AoE potencies are getting pretty nerfed across the board... a change honestly welcome since as a melee my AoE is basically "mash one button over and over, occasionally refresh a buff", so I'm happy to see it being less prevalent



AoE potencies are getting pretty nerfed across the board... a change honestly welcome since as a melee my AoE is basically "mash one button over and over, occasionally refresh a buff", so I'm happy to see it being less prevalent

I would agree if AoE'ing isn't what we do in 80% of this game's content. (Only raids are mainly single target and those still have AoE portions).
AOE potency has been nerfed across the board.. yes everyone knows this. Our arguments are derived from the current proposed potency values among all classes...
RDM has significantly lower AOE then other mages and most DPS across the board. It's also boring as all hell.
The simplest fix, I'll state again, would be to increase resources generated per scatter. If we bring the generation to no more then 4 scatters per moulinet then we boosted the damage to an average level while making the build feel a bit nicer since we can use more moulinet. We still won't have the AOE of a BLK or a smn but we won't I'm the gutter either.
I would love to see an AOE mechanic similar to our single target but that is asking a lot more.



I wonder if I'm the only one that would rather see them nerf AoE further.

I would reply the same to this post as the one before it:
I would not mind had AoE not comprise 80% of what we do in this game.
A better alternative to AoE nerfing is to give us more interesting AoE rotations. Or just make "cleave" a thing. And even better is to make trash pulls meaningful instead of having 7 to 9 mobs that don't know how to damage a tank.
What is "cleave" you ask? Cleave is when you end up dealing multi-target damage without altering your single target damage. The "splash" form SMN's Deathflare is the biggest example.
How is it different from AoE? You do not replace your most effective single target rotation in order to get said cleave. Deathflare is cleave damage, Painflare and Bane are not cleave, but are AoE as you replace the single target oriented Fester for them.
So if we combine the "interesting AoE and cleave rotations" with the "interesting mob packs" I suggested in my earlier post where some packs may have a mob or two that AoE stun or use tank busters or reset aggro or whatever else dangerous mechanic they may come up with. Then we end up with:
We will pull this pack, DPS focus on killing the big bad monster while you trickle down the rest with cleave, then after it's dead we can AoE the rest of the "trash" as we move on to the next pack.
Then I wouldn't mind if my AoE drops to 50 potency. My problem with AoE isn't the power, it's the boring-ness.
Spamming Scatter isn't fun.
Throwing a Painflare as you apply 4(?) DoTs, then using Bane, then Painflare/fester again and entering DWT and using Miasma 2 and Shadow Flare before throwing a few fillers before Deathflaring? THAT's fun. It's even more fun when you do it twice and then bring the big daddy Bahamut.
Of course no one wants to press that many buttons to do the same DPS as a Scatter spamming RDM, but you get the gist.
*sigh* SE, remove the 1000 character limit, it's stupid!![]()
Last edited by Phoenicia; 06-11-2017 at 06:37 AM. Reason: 1k char limit :p
A lot of jobs have really boring aoe, I don't think it's that big of a deal, you pretty much just spam 1 or 2 skills with pretty much all the jobs anyway.

Yeah, for that reason I don't play PLD, DRG, MCH and NIN in dungeons. But I do play DRK, WAR, SMN, BLM, MNK, WHM and AST in them.![]()




On the contrary, I would rather not say that since most jobs already have boring AoE "rotations" it's okay to keep making new jobs that are equally boring. Samurai is a great example of them doing something interesting, with two AoE combos that setup Tenka Goken while simultaneously generating a resource that can be spent at a significantly greater frequency than most other off global cooldown AoE abilities or strategically stored for burst potential. All jobs with lackluster AoE diversity should really be addressed since AoE combat takes up a fairly large portion of the game experience.
Black Mage has relatively boring AoE, but still does have Fire II, Flare, Foul, Thunder IV and even Freeze if you want to consider that. And Thunder IV is going to proc plenty of times during large scale AoE. Summoner has some mediocre scaling DoTs and the area DoT, but also has many oGCD AoE abilities, including Deathflare, Enkindle, Bahamut etc.
Red Mage literally has only Scatter, which they need to spam around 15 times before being able to Moulinet 3 times. That's literally it. In addition to that, Red Mage only has a Contre every once in a while.
I have mentioned this elsewhere, but I really feel like RDM is an incomplete job in a way. They should have two 5s cast time AoE spells - One for white and one for black mana. That way, there would be some sort of a rotation for the AoE as well, which isn't just spamming Scatter in a mind-numbing manner.
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