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Thread: RDM is great

  1. #11
    Player
    SlickPaws's Avatar
    Join Date
    Dec 2021
    Posts
    140
    Character
    Slickpaws Mcgraw
    World
    Omega
    Main Class
    Gunbreaker Lv 96
    Quote Originally Posted by Rongway View Post
    That one point demonstrates that you don't understand how to RDM. You call it useless and say you're not even going to put it on your bar. You would ignore its obvious benefits as a better swiftcast because why? If your conclusion is that you don't need it on your bar, I can't take anything you say about what would be better for red mage seriously.
    I have demonstrated a working knowledge of the class and pointed out the correct time to use it, and you've somehow taken that as me not understanding what's going on? That makes even less sense than the change to the ability. The point about it being useless was hyperbolic, but the fact of the matter is that Acceleration is less useful and reliable than it used to be in its previous form - which, if you actually read anything you'd see that I also demonstrated a few comments ago. If this is the caliber of discourse that goes on in here, then I think I'm wasting my time in even seeking anyone else's opinion. You've offered no insight of your own and thrown shade where it wasn't warranted. I think this is the part where you throw up a /vpose and act like you're the superior player, because I'm done here.
    (2)

  2. #12
    Player
    DrFlesh's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Misha Reines
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    i really like the new rotation but mobility took a huge hit, im feeling that i spend too much time stuck at melee range at bosses and that is not good if you are using a 2 melee /1 caster / rdps for raids
    (0)

  3. #13
    Player
    fumofu's Avatar
    Join Date
    Nov 2014
    Location
    Limsa Lominsa
    Posts
    122
    Character
    Little Fumo
    World
    Zodiark
    Main Class
    Warrior Lv 100
    I think new RDM isn't too bad, except that huge nerf of Embolden. I'd rather have this skill removed entirely than leaving it as a microscopic 5% so called ''buff'' which takes slot at skillbar and apparently is so ''incredibly powerful'' that warants it 2min recast time and just 20sec effect window during which I can't even see any noticable increase in my damage numbers... -.-
    (0)

  4. #14
    Player
    Andy_T93's Avatar
    Join Date
    Jun 2015
    Location
    Limsa Lominsa
    Posts
    169
    Character
    Miles Floof
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by fumofu View Post
    I think new RDM isn't too bad, except that huge nerf of Embolden. I'd rather have this skill removed entirely than leaving it as a microscopic 5% so called ''buff'' which takes slot at skillbar and apparently is so ''incredibly powerful'' that warants it 2min recast time and just 20sec effect window during which I can't even see any noticable increase in my damage numbers... -.-
    You realise it increases the entire parties damage by 5% thats pretty nice in a raid/extreme
    (7)

  5. #15
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I think embolden's in an okay place, pretty much all buffs in the game are in that ballpark now. Gone are the days where we had ridiculously powerful buffs like og trick attack or hypercharge. I suspect this watering down across the board is part of a larger effort to weaken the compounding effect of synced up burst windows - and so reduce the discrepancy in performance between groups of different skill levels. Embolden going to 5% is just collateral damage from that, but it's very much on par.

    As for the acceleration thing, personally I don't see how our ramp up is any slower than before. You can now literally melee combo on the 1st gcd if you so wanted due to manafication giving you the 50 mana needed, it is objectively faster. There are other factors that contribute to this, like having an additional finisher on top of verholy and scorch (resolution) giving you more of a refund after each combo, and manafication giving you more mana relative to the cost of a melee combo than it did in the past. I suspect that if you were to compare fights of similar duration between current and past expansions, you would find the number of melee combos red mage performs now to be similar or even improved.

    There is one other benefit of acceleration acting as a swiftcast to consider, and that is its ability to let you fine-tune which gcd intervals you dualcast on. In order to optimize damage, high performing red mages aim to maximize the number of casts of ogcds like fleche and contre sixte. This entails using them as often as possible, as quickly as possible the moment they are off cooldown. To accomplish this, it's important that they come off cooldown on the gcd you are dualcasting so that they can be weaved immediately, and not the gcd you are hardcasting to set up dualcast. The latter would cause them to sit unused for 2.5s longer than necessary, slowing down their usage over the fight.

    There are many cases where your dualcast tempo may be shifted into this less favourable alignment. The odd number of instacasts you perform in a melee combo now for instance, or unplanned usages of reprise/swiftcast for movement purposes. In cases like this, new acceleration performs the useful function of letting you realign your dualcast window.
    (1)
    Last edited by Myon88; 12-14-2021 at 08:08 PM.

  6. #16
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    new acceleration took some getting use to but it is good imho and with how generous procs are with RDM and frequent melee is now i don't see the change much of a issue,
    only problem is gap closer displacement is just a dead button at the moment and would be nice if manafication would refresh one stack of Corps-a-corpse,
    but outside of that the job is essentially Black mage tier in terms of job design now.
    (1)

  7. #17
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    523
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    I'm excited to level it up. I'm feeling unsure about SMN at the moment. Red mage was always a job that like black mage had a very simple base upon its release, but a couple of expansions later it is a very solid job. I feel like each expansion has given it a little bit of complexity.

    I'm hoping I am saying the same thing about summoner in 7.0
    (1)

  8. #18
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    I think that the red mage had only good changes in the rotation, the burst,aoe,
    the job kit feel so pleasant, unlike the summoner who had all the opposite in the wrong direction,
    I think I would play red mage this extension.
    (1)
    Last edited by remiff; 12-15-2021 at 11:36 AM.

  9. #19
    Player
    Axzeriuth's Avatar
    Join Date
    Sep 2013
    Posts
    42
    Character
    Axzer Riuth
    World
    Tonberry
    Main Class
    Astrologian Lv 80
    I agree that RDM is in a great spot atm. I'm currently working my way through 80-90 and it just feels more active. Having 2 charges on corps-a-corps and displacement/engagement gives it more movability and Manafication giving 50/50 outright means I can do a melee combo straight away. The change to Acceleration took a little to readjust but I think I'm happy with the class the way it is. Can't wait to hit 90 and add Resolution to my rotation.
    AoE feels better as well now that the finishers do AoE damage.

    Also I'm loving the new SFX for Verflare and Scorch. *chef kiss*
    (3)

  10. 12-15-2021 12:05 PM

  11. #20
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Erinellza View Post
    Dislikes:
    - 3 Enchanted Moulinets cost 60 black/white mana (only 50 for single-target rotation). I always forget this when I'm about to AoE the first trash pack in dungeons. I pop Manafication, get 50 black/white mana and then I wonder why I can't finish my AoE combo. :') Enchanted Moulinet should cost 15 black/white mana.
    If you do some dualcasts on the run while the tank is gathering everything, you'll have at least 10|10 by the time you get to the wall. The new charges of movement actions can help with this. Dualcast on something, dash to it, run through it, backflip ahead toward the tank, dualcast something else.

    - Manafication stacks duration is way too low (at 6 stacks), 15 seconds. Sometimes I have to dodge unexpected AoEs and I can't spend the stacks in time.
    An interesting feature of Manafication is that it doesn't delete your three mana stacks if you've completed the combo, so you can Manafy after Redoublement and use the first three stacks on Verfinisher Scorch Resolution, then go immediately into another melee combo to spend the last three stacks. In the end you spend the stacks on the same thing but you're using Manafication a few seconds sooner.
    (3)
    Error 3102 Club, Order of the 52nd Hour

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