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  1. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    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.
    Funnily enough, part of the reason I had autos consume mana was to discourage people from sitting around while Spellblade was active. I think I'll just remove that part of the skill and see what happens.
    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.
    I'd preffer 3/3 mana per weaponskill just to drive the point home that you're choosing between range & lower damage and melee range with higher damage and two extra GCDs before you can cast something instantly.
    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.
    Oh, I see. That was a major reading comprehension failure on my part. I can agree there, especially since I didn't take Verflare and Verholy into account. 50/50 mana on a 90s cooldown it is, then.
    Quote Originally Posted by Ordoric View Post
    Would have been nice if there was an off gcd skill for melee strikes. For like 15 seconds. That uses what ever verspell you last used.
    I like the idea, but it'd need a new UI element or something to show that the game is keeping track of what spells you use. A 15 second cooldown does mean you could use it rotationally while also having a chance to use it right after Verflare or Verholy.
    give them a Refresh effect they can cast on them selves. And. Light base magic gives a boost to self buff refresh
    This is conjecture on my part, but if we're increasing melee uptime, I don't think it a refresh skill would be needed much.

    --------------------------------------------------------

    That being said, let's have a little fun with this:

    72 Manabrand - Release residual aether from your blade aligned to the element of the last elemental spell you used. Deals damage with a potency equal to that of the spell last used. Cooldown: 30s.

    or

    72 Manabrand - Deals fire/earth damage with a potency of 230. Requires and consumes Verfire/Verstone Ready. Cooldown: 30s.
    (0)
    Last edited by Duelle; 06-08-2017 at 08:42 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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