good DPS Output, grants their corresponding Verstone / Verfire Ready, AND give 5 White or 5 Black Mana
Verwater: Deals Water damage to target with a potency of 415.
- Increases White Mana by 5
- Verstone Ready
- Recast: 35s
Verblizzard: Deals Ice damage to target with a potency of 415.
- Increases Black Mana by 5
- Verfire Ready
- Recast: 35s
[This could change our Opener and boost our momentum]
-
Verblizzard >> Verwater >> Verstone >> Veraero / Verfire >> Verthunder [Swiftcast >> Ver(Strong) Spell [Continue rotation] 25/25 ~ (36/25)
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I use Acceleration a lot, so it would be neat to have these spells IF the first initial Jolt >> Ver(strong) spell didn't trigger, the RDM could do:
-
Jolt II >> Veraero / [no trigger?] >> Verwater >> Verstone >> Veraero, if it pushes too far to the White, toss in Verblizzard.
-
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
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