SMN: Aetherflow, Energy Drain, Lucid Dream
BLM: Convert, Umbral Ice, Lucid Dream
RDM: Lucid Dream
Notice anything wrong?


SMN: Aetherflow, Energy Drain, Lucid Dream
BLM: Convert, Umbral Ice, Lucid Dream
RDM: Lucid Dream
Notice anything wrong?
No?
A sizable part of RDM damage is the melee portions, which use TP to execute an the new HUD resource to execute. This means RDM's will likely be using Mana less often and may not need more mana regeneration.
Let's not jump to conclusions.


This feels like it would work -in theory- in a perfect setting, but if you're a RDM and you're in a party where people keep dying (including the healer), a handful of Verraise feels like it could shut down a Red Mage entirely.
[Edit]: I shouldn't say, 'entirely,' since the melee combos will work fine without Mana of either type. However, the effective DPS will be severely handicapped, with no way of restoring it without begging a BLM/SMN for a Mana Shift.
Last edited by Vexander; 06-01-2017 at 02:10 AM.



1 Verraise on the healer and not more. If the healer die again, then let the wipe happen.





This isn't a problem with RDM. It's a problem with everyone else in the RDM's party.
Error 3102 Club, Order of the 52nd Hour



SMN has lesser MP than RDM, Aetherflow restores now only 10% mp, energy drain has still the same potency (150) that will be around 1k MP, many skills cost between 600-[1000+] (Ruin 3)
BLM has more MP than RDM, has convert. In exchange many skills are above 1k+ MP cost
Wait wait wait. People are forgetting 1 thing. The main attribute Piety will be killed. Meaning any mages wont get any higher MP than they are set by level&default. Lucid Dream will restore with a potency of 80 every 2 minutes, probably a tick around 600-800 MP . I admit it doesnt have a single skill about gaining MP back, but all MP needing skills are between a value of 360, 600 and 840. In the short trailer the Redmage has 14400 MP. He uses various skills which consume MP, but there are no skills which cost above 1000 MP, beside rez and Tether. Manasongs from BRD/MCH wont cost anything but 1 role action slot and a duration of 30s (cd 180s), so another way to gain MP (and Im sure bards will be mostlikely in every raid team).Yes, Red Mage isn't going to be like the last games, we've known that. That doesn't address issues like lack of defensive cooldowns or built-in MP management, something both classes RDM is being designed around -for this game- have. If Red Mage is the love-child of White Mage and Black Mage, why doesn't it have a single damage mitigating cooldown such as both White and Black Mage have? Or an MP generator like White Mage and Black Mage have?
Also not to forget you'll be using in addition TP skills. 100TP per skill. While you are using your TP skills, you gain around 200-300 MP auto-regen (and also while using spells ofc!). To be honest, until trying the job on a 4min parser, it looks okay-ish on the paper.
If you guys want to argue about long fights, well boss fights in dungeons take maybe 5-7min (Lucid dream will reset 3times in a 6min fight). A raid boss takes around 13min~, bosses sometimes disappear or are immune to damage for certain period.
Last edited by xbahax92; 06-02-2017 at 12:27 AM.
To address OP's original items, and not just one:
I personally resigned myself to the fact that RDM would not resemble the RDM I enjoyed playing in 11.
1) I don't find it odd that they don't have a dedicated mitigation ability since they appear to have advanced mobility over the other casters.
2) See previous comments
3) En-weapon spells would have been neat, but it's clear they intended to do things differently this time around.
4) The Melee abilities, though they use TP, appear to do unaspected damage, which likely means they will be affected by Embolden. I could be wrong though.
5) We'll have to wait and see how Vercure works. But I'm with you - Here's hoping it scales off int so it can be more than just a wasted ability. The trick is to make the ability to enough healing to be useful, but not too much as to replace a healer in a group. It's a fine line to walk.


Thanks for the replies, and excellent points. As far as Vercure goes, I can't see a RDM replacing a healer unless Healers are doing more DPS than Red Mages. Which, given how MCH and AST were at Heavenward's Launch, it could be possible for Red Mage to be under-performing. I'm hoping that Vercure will have been designed more for sustainability of solo play, and as a stop-gap measure while a recently raised Healer gets back on their feet. It'd be -enough- to give Red Mage that hybrid feel.To address OP's original items, and not just one:
I personally resigned myself to the fact that RDM would not resemble the RDM I enjoyed playing in 11.
1) I don't find it odd that they don't have a dedicated mitigation ability since they appear to have advanced mobility over the other casters.
2) See previous comments
3) En-weapon spells would have been neat, but it's clear they intended to do things differently this time around.
4) The Melee abilities, though they use TP, appear to do unaspected damage, which likely means they will be affected by Embolden. I could be wrong though.
5) We'll have to wait and see how Vercure works. But I'm with you - Here's hoping it scales off int so it can be more than just a wasted ability. The trick is to make the ability to enough healing to be useful, but not too much as to replace a healer in a group. It's a fine line to walk.
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