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  1. #1
    Player
    Remnance's Avatar
    Join Date
    May 2012
    Posts
    57
    Character
    Clouse Sydonis
    World
    Mateus
    Main Class
    Dragoon Lv 91

    The boring mage of red

    This class while the theory behind it was strong is showing its weakness of insane boredom. In large groups you just repeatable spam Scatter and Contre Sith. And maybe if the mobs live long enough, you can do 3 Enhanced Moulinet. Meanwhile, in single boss fights, it might look like you 6 skills, but you're casting pretty much the same spell with a slightly different graphic.

    I'm not looking for a complete remake. But we need to get more mana for the Red Mage Gauge faster. It's the only thing that would break up the monetary of the class that was given to us. We are a fighter/mage. Not 90% mage and 10% fighter.
    (5)

  2. #2
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Remnance View Post
    We are a fighter/mage. Not 90% mage and 10% fighter.
    I'm almost positive Red Mage is under the Ranged Magical DPS of your job listings.
    (44)

  3. #3
    Player
    Remnance's Avatar
    Join Date
    May 2012
    Posts
    57
    Character
    Clouse Sydonis
    World
    Mateus
    Main Class
    Dragoon Lv 91
    They aren't going to make another tag called Hybrid for once class. They didn't do it for Bard back in the beginning. They aren't doing it for Red Mage. The Red Mage Gauge numbers need to be increased for each spell cast.
    (2)

  4. #4
    Player
    Archamgel's Avatar
    Join Date
    Oct 2013
    Posts
    55
    Character
    Logan Grayborn
    World
    Jenova
    Main Class
    Scholar Lv 70
    They have always been more mage than fighter in every game (especially when they got Dual Cast in FFV). I actually find its AoE build up and execution to be fun and fairly fast.

    What I do is Scatter until I have at least 45 of each mana (throwing in some Fleche between the cd of after a dualcast), then use Manafication, Corps-a-corps, Embolden, 3 Enchancted Moulinets, displacement, and then Contra Sixte.
    (5)

  5. #5
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Honestly, Manafication is one of those skills that's entirely mandatory for playing the job, along with Embolden, which I see almost no one using. Also, unless you're maxed, you're missing both VerFlare and VerHoly, skills that add 21 of a given mana type directly after a melee combo, So if you max the gauge, use the melee combo, follow with VerFlare/VerHoly, Jolt II -> Acceleration -> VerAero/VerThunder -> Verstone/VerFire, that brings you up to the 40 Mana in each gauge required for Manafication, which a little more in the Mana type that was lower at the end of the original combo, so you get a guaranteed proc for VerStone or VerFire at the end of the second melee combo.

    So in short:

    B/W Mana: 100 -> Use Melee -> Black/White Mana: 20 -> VerFlare/VerHoly: +21 B/W Mana -> Acceleration -> Jolt II-VerAero/VerThunder-VerStone/VerFire: +23 B/W

    B/W Mana: 44/43 -> Manafication -> Melee Combo -> VerFlare/VerHoly -> VerStone/Verfire

    Filling the mana bar the first time would take the longest, of course, with the use of manafication you could obtain a second melee combo after about 10 seconds of casting.

    Edit: Before receiving VerFlare/VerHoly, casting JoltII-VerAero followed by JoltII-VerThunder and then a single Jolt II will bring you up to the required 40/40. This would take around...13 seconds?

    Furthermore you do not need to expend your mana the moment you get enough for a combo, if you know you'd like to use Moulinet then save the Mana for those mobs and focus on single target damage.
    (1)
    Last edited by Cyrocco; 06-20-2017 at 03:05 PM.

  6. #6
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Remnance View Post
    This class while the theory behind it was strong is showing its weakness of insane boredom. In large groups you just repeatable spamScatter and Contre Sith. And maybe if the mobs live long enough, you can do 3 Enhanced Moulinet. Meanwhile, in single boss fights, it might look like you 6 skills, but you're casting pretty much the same spell with a slightly different graphic.
    Well I'm trying to figure out how that is somehow different than any other job?

    I think your problem is not with Red Mage specifically... but with all of them.

    I'm not looking for a complete remake. But we need to get more mana for the Red Mage Gauge faster. It's the only thing that would break up the monetary of the class that was given to us. We are a fighter/mage. Not 90% mage and 10% fighter.
    You sound more like you wanted a Melee based Mage with only a little bit of spellcasting... well as usual with Final Fantasy games... the Red Mage is the opposite of that.

    It's always been that way too... even from the very first Final Fantasy game back on Nintendo.

    The power of the Red Mage was always in his spells... not his melee.
    (9)

  7. #7
    Player
    Nezia's Avatar
    Join Date
    Jun 2017
    Posts
    187
    Character
    Fester Blight
    World
    Behemoth
    Main Class
    Rogue Lv 80
    About the aoe: Most classes in the game have a boring rotation for aoe where you keep spamming 1 or 2 buttons and press some cds when avaiable.

    About the mage/fighter: I think it would feel bad to have to go melee range more often than we already do, and it would also feel bad going melee and wasting 20 or 30 secs there. If anything, I think they should increase the damage the melee combo does just a little bit.
    (5)

  8. #8
    Player
    7-car-pileup's Avatar
    Join Date
    Feb 2012
    Posts
    42
    Character
    Coraline Valentine
    World
    Tonberry
    Main Class
    Gladiator Lv 70
    Honestly I'd like to see either a buff to the rate at which the mana bars are filled, it feels egregiously slow when manafication isnt up. Alternatively halve the recast time for manafication so its up for every 2nd filling of the bars.

    It would be nice if casting verfire/verstone gave a buff to maintain similar to bards straight shot or monks greased lightning, nothing huge but something that actually makes you want to do those spells beyond just filling meter. Or alternatively, grant a buff while the meters are within 15-30 of eachother, as is we're just severely punished if we push things beyond that, theres no reward to playing well like there is with other classes. It's play well or suffer and even then our best seems to not quite keep up with other classes playing just ok.
    (2)

  9. #9
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    idk what you're talking about with "boring" I love the class and am completely set on it being my new main!
    (18)
    ~sigh~

  10. #10
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Wouldn't call it boring, maybe a little too easy. I think having some kind of buff or something related to controlling which mana is higher would be interesting. I mentioned in another thread the idea of having maybe a regen or mp refresh effect on verholy and maybe a damage buff or magic debuff on verflare. This would then force you to make sure black is lower than white to use the flare to get the (insert effect). Also make the dam flare and holy aoe.
    (2)

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