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  1. #1
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67

    Red Mage Skill Levels

    https://ffxiv.consolegameswiki.com/wiki/Red_Mage
    Granted the information was from test builds I understand. However my concern is based around vercure being obtained at level 54 and verraise at 64. Regarding their aoe, Moulinet and Enhanced M. being 52. Wouldn't this make level syncing for randoms etc. quite boring. I mean spamming scatter is bad enough but not having to option to hop in and cleave is super boring. So you all think some of those level req's should be adjusted?
    (0)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Considering the job is being implemented as a caster first, with melee being a distant 9th or 10th, this isn't surprising. There's also the supposed changes to level sync where high level players just keep their skills, but I don't know if that was just an idea the devs had or was actually being implemented when the expansion launches.
    (0)
    * 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)

  3. #3
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    I get they aren't supposed to be melee, however it's more of a point of mechanics in my eyes, give us something to use that mana on for aoe earlier than 52. I truly hope they look at synccing abilities for low level content.
    (2)

  4. #4
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Do many classes really have a big selection of AOE stuff to do?
    Just looking at before level 52 most classes only get like one spamable thing and an oGCD or occasional action. DRG just has Doom Spike now with oGCD DragonFireDive, Ninja can only spam daggers with an occasional mudra. WAR is overpower and maybe a steel cylcone, PLD is flash and Circle of Scorn. Hell even DRK only has unleash and Dark passenger at this level.

    I guess Monk gets to still do a rotation with Arm of the Destroyer and RockBreaker.
    It's not like BLM or SMN have complicated AOE rotations, if they maybe get an extra button compared to the above stuff.

    So maybe they could move Contre Sixte to a bit lower level for consistency? It's all pretty inconsequential IMO.
    (0)

  5. #5
    Player
    MidnightTundra's Avatar
    Join Date
    Aug 2013
    Posts
    177
    Character
    Luciana Wolf
    World
    Gilgamesh
    Main Class
    Black Mage Lv 70
    If it makes you feel better, Sam doesn't get their aoe ogcds until 64+. Atleast Contre Sixte isn't too far off from Moulinet.
    (0)

  6. #6
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    This is something I posted in the Red Mage AoE topic. It's a proposal for a slightly altered action list to address the AoE concern. It does request the creation of a new red magic spell which is unlikely to happen any time soon, but the alternative would be to push Tether or Displacement to level 52, making one of those the very first new action you acquire after starting from level 50 which... wouldn't be very exciting. This is essentially what I would consider to be the ideal order.

    Code:
    01	Riposte
    02	Jolt
    04	Verthunder
    06	Corps-a-corps
    10	Veraero
    15*	Displacement
    18	Scatter
    26	Verfire
    30	Verstone
    35	Zwerchhau
    40*	Moulinet or Red Magic AoE
    45	Fleche
    50	Redoublement, Acceleration
    52*	Moulinet or Red Magic AoE
    
    Displacement moved to level 15 from level 40.
    Moulinet moved to level 40 from level 52 or kept at level 52.
    New Red Magic AoE added to level 40 or level 52.
    Tether removed.

    Now looking at Vercure and Verraise, it's harder to incorporate those without taking away the availability of essential damaging actions at level 50. I would consider Acceleration to be the least impactful, but it is worth noting that Acceleration is learned at point when Jolt II and Impact have yet to be acquired. Acceleration is more valuable at level 50 than it is later on because the loss in DPS is more significant when you don't get a proc and must resort to casting Jolt. With that said, I would still be most willing to give up Acceleration in order to acquire Vercure for level 50 content. It could be said that Corps-a-corps and Displacement aren't significant, but I think they are important because of the way those abilities impact the "feel" of how Red Mage plays.
    (1)

  7. #7
    Player
    Brinstar's Avatar
    Join Date
    Feb 2016
    Posts
    13
    Character
    Brinstar Chozo
    World
    Odin
    Main Class
    Black Mage Lv 60
    I'll agree with you here aswell; I think Moulinet is the "key" to Red Mage's fun-factor in lvl 40+ dungeons. It seems like the whole point of Scatter is to build good amounts of both Black and White mana, and not having any other AoE to spend that on is... a bit of a bummer ;_;
    (0)