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  1. #1
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    New jobs tend to have all their most important skill on the get go.
    While this may seem overwhelming at first, it is really useful because by the time you reach a few more level, you will actually have nailed down 90% of the end game rotation.

    The same cannot be said with some other job. For instance, a BLM reaching level 60 literally has to learn a new rotation. Thankfully the new lv72 spell isn't as game changing.

    Back to the redmage.
    Your bread and butter will be all the spell you already have. Which are jolt, ver-thunder/aero/fire/stone and your melee combo.
    The rest will mostly be filler barely changing your rotation.
    Lv52 you'll learn moulinet, which is just an aoe version of your melee skill (great for dungeon but nothing new per say)
    Lv54 vercure: mostly unused in raid
    Lv56: contre sixte, juste another ogcd like fleche. Press when available (again nothing actually changing your rotation)
    58 is just a raidbuff
    60 : manafication. Will change a tiny bit how you play once every 2min.
    62-66nothing but new rank the Rez
    68-70: your combo finisher. Yet again, doesn't change your gameplay in the grand scheme of things. Your melee combo just has a fourth step . (With a special rule for a small dps boost)
    And from 72-80
    Well... A melee version of disengage
    And an instant that burns a bit of black and white mana... Which you aren't suppose to use all that much beside when you can't cast .(very situational stuff basically )
    And Lv 80? Well another melee.combo finisher, with no special rule. Justboress the shiny button ...

    So basically , from 52 to 80, in term of ''core'' rotation change, you'll get
    1 ogcd and a 4th and 5th button for your melee combo.
    That's it

    The rest are just fluff, new rank, and 2 cd.

    Which means that, you currently have your full ''core'' kit. The way you play now, is 90% similar to the way you'll play at Lv 80.
    So as long as you out very little effort into actually reading your spells, once you reach Lv 80 you should have a rather good understanding on rdm rotation
    (1)

  2. #2
    Player
    VarkingRunesong's Avatar
    Join Date
    Feb 2020
    Posts
    28
    Character
    Varking Runesong
    World
    Siren
    Main Class
    Red Mage Lv 53
    Quote Originally Posted by Sylvain View Post
    New jobs tend to have all their most important skill on the get go.
    While this may seem overwhelming at first, it is really useful because by the time you reach a few more level, you will actually have nailed down 90% of the end game rotation.

    The same cannot be said with some other job. For instance, a BLM reaching level 60 literally has to learn a new rotation. Thankfully the new lv72 spell isn't as game changing.

    Back to the redmage.
    Your bread and butter will be all the spell you already have. Which are jolt, ver-thunder/aero/fire/stone and your melee combo.
    The rest will mostly be filler barely changing your rotation.
    Lv52 you'll learn moulinet, which is just an aoe version of your melee skill (great for dungeon but nothing new per say)
    Lv54 vercure: mostly unused in raid
    Lv56: contre sixte, juste another ogcd like fleche. Press when available (again nothing actually changing your rotation)
    58 is just a raidbuff
    60 : manafication. Will change a tiny bit how you play once every 2min.
    62-66nothing but new rank the Rez
    68-70: your combo finisher. Yet again, doesn't change your gameplay in the grand scheme of things. Your melee combo just has a fourth step . (With a special rule for a small dps boost)
    And from 72-80
    Well... A melee version of disengage
    And an instant that burns a bit of black and white mana... Which you aren't suppose to use all that much beside when you can't cast .(very situational stuff basically )
    And Lv 80? Well another melee.combo finisher, with no special rule. Justboress the shiny button ...

    So basically , from 52 to 80, in term of ''core'' rotation change, you'll get
    1 ogcd and a 4th and 5th button for your melee combo.
    That's it

    The rest are just fluff, new rank, and 2 cd.

    Which means that, you currently have your full ''core'' kit. The way you play now, is 90% similar to the way you'll play at Lv 80.
    So as long as you out very little effort into actually reading your spells, once you reach Lv 80 you should have a rather good understanding on rdm rotation
    You are beautiful. I do what I can to get my magic to 80/80 and then burn my melee combo and rinse repeat right now. Sounds like I can tweak it a little but I am on the right path.
    (0)

  3. #3
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by VarkingRunesong View Post
    You are beautiful. I do what I can to get my magic to 80/80 and then burn my melee combo and rinse repeat right now. Sounds like I can tweak it a little but I am on the right path.
    Bear in mind, he's dismissing the value of vercure in raids (boss downtime to set up a dualcast, this is part of our skillcap kit), dismissing the value of enchanted riposte (used to balance mana to guarantee proc going into a melee phase, used for movement when swiftcast is down, used to sneak in an attack when the boss is about to go downtime and we don't have enough time to cast, used to dump mana when we're at the end but we don't have time to get our finisher combo in). So, yes, your basic rotation and plan is the same, if you want to play at a higher level then you have a lot of ways to eke out more dps by using these situational stuff.

    Basically, you start with your 'Easy to learn' parts of your kit, and then you start getting the 'hard to master' parts down the road. Which is exactly what a good learning curve should be.
    (2)