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  1. #1
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Mhaeric View Post
    We need to build ~80 mana in each type to be able to unleash 3 melee attacks according to the video. It takes 2 gcd to build 20 mana, so that's ~16 gcd without the use of any cooldowns. We then unleash 5 gcd worth of melee and leaping rapier attacks. That's a ratio of ~25% melee to 37.5% black magic and 37.5% white magic. With the use of the cooldown as shown in the video we only need to build up ~40 mana in each type taking ~8 gcd to do so, so the balance is ~38% melee to 31% black magic and 31% white magic.
    I'm being a little nit picky, but you'll want to take note that certain actions will generally have a blue aura around the character's feet which indicates ability intended to be woven in during or between global cooldown execution. So abilities like the jump in and jump back don't equate to a global cooldown usage. Interestingly, when we focus on global cooldown usage, what we see are three casts white magic, three casts of black magic, three casts of red magic, and then three executions of melee weaponskills. This discounts the final white magic spell which is used after the gauge is reset. So in an ideal scenario you will be using weaponskills approximately 25% of the time with spells of varied types occupying the remaining 75%. This could potentially be skewed further if their "double up" ability has a lengthy cooldown, prolonging mana accumulation when that ability isn't available, but how often that ability can be used remains to be seen.

    Personally I'm content with Red Mage so this is just me pointing out some details.
    (1)

  2. #2
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    It's also been speculated that these melee skills are simply augmented by the balanced mana system, not restricted. So, while it will likely be viewed on par with an 'ice mage' Red Mages will still likely be able to predominately swing their sword if they're really desperate for that sort of interaction.

    Kidding aside, I'm willing to give Duelle's bitterness a bit of leeway. Not because his expectations are standard, mind you, but he has been quite invested in a particular mental image of Red Mage for a very, very long time now - and to see a decade's long dream dashed would naturally make anyone upset.

    However, I will point out that the majority of the people are correct here. Red Mage was primarily magical balanced first, physical second in its history, and I do agree with the general feeling that this fairly well depicts that.

    As far as the frequency of diving in and out of Melee range and the build-up of mana reserves - those are numbers arguments and can be tweaked over time. It's the concept that needed review mostly and it looks both attractive and logically sound.

    lvl27cubone on Reddit has confirmed a lot of my theories stated above through his analysis of skills. Here's the thread for reference:

    https://www.reddit.com/r/ffxiv/comme...mage_analysis/

    It's also noted that the Status that buffs our mana is 35 seconds, and the dive in is 40 Seconds, so my guess is for optimal rotation we will likely be standing in mid range and have to manually walk in occasionally on every other rotation to combo, depending on how quickly we can get those stacks gathered.
    (1)

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