Without mentionning help given rotation wise by the new Accel (always perfect opener is crucial for DPS, or the fact that maybe we'll get 1 more combo or the same number but more lined up combos), the bump in potencies is a straight 6% buff to RDM. Someone doing 14k2 before will do 15k now without anymore effort. So yes it's not a BLM yet, but we're starting to positively close the gap with melee / BLM that was way too big.
That’s why I said I have to see it in action. But my expectation is not regarding the opener, but every other time you use acceleration in your rotation you’ll be generating a lot more black and white mana. My concern is this skill may make it so that we’re getting to the 80/80 mark faster than the cooldown for Corps-a-Corps which in turn will make the job feel more clunky.what does getting to 80/80 have to do with Corps-a-corps? This is just a flat-out buff to Accel and makes our mana generation more consistent. Having charges would have absolutely destroyed Accel, given how we use it in the opener. For instance, we can now guarantee the Perfect Proc Opener every single time (can't do that with charges) and even if we generate too much mana thanks to this change we have the newly buffed Enchanted Reprise to minimize how much we overcap by.
I would prefer not to have to burn off excess mana with Reprise as a bandaid to the developers not taking this into consideration. I’d prefer the damage from the movement skills be removed and distributed to another skill and the cooldown dramatically reduced just to make sure the job retains a nicer flow.
But I also admit that my concern may be unwarranted and the amount of mana we generate won’t cause a problem, which is why I said I’d have to see it in action.
Also, unrelated to this... I had really hoped to see a buff to the duration of Enhanced Manafication. 10 seconds is too short. It breaks my heart to always see the buff drop right before I cast Scorch. 12-15 seconds would be ideal.
Rest assured that Scorch still gets the damage buff from Enhanced Manafication. Scorch is cast at roughly 7.7 seconds into the combo and snapshots the buff damage the moment you press the button.That’s why I said I have to see it in action. But my expectation is not regarding the opener, but every other time you use acceleration in your rotation you’ll be generating a lot more black and white mana. My concern is this skill may make it so that we’re getting to the 80/80 mark faster than the cooldown for Corps-a-Corps which in turn will make the job feel more clunky.
I would prefer not to have to burn off excess mana with Reprise as a bandaid to the developers not taking this into consideration. I’d prefer the damage from the movement skills be removed and distributed to another skill and the cooldown dramatically reduced just to make sure the job retains a nicer flow.
But I also admit that my concern may be unwarranted and the amount of mana we generate won’t cause a problem, which is why I said I’d have to see it in action.
Also, unrelated to this... I had really hoped to see a buff to the duration of Enhanced Manafication. 10 seconds is too short. It breaks my heart to always see the buff drop right before I cast Scorch. 12-15 seconds would be ideal.
Also, I'm still not seeing the connection between CaC and hitting 80/80 to melee. You should be in melee range whenever possible anyway, CaC is just a damage oGCD.
Your auto-attack damage as RDM isn't nearly potent enough (and is hardly fast enough for that matter) to make that a necessity, and Embolden is both predictable enough to reposition yourself before the cast and, thanks to Manafication, frequently lined up with your melee phase anyway.
The obvious intent of the kit, as demonstrated by multiple NPCs (and the devs' refusal to remove Displacement's damage gain), is for the RDM to fire spells at a distance until they reach 80/80, CaC as a gap-closer, combo, Displace back and repeat.
If that's not the way the kit is handled by players then yeah, the devs need to re-examine that.
Last edited by Archwizard; 10-27-2019 at 12:52 AM.
What about being in range for heals from your healers consistently? Plus bosses are generally kept in the middle of the arena and being in the very middle tends to give you lots of time to position with your group for upcoming mechanics. It's just good etiquette to stack with the group no matter your role.Your auto-attack damage as RDM isn't nearly potent enough (and is hardly fast enough for that matter) to make that a necessity, and Embolden is both predictable enough to reposition yourself before the cast and, thanks to Manafication, frequently lined up with your melee phase anyway.
The obvious intent of the kit, as demonstrated by multiple NPCs, is for the RDM to fire spells at a distance until they reach 80/80, CaC as a gap-closer, combo, Displace back and repeat.
If that's not the way the kit is handled by players then yeah, the devs need to re-examine that.
The only way SE could actually make RDM stand at range is by putting a minimum range on everything but our melee combo and you can bet people would be straddling that minimum range at pretty much all times.
The reason to why you stack with the group is for heals, buffs, and mechanics. And since melees and tanks need to be melee range, naturally the party would be in melee range too.Your auto-attack damage as RDM isn't nearly potent enough (and is hardly fast enough for that matter) to make that a necessity, and Embolden is both predictable enough to reposition yourself before the cast and, thanks to Manafication, frequently lined up with your melee phase anyway.
Or maybe how the job is played should be demonstrated by skilled players and not NPCs.
Good etiquette, maybe, but there are a number of mechanics that encourage a loose spread (particularly so players don't run in lockstep with each other when AoE markers start being dropped underfoot), and most healers' radii and cast distances are wide enough to include the BLM standing off by their lonesome so others don't drop markers in their Ley Lines. You don't need to have your avatar inside the DRG for the rest of the fight.What about being in range for heals from your healers consistently? Plus bosses are generally kept in the middle of the arena and being in the very middle tends to give you lots of time to position with your group for upcoming mechanics. It's just good etiquette to stack with the group no matter your role.
Which would be absolutely ridiculous, since it would arbitrarily penalize players even further in closed spaces (except instead of losing 50 potency, we lose our entire kit), and make it impossible to solo or quest.The only way SE could actually make RDM stand at range is by putting a minimum range on everything but our melee combo and you can bet people would be straddling that minimum range at pretty much all times.
I'm providing evidence of dev intent over player use. We can easily lay out dozens of examples of "skilled players figured out how to do something the devs didn't intend, so the devs patched it out."
Last edited by Archwizard; 10-27-2019 at 01:03 AM.
Early rough estimates have the overall damage increase for Red Mage to be 6% to 6.5% (and this is likely to be a minimum as more procs from Acceleration change is not factored and Embolden being slightly buffed due to other physicals being buffed). This is by no means a small increase. In fact it's one of the bigger potency increases this patch and it is certainly enough.
Dev intent with those moves is aesthetics. Dash in, melee, dash out, looks cool. And they have accomplished just that. If you want to look cool, by all means and use the movement tools in conjunction with your melee combo. However this is not what we do in optimized play.
Last edited by OneTrueMiqote; 10-27-2019 at 01:09 AM.
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