Quote Originally Posted by Silverquick View Post
No I'm really not,

If you are really doing it that way, you are spending way too much time building up to 100 Mana when you don't need to anymore. In reality you only need to build up to 50 mana to do a combo, I go 60 for a buffer but not always. The Dual Casts are about half what you demonstrated in your chart. It's why I'm sitting in melee all the time. You get even a single proc which you usually do after a finisher, and you're building much faster even than that. The only time I'm up at 100 Mana is when I'm building up for Boss fight with trashmobs in dungeon or Alliance Raid for the next fight.
*homie gets shown definitive calculations of time to prove how long it takes to build up the same mobility as summoner* "nuh uhhhhh*


Quote Originally Posted by Silverquick View Post
Secondly you are assuming everything is an 8-Man what you showed only applies there, not to Alliance Raids or Expert Dungeons.
That's because the game is balanced around the 8-man content, the rest of the game's battle content like alliance raids, deep dungeons, and casual MSQ progression all balance themselves around the players that do savage and ultimate because it's easier to do it that way.

Quote Originally Posted by Silverquick View Post
But even if you were to assume that, You're still spending time building to 100 when you no longer have to do that. It's much quicker these days. Yeah Enchanted Reprise kinda falls into the unused toolset now, but doing faster finishers will do more damage in the end, because that's the big damage portion and you do it much faster and more of them.
That is and I mean this quite literally, not how it works. It still takes almost the same amount of time to build up your mana between the old 80/80 and the current 50/50 "Developer confirmed", you are just able to build up more of it. And process this for me, saving 50/50 mana and doing your combo does not provide more damage "by doing faster finishers will do more damage in the end" than saving almost 100 and doing them both back to back...because you'll still have to save up another 50/50 mana to so a second combo.

Quote Originally Posted by Silverquick View Post
And it is because of that, and because you end up just sitting in melee range all the time that I am starting to suggest staying power in melee. Hence the Adlo idea and DEFINITELY extending the Magic Barrier to be the equivalent time to Embolden.
I agree. Completely actually, for magick barrier at least. It is incredibly stupid that a spell we get at such a high level provides so little overall. It is super ironic that the same expansion that Red Mage gets a magic only utility spell, is also the same expansion that has the harder physical damage healer check we have ever seen. I am personally more of the opinion that it should mitigate all damage by 10% and increase the duration to 15 seconds. The 5% healing boost is also so small it might as well not be there.