Quote Originally Posted by Rychu View Post
here is "easy as shit" solution, have enchanted reprise grant a mana stack. Having enchanted reprise grant a mana stack would solve a lot of mobility problems since it will only take 15 black/white mana to do a finisher combo and you will have free movement during the entire thing. Potencies may have to be adjusted around since technically you can do a lot more finisher combos doing that, but honestly people would probably be fine with enchanted reprise being weaker if it means having that as an option. That way you actually have some decision making, "can I afford to hold my mana for a full sword combo which is stronger or do I need to just reprise for the sake of mobility and survivability during this mechanic?"
This would in some cases force triple E.Reprise, which costs 30% as much as a proper combo to start, 11% once you account for the Verfinishing rebate. To balance this, the entire 6 step sequence beginning with triple Reprise would probably need to no more than baseline Dualcasting damage. Dualcasting Verfastspell-Verslowspell is 144 p/s. So a triple E.Reprise option that balances for 15s of completely free mobility would mean E.Reprise would have to be about 40 potency per cast.

Fifteen seconds is a long time to be completely mobile for just 7|-4 Mana (the rebate from Verfinishing being 8|19). A proper combo costs 42|31 and only grants 12.7s of mobility, the first 3.5s of which force melee range. I would prefer the solution of E.Reprise costing a Polyglottish stack, which would add just 2 free move GCDs per minute.

Quote Originally Posted by Rychu View Post
2. Verfire and verstone are ironically too punishing when you are proccing them constantly. Picture this scenario. You are in p8s, just after doing your opener and you are building up mana for more finishers. You know Twist Nature is coming up and is a spread so you want to start your sword combo to have full mobility during the mechanic but both verfire and verstone keep proccing. You are now forced to waste one of them just so you can cast verflare/verholy because you were *too* lucky. This is just bad design to me, neither summoner nor black mage have a situation where you are too lucky with your procs. Summoner doesn't even have chance procs and black mages fire starter and thunder spell are literally just a "when it comes up press them". I would like to see a trait added that if you press verthunder/veraero while either of their respective spells are up, that verthunder/veraero have their damage boosted to compensate for the potential waster verfire/verstone that you can have. I don't know how much, but red mage is one of the only jobs where you can be punished for playing too well.
Procs are procs. Randomness and occasional overwrites are their nature. The procs in general aren't worth enough to worry about: the gain of 20p and 1 mana that you overwrite 0 to 2 times per 2min cycle still adds up to a single lost Jolt cast over the course of most 12 minute fights.