Nowhere near it. Any pantokrator style mechanic will force potency loss through downtime or reprise because once dualcast is up and we need to hardcast again, there's no guarantee we'd be able to greed that hardcast before the aoe trailing us explodes.
The original concept for Reprise--that being 300p/2.2s--was fine. Since it was buffed it was okay. This is on a scale of Bad > Okay > Fine > Good > Amazing. The original iteration we saw was a potent control on mana in addition to mobility on the fly, but then they decided to mess with it. In its current state its an "oh no" button and an execution ability at best.I don't like reprise. It does not feel like a lvl 70+ action. It does feel like a Lv 15 action from the majority of the other classes Lv 15 actions.
Learned it, and never used it. That's how much we needed this action.
I don't think any ability in this game literally changes effect based on distance, is a conditional like that even possible with SE's spaghetti code?I don't like Engagement too. Since Displacement just works when used within 5y, they should have changed it for if you use it 6y or more the action changes to not 15y-backstep, simple. No need to waste a action slot on it.
The small control on RNG was nice, I agree.I don't understand why they changed Impact, it was good as it was, a guaranteed "Verfire/Verstone".
RIP every RDM opener. Hardcasting the strongspells as a precast is probably one of the most potent parts of its opener.Hated the AoE. They should have changed Verthunder and Veraero to this with a Lv 70+ trait: Hardcasted becomes the AoE variant; Under effect of Dualcast becomes the single target powerfull one. BOOM, 2 action slots free.
Verblizzard and verwater? Since in your dream RDM the aoe is still aero and thunder, what would blizzard and water do? Why would RDM cast Dark when not even BLM casts Dark? I've suggested a few chainspell types myself so I can't fault you for asking for chainspell, though I do wonder why you'd want chainspell when "dualcast is super more than enough"?But why freeing so much action slots you ask me? To maybe get Verblizzard/Verwater, Dark?, More interesting melee action maybe? Chainspell? Something entirely unique to FF14's RDM? Aw the utopia...
My assumption would be that an oGCD Reprise would have a cooldown significant enough, or a potency low enough, to keep the incentive to melee combo.



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