I meant exactly what you had. It looks good. My only concern was again that auto-attacks consuming mana could be frustrating if one wanted to try to burn asap.
All good. I was merely teasing out of shared annoyance with the "Reposte" initiator, etc., skill names. It's one of the better terms to tie the effect to.This was more me sticking the mechanic to a skill that didn't intervene with the melee or spell rotation. We could create a brand new skill for gauge manipulation, if needed.
I went with 2-4 because there's just something embarrassing about the number 1. "You get... 1 mana!" The initiator would give 2, the bridge 3, finisher 4. That would still prevent it from taking the place of magic as a mana-building tactic, though.The idea here was that you spent 3 GCDs doing melee combo to generate 3 mana, or stand at range and use Jolt for 3 mana in 1 GCD, but dealing much lower damage. I'm open to the idea of each weaponskill generating 3 mana instead, if that'll work better.
Again, I'm not arguing with the relative buff. I'm just saying I'd prefer frequency to strength, or would rather buff frequency than its per-cast functionality. We're already getting 21 mana back at the end of each burst phase that would otherwise go to waste if we were to give 100/100. Also, if we really did give 100/100 we wouldn't get the guaranteed proc from the finisher onto Verstone or Verfire, as one mana count has to be at least 1 mana less than the other.Manafication, at least as I saw in the images, has a 2-minute cooldown. That's actually why I changed it, since doubling mana generated every 2 minutes loses out to being able to go from 0/0 to 100/100 every 3 minuutes.
tl;dr: Only the bolded part is important.
EDIT: World's worst nit-pick: I apologize if this was implicit, but just to correct my earlier wording very, very clearly, hopefully no one would be doubling their mana at 50/50, thereby gaining 50/50 (sum 100/100), or they'd lose out on free procs. Hopefully it'd be a 49/50 or 50/49. Again, my apologies. >.>
EDIT 2: Trying to find the horribly overcomplicated write-up I was doing for RDM before. I fear it was on my reformatted hard-drive, however. It uhh... used a massively different cross-class system though... (Each class has mechanically-integral traits that could be shared with other classes. Each class had access to 8 of these, atop 2 guaranteed native class traits (total of 10), while each job had access to 4, atop two native class traits and two native job traits (total of 8). It also required the implementation of inherent granular elemental effects (as on-target resources)...
This RDM was about 60% melee, 40% caster, whose core advantage was the sheer amount of synergy by which he could connect borrowed schools of magics and class traits. What looked like a wet noodle by base potencies could turn disgustingly powerful over time via multiplicity, refreshes, scaling, etc. Under certain builds, the MCM was more reminiscent of a NieR: Automata gun-pod, with simultaneously castable attacks triggered from the main bars but with zero animation lock since your own character was not involved in the animation.
tl;dr: A proper RDM has been my pipe-dream since 3.0. But I actively feared it being added in 4.0 because I knew there wouldn't be enough undermechanical depth to support it as it deserves.



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