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  1. #91
    Player
    popotaro's Avatar
    Join Date
    Sep 2013
    Location
    The Fantastic Gramarye Circus
    Posts
    171
    Character
    Momotaro Popotaro
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Boring gameplay and lackluster graphic fx. But that's just my opinion huh?
    (0)
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  2. #92
    Player
    Zafire063's Avatar
    Join Date
    Nov 2017
    Posts
    10
    Character
    Zafire Vanithil
    World
    Diabolos
    Main Class
    Ninja Lv 70
    I always thought there should be a stance that lets you melee more or cast more, both tuned to do equal dps at maximum uptime. This would still cater to caster (obviously), but would provide a different playstyle.
    (1)

  3. #93
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,189
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    I am happy with RDM and enjoy playing it quite a bit, but I am a little disappointed with the dualcast system. When it was first announced I remember hearing something about a chain-spell ability which I was hoping would be a combo of spells strung together to reach a finisher, like verholy or verflare.
    (0)

  4. #94
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Guys please don't necro 5 month old posts. Just make a new thread at that point. Addressing the points brought up, RDM isnt going to have as much mechanical complexity as jobs that have 3 games worth of development, be patient. As for the thematic, RDM has always been 66% mage to 33% warrior and mostly received spellcasting perks in later iterations (Dualcast, Chainspell etc), the dominant theme is very apparent no?
    (0)

  5. #95
    Player
    ChaoticCrimson's Avatar
    Join Date
    Aug 2017
    Location
    Subspace
    Posts
    963
    Character
    Crimson Law
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    I've actually grown really fond of RDM in the time I've been playing it. That being said, I have been playing around with some ideas for making the weapon skills more involved later down the road. I'm not sure how viable it is, but I was thinking of placing a small tertiary gauge beneath the main B/W mana gauges (a red mana gauge, if you will) that builds with each enchanted weapon skill used. Unlike the other gauges, this one is used solely to proc a sort of "ultimate finisher" when the gauge is full, which could probably be after six enchanted weapon skills or so. The "ultimate finisher" could hit the target for significant damage while inflicting a magic vuln up debuff on the target for a certain amount of time (which could give better support to other casters as well). I'm still partial to Ardor being the ultimate, in homage to FFXII's RDM. Not sure if it would be something to temporarily replace the Verfinishers while the red mana gauge is full or keep it separate so it could be weaved in somewhere, though. Plus, this finisher probably wouldn't proc anything else, though it could build both B/W gauges for a certain amount (+15, maybe?). It's still a very rough concept that probably has no chance of being implemented anyway.
    (0)

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