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  1. #11
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Personally I'm disapointed.

    We got yet another finisher. At the very least it's tied to the 2min so it's not the end of all.
    The extra step on Embolden is pretty but... just there.

    I don't like that the dash in/out still does damage. It prevents its use as movement tool.
    I'd rather have more flesh and contre-sixte or something new instead.


    Still no reason to alternate between Verflare/holy. I could just spam Verholy provided I do it with the good balance of mana.

    Still no verwater/ice. It could be used to add a new small mechanic. I feel like a tiny "burst mode" where the cast and recast (1.5s and 1.0s) would make for fun gameplay. Like a short burst window where you barrage the boss with very quick spells.
    (0)

  2. #12
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    It's sad that there's still no use for verfire and verstone in AoE.
    I think the job is getting flanderised because 3 expansions in a row it's just been extra parts to the sword combo burst.
    Some more mechanics around black and white magic would be good and a fire/stone proc for aoe are something that should for sure show up at some point.
    (0)

  3. #13
    Player
    ZoReee's Avatar
    Join Date
    Jun 2024
    Posts
    23
    Character
    Zo Reee
    World
    Coeurl
    Main Class
    Pictomancer Lv 100
    To be fair, the Red Mage is already fairly engaging, Its the "speed caster" identity more than anything, It didn't need 5 new hotbar slotted skills. it quick casts the majority of its kit and can move freely around to position itself from danger and Slide casting is a thing anyways. Not really much else needed to add to that except actual support skills imo since it feels kind of lacking in that department.

    I kind of wish it had a heal manafication combo or something you could go into like after hitting verfire or verholy your cure (like how your jolt changes) into a local AOE heal on par with a OGCD healer aoe cure (since your trading your dmg combo for it) and a second follow up with a 10% dmg reduction buff for like 10-15 seconds.

    At least i'd be able to make a choice if I want to do something supportive or DPS but most the time My heal is a dead skill and #RezMage
    (0)

  4. #14
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    They seem to have made a silly oversight with the introduction of Jolt III effectively rendering Verfire/stone obsolete until their potency buff at level 94.
    (2)

  5. #15
    Player
    ZoReee's Avatar
    Join Date
    Jun 2024
    Posts
    23
    Character
    Zo Reee
    World
    Coeurl
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by KageTokage View Post
    They seem to have made a silly oversight with the introduction of Jolt III effectively rendering Verfire/stone obsolete until their potency buff at level 94.
    I think you still use them to catch up on the mana you didn't use for your combo though since one verfire/thunder combo equals the 11 black mana to offset holy. but thats a good point if you don't need to catch up on mana at all.

    (also idk how elemental works in this game, do some creatures take increased damage to specific elements? I assume they do, so Maybe that has something to do with it but I never really paid attention to)
    (0)
    Last edited by ZoReee; 06-27-2024 at 11:28 PM.

  6. #16
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    275
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ZoReee View Post
    I think you still use them to catch up on the mana you didn't use for your combo though since one verfire/thunder combo equals the 11 black mana to offset holy. but thats a good point if you don't need to catch up on mana at all.

    (also idk how elemental works in this game, do some creatures take increased damage to specific elements? I assume they do, so Maybe that has something to do with it but I never really paid attention to)
    To the last part:
    As much as i know: No, the dmg typ has no meaning for the enemie.
    That was a thing at the start, of what i know, but was later removed.
    (2)

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