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  1. #1
    Player
    Pentacus's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    60
    Character
    Pentacus Calx
    World
    Lamia
    Main Class
    Sage Lv 100
    RDM is exactly what you are looking for:

    Likes -
    Procs - RDM is based entirely around procs to generate its mana.
    RNG rotations - your "rotation" is nonexistent, it's purely priority based and can be summed up as "cast the spell you have less mana for", since you rely on procs to generate bonus mana, this is effectively random.
    Flashy animations - oh my, yes. we get Unlimited Blade Works as an oGCD, a flaming zorro sword slash, a red and blue crystal lotus that explodes, and backflips.
    Flashy armor - little known fact about RDM: whilst WHM and BLM draw upon ambient aether, RDM spells are powered by pure FASHION.

    Dislikes -
    Set rotations - there isn't one (there is a single combo chain, but even that has a varying finisher).
    Maintaining multiple buffs/debuffs - there aren't any. we have no DoTs, our only buff is a party damage boost to be used on CD, and our other buffs are to show our procs
    Most played classes - unfortunately this is the case at the moment, RDM and SAM are the new shiny classes and will be VERY popular for a while, much like how you couldn't swing a miqote without hitting a MCH, AST, or DRK back in 3.0. it will likely cool off in a few weeks and everyone will return to their mains.

    as a quick overview of the job's main gameplay:

    Dualcast - when you cast a spell, your next one swiftcasted (yes this applies to Vercure and Verraise)

    Jolt/Impact - use this to proc dualcast, every time you cast jolt, you will be able to use impact

    Veraero/Verthunder - use these when you have dualcast (they are too long to cast normally), they generate mana better than jolt/impact and every cast has a 50% chance of proccing verstone and verfire respectively

    Verstone/Verfire - use these to proc dualcast, they are faster than the other Ver spells and more damaging and better mana generation than jolt/impact

    Mana - this is the main focus of your "rotation" you want to raise this as fast as possible, whilst keeping it balanced (-ish, I'll get to that later), if you let it get too unbalanced, you'll find it hard to rebalance it (the lower amount gets a penalty). the overriding goal for you in general is "cast the mana you have less of", so use white magic if you have less white mana, and black magic if you have less black mana

    Corps-a-corps/Riposte/Zwerchau/Redoublement/Displacement - oh damn, did we just get french in here? yep. these are your melee (hey look, more french) skills. this is what you spend your mana on when you get over 80 of each, you grappling hook over, do your fancy fencing, then backflip away. you can still use these without your mana, but they hit like a soggy croissant.

    Verholy/Verflare - remember that "(-ish, I'll get to that later)"? well this is later. after you've used Enchanted Redoublement and backflipped away like the debonair duelist you are, you unlock these. they are your strongest and most fancy looking spells. they generate mana and have a 20% chance to proc their respective Ver-proc. BUT, and this is a huge but (meaning I cannot lie), remember the rules of mana "always cast what you have less of", if you do, you will have a 100% chance to proc your Ver-proc. (this also means if you have perfectly balanced mana you don't get a bonus, keeping your mana sliightly unbalanced is where the skill comes in in this class)

    Fleche/Contra-Sixte - oh hey more french. these are your oGCD moves. CS is an AoE. they are also VERY fancy looking.

    Acceleration - RNG getting you down? really need to get a Ver-proc? this makes your next veraero/verthunder proc 100%

    Manafication- this resets the CD on your grappling hook and backflip, and more importantly, doubles your mana. use it at 40ish, but be sure not to cap or get too balanced.

    Embolden - this is your party buff, it makes you do more magic damage, and everyone else do more physical. because screw the other casters, you can do everything better anyway.

    Scatter/Moulinet - your AoEs. they are surprisingly powerful, to the point where you want to use them when there are three or more enemies. spam scatter to 30 mana, then use enchanted moulinet to cleave the pack.

    Vercure/Verraise - your heal and raise, the heal scales off int, which is nice (I've actually managed to heal a few bosses with this before I got verraise), and yes, they proc and benefit from dualcast. 2.5s raises are delicious.

    Tether - Take this off your bar, you will NEVER use it. it's your Bind skill like Freeze and Tri-bind, and is just as useless (seriously, why is this not a role skill? they made ESUNA a role skill but not this? I mean-*post devolves into healer salt*)

    one thing you'll have noticed: we have no MP regen. that is correct (and there is actually a lore reason for it: basically, after the war of the magi, WHM and BLM were too dangerous, so RDM use their own aether instead of drawing from external aether). make friends with another caster (like a BLM, those delicious MP batteries) and take Lucid Dreaming. (personally I'd have preferred if E-Redoublement, Displacement, or Verflare/Verholy had a refresh, but we don't, c'est la vie I suppose)

    TL;DR? cast what you have less mana of. do your fancy french fencing when you get over 80 of each mana. don't get perfectly balanced. don't get too unbalanced. don't hardcast Veraero/Verthunder. Verraise OP. bribe your BLM to mana-shift you. dye all your gear Dalamund Red. and be FABULOUS.
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    Last edited by Pentacus; 06-20-2017 at 07:55 PM.