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  1. #1
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80

    Red Mage Skills in 5.0 [Fun Suggestions]

    Welp. Hubby is letting me post this cuz Im bored waiting for 4.2. Added cheaply edited Skill icons to reduce boredom.

    Red Mage is a quirky utility support DPS with a very straight forward mechanic. Get to 80/80 and melee combo. I wanted to expand on this system, while adding more support options and focusing on Single Target upgrades opposed to the AOE route. Adjustments at a lower level could change that.

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    72- Trait- Faster Acceleration- The cast time of your next VerAero or Verthunder is reduced by 3 seconds. Guaruantees to proc verstone or Verfire.



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    74 - Ability- Indemnity:Restores target for 200 potency while reducing magic damage taken by 5% and applying a heal over time for 12 seconds. Regen potency 70. Duration 12 seconds.Cool down of 60 seconds. [Total healing potency of 480.]




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    76- Trait- Red Blur - Displacement and Corps-a-Corps have their potency increase to 190 from 130. Additional effects granted for each. Corps-a-corps reduces Emnity generated by 25% for 15 seconds. Displacement reduces current emnity by 25%. [Allows for disuse of Diversion, letting the RDM use Erase or Apocastasis in place. This change is in anticipation for 5 role skills again.)




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    78- Ability- Equipoise: Can only be used when under the effect of Impact, Verstone, or Verfire. Removes each of the status effects. Black and White mana gained equal to the spell procs consumed. Upon completion, If White mana is lower, Verstone is procced and if Black is lower VerFire and Equal, Impact is procced. Damage dealt proportionate to procs consumed.

    1 Proc= 150 potency.
    2 Proc= 250 potency.
    3 Proc= 400 potency.
    Ability cd 30 seconds Physical damage.



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    80- Spell- Verbatim- Immediately copy your last spell cast at no MP cost and no cast time. Instant cast. Global Cool down skill on a 45 second cool down. [additional effects trigger if applicable.]




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    Really want the last spell if only for the name. It would have a large amount of utility, having to reach 100-92, and 88-80 in order to Holy/Flare -> Verbatim without unbalancing your mana.

    Just definitions for the last two in case you are unfamiliar:

    Equipoise-
    e·qui·poise
    ˈekwəˌpoiz
    noun
    1.
    balance of forces or interests.
    "this temporary equipoise of power"
    verb
    1.
    balance or counterbalance (something).


    Verbatim-
    ver·ba·tim
    vərˈbādəm
    adverb & adjective
    in exactly the same words as were used originally.
    "subjects were instructed to recall the passage verbatim"
    synonyms: word for word, letter for letter, line for line, to the letter, literally, exactly, precisely, accurately, closely, faithfully
    "I memorized his monologue verbatim"
    (2)
    Last edited by Zyneste; 06-30-2019 at 04:50 PM.

  2. #2
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Only one I outwardly dislike is Vercure 2: the less healer mechanics RDM actually has, I feel, the better. I would maybe replace it with Verflood/Verblizzard, which are aoe equivalents of holy and flare used after three enchanted moulinets. Faster acceleration would add a unique twist to things, and aid in the game of "The Floor is Jolt 2". Equipose, likewise, is a unique ability which would add some thinking to storing up procs, which I also like.

    Question about Verbatim, does that count for Holy/Flare? I can see one of its strongest uses being a doubling up of that particular spell.
    (2)

  3. #3
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Dualgunner View Post
    Only one I outwardly dislike is Vercure 2: the less healer mechanics RDM actually has, I feel, the better. I would maybe replace it with Verflood/Verblizzard, which are aoe equivalents of holy and flare used after three enchanted moulinets. Faster acceleration would add a unique twist to things, and aid in the game of "The Floor is Jolt 2". Equipose, likewise, is a unique ability which would add some thinking to storing up procs, which I also like.

    Question about Verbatim, does that count for Holy/Flare? I can see one of its strongest uses being a doubling up of that particular spell.
    The idea is for RDMs to cast it during points of invulnerability, like during stacks for tentacles for exdeath or during omega. The regen carries onto the battle. I feel RDMS should continue to get "upgrades" to their healing without going out of bounds. A regen keeps dualcast in check and an aoe lets it remain relatively weak but relevant.

    Yes, you could and should double VerHoly/VerFlare, but you could imbalance your mana so you want to set yourself up for that by being 100/88 and porpotional below to 92/80. The cool down of 15 seconds lets you give it other uses like a second raise, another VerAero or VerThunder to help build or when you really have to move and dont have a dualcast or a Swifcast.


    EDIT I WROTE THE WRONG POTENCY ON THE REGEN. KNOCKED BACK TO 50. Meant to write Base heal of 100, regen of 50. Makes dualcasting it 200 potency with 15 x 50 over a 15 second period which is meh, but ok. 450 potency of healing over the course of 15 seconds with a 5 second cast time or 350 potency over 15 seconds with 2.5 second cast time.
    (0)
    Last edited by Zyneste; 01-28-2018 at 01:40 PM.

  4. #4
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Zyneste View Post
    The idea is for RDMs to cast it during points of invulnerability, like during stacks for tentacles for exdeath or during omega. The regen carries onto the battle. I feel RDMS should continue to get "upgrades" to their healing without going out of bounds. A regen keeps dualcast in check and an aoe lets it remain relatively weak but relevant.
    I'm one of those red mages who really dislikes the healer mechanics we already have, so I have a bias coming into this both regarding this and using Verbatim to repeat the raise spell (I am an advocate away from the dualcast raise as it is).

    As far as things to cast during invuln, Vercure 1 works perfectly fine for that. As opposed to most of the other buffs which I liked, this one adds no strategic thoughtplay into the job; it's just a spell that does what another already does, albeit better. The issue is, in order to balance for it having an aoe regen, the devs in this hypothetical would bring down RDM's dps potential, all for an ability that would be useless past world first progression really, as past that healers have all the healing needing done covered.

    As far as their healing needing upgrades as we go further in, I would disagree. As it is, the best equivalent vercure has to another caster would be manawall, or to a melee, second wind, as that is their self-sustain. It's already a fairly potent heal for a DPS to have in the first place, IMO.

    Yes, you could and should double VerHoly/VerFlare, but you could imbalance your mana so you want to set yourself up for that by being 100/88 and porpotional below to 92/80.
    In that case, I really do like that. It creates a lot of forethought needed in how one approaches the situation, and they could approach it a number of ways to maximize their dps--it creates rewarding depth without being too punishing to the current playstyle.
    The cool down of 15 seconds lets you give it other uses like a second raise, another VerAero or VerThunder to help build or when you really have to move and dont have a dualcast or a Swifcast.
    Now to the crux of the issue...we should be trying to move away from rez mage, not toward it. Being able to dualcast verraise verbatimraise every 15 seconds...would be truly broken. I could and do support the idea of using it as a mobility tool and the ways in which it could be used to add complex rewards to the finisher, as well as more "The Floor is Jolt 2."

    EDIT: I don't mean to sound overly harsh or anything. I genuinely like some of these ideas; enhanced accel, verbatim, and equipose would all, imo, be really good moves forward for the job. As I said a bit earlier in my post, I'm a bit biased; I know the history this game has with jobs balanced "for safety", PLD 3.x and WHM 3.x suffered harshly in the endgame because they were there for safety when the community values "The best defense is a good offense."
    (0)
    Last edited by Dualgunner; 01-28-2018 at 01:51 PM.

  5. #5
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Dualgunner View Post
    Now to the crux of the issue...we should be trying to move away from rez mage, not toward it. Being able to dualcast verraise verbatimraise every 15 seconds...would be truly broken. I could and do support the idea of using it as a mobility tool and the ways in which it could be used to add complex rewards to the finisher, as well as more "The Floor is Jolt 2."

    Double raise is a seperate issue and honestly to balance its good use is a seperate issue. BUT, I would make VerRaise give you a white mana increase of 16-29. Vercure and Vercure II something like 4-9 and 10-15. Rewards GOOD use of support, while punishing overuse into one element.


    Double raising results in an instant inbalance and depending on where you were in your rotation it could end up very badly.
    (0)

  6. #6
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Zyneste View Post
    Double raise is a seperate issue and honestly to balance its good use is a seperate issue. I would make VerRaise give you a white mana increase of 16-25. Vercure and Vercure II something like 4-9 and 10-15. Rewards GOOD use of support, while punishing overuse into one element.
    You could make verraise auto-break the gauge entirely and people will still value RDM more for verraise than anything else, sadly. As it is now, one could consider it "balanced" because of the sheer cost of MP for overusing verraise, but people still prioritize that as their answer for why RDM should be a weak DPS, despite how punishing it actually is for a RDM to raise.
    (0)

  7. #7
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    if they change it, I wouldn't be a fan of yet more healing stuff there'd be little use for - there's usually 2 healers for that already. I'd like to see and extra damage AOE, and personal buff (similar to the old RS). Verholy/flare are the same (just call it verholyF lol), or make one an AOE following moulinet.
    (0)

  8. #8
    Player
    Dualblade's Avatar
    Join Date
    Feb 2014
    Location
    Night Kdark
    Posts
    2,190
    Character
    Juyon Intoner
    World
    Cactuar
    Main Class
    Gladiator Lv 80
    Maybe in place of Vercure II, something like this

    Trait: InSpirit: When Black Mana is higher than White Mana Embolden increases nearby party members magic damage by 10%. When White mana is higher it remains unchanged. If both Black and White mana are equal all party members gain increased healing by 5%.

    While it would probably be preferable for Embolden to be changed to just do both Phyisical and Magical instead (and probably is what would happen regardless), this could give a bit of a change in playstyle depending on what group you get with each instance. And unlike say, Dragoon's HW version of Wheeling Thrust/Fang and Claw, you would have a good bit of control over which version you would want to use. It also still gives a little bit of support healing help without trying to make RDM an actual healer type.
    (0)

  9. #9
    Player
    Silver_Blade's Avatar
    Join Date
    Oct 2015
    Posts
    60
    Character
    Ellder Sage
    World
    Faerie
    Main Class
    Paladin Lv 70
    Dia -25 White and black mana. 120 second cooldown.
    Deals holy damage over time. 50 potency. Duration 30 seconds.
    Additional effect: Target is 3% more likely to be critically hit for 30 seconds.
    (RDM needs a better cooldown because embolden sucks.)

    Enhanced Embolden
    Embolden also grants 10% increase in spell cast speed fading 2% per four seconds.
    (Makes embolden work in groups without melee)

    Emergency Tactics: 300 second cooldown. All black and white mana.
    Consume all black and white mana to restore HP and MP of all party members within 10y
    Health restored as based on white mana consumed. 1% per white mana.
    Mana restored is based on black mana consumed. .5% per black mana.

    Just some things I thought up for fun.
    (0)

  10. #10
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    I would prefer to have a different aoe rotation.

    Scatter => verhydro / verblizzard

    Just like we do Jolt => VerAero/VerThunder to balance our gauge.
    (1)

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