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  1. #11
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Sword and Sorcery - Trait
    Enchanted Riposte instead costs 5 White, 5 Black mana and grants Dualcast if your total mana levels are less than 55/55
    Corps-a-corps gains additional potency for every yalm of distance traveled, up to +100% potency.
    Displacement gains additional potency for every action performed in melee range of your target, up to +100% potency.

    Floods of White - Ability
    This spell becomes available upon spending a combined total of 200 Mana. Using this spell resets this pool for any other action that has the same requirement.
    Effect: Perform an enhanced Corps-a-corps, dealing additional magic potency and healing Allies in the path to your target for the equivalent combined potency.

    Shrouds of Black - Ability
    This spell becomes available upon spending a combined total of 200 Mana. Using this spell resets this pool for any other action that has the same requirement.
    Effect: Perform an enhanced Displacement, dealing additional magic potency and dealing damage to all enemies in the area around your target for the equivalent combined potency.
    (1)

  2. #12
    Player
    TraeSnow's Avatar
    Join Date
    Sep 2013
    Posts
    104
    Character
    Deo Luminai
    World
    Adamantoise
    Main Class
    Arcanist Lv 90
    Am I the only one that noticed that Equipoise would do physical damage? Why? The damage on it would be very low considering RDM is a magic caster.

    Yes, melee combo for RDM in normal form is physical, but it changes to magic when enchanted and using normal melee combo outside of enchanted is a huge dps loss.
    (0)

  3. #13
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Fleche and Contra Sixte are also physical / piercing, so I'd assume that equipose like them would scale off of int.

    I really like Kabooa's suggestions too!
    (0)

  4. #14
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Nice for the icons but beside VercureII which is oddly enough the exact copy of what i had in mind for its future healing move (I assume he'll get one)

    I however do not really understand what you're trying to do with those new spells.

    Faster Acceleration doesn't change much. I actually prefer the normal acceleration.
    Red Blur is unnecessary, if your goal was to give more flexibility with the cross role system (which I expect to receive some update in 5.0), just give "Veresuna" instead.
    Equipoise is... useless to say the least. Beside the slight potency boost as a regular cd the whole mana management thing is again, totally useless, RDM mana generation is very easy to control.

    Regarding Verbatim the idea is great but RDM doesn't seem the be the ideal job for it, I mean beside using it on VerHoly/Flare what do you want to do with it?

    I actually want VerWaterand VerFreeze/Blizzard (wathever they'll do) for the sole point of having more elements ^^
    (0)

  5. #15
    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 TraeSnow View Post
    Am I the only one that noticed that Equipoise would do physical damage? Why? The damage on it would be very low considering RDM is a magic caster.

    Yes, melee combo for RDM in normal form is physical, but it changes to magic when enchanted and using normal melee combo outside of enchanted is a huge dps loss.
    All OGCDs that a RDM uses are Physical. Displacement, Corps-a-corps, Fleche and Contre Sixte. Red Mage's DPS is 20% physical.


    EDIT: Also TraeSnow this was explained to you already before, by more than just me lol.




    Quote Originally Posted by Sylvain View Post
    Nice for the icons but beside VercureII which is oddly enough the exact copy of what i had in mind for its future healing move (I assume he'll get one)

    I however do not really understand what you're trying to do with those new spells.

    Faster Acceleration doesn't change much. I actually prefer the normal acceleration.
    Red Blur is unnecessary, if your goal was to give more flexibility with the cross role system (which I expect to receive some update in 5.0), just give "Veresuna" instead.
    Equipoise is... useless to say the least. Beside the slight potency boost as a regular cd the whole mana management thing is again, totally useless, RDM mana generation is very easy to control.

    Regarding Verbatim the idea is great but RDM doesn't seem the be the ideal job for it, I mean beside using it on VerHoly/Flare what do you want to do with it?

    I actually want VerWaterand VerFreeze/Blizzard (wathever they'll do) for the sole point of having more elements ^^
    With faster Acceleration, instead of Accel -> Stone/fire/impact/jplt -> Verthunder/Aero. You would Accel Verthunder -> VerAero. Its all about building black and white mana faster while avoiding Jolt II.

    Giving RDM an Esuna would be terrible. ESPECIALLY if it was on the GCD. Esuna is a rarely used skill as is.

    Equipoise is about being smart with your procs and again, more quickly building mana. It adds more thought to RDM as a class without breaking it.

    Verbatim is a quirky utility spell. It increases your DPS by allowing you to double cast a verholy or verflare while also being there for VerAero/thunder and currently VerRaise.






    If they did decide that they didn't want to go the healing upgrade, which I am fine with, then they should as Dual and others suggested go for a VerFinisher after melee combos as the level 74 skill instead. :3
    (1)
    Last edited by Zyneste; 01-29-2018 at 04:35 PM.

  6. #16
    Player
    Sho86's Avatar
    Join Date
    Aug 2013
    Posts
    465
    Character
    Koe Kazham
    World
    Golem
    Main Class
    White Mage Lv 100
    Honestly shocked how many want RDM to be BLM 0.5. RDM has always been the jack of all trades in FF and it has so little in XIV outside of dps as it is. Anything that gives us more to do than dps rotations I'm game for; as I do use it constantly in dailies or pug groups. I thoroughly enjoy being able to dance between offence and defense depending on the situation. If anything it would be awesome if they considered making a "step-down" cure, Vermend or something, for the lower levels so we aren't just BLM 0.5 anything pre 54. Even others get confused sometimes in dailies when I don't cure because the healer is unable to at lower levels.
    (0)

  7. #17
    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 Sho86 View Post
    Honestly shocked how many want RDM to be BLM 0.5. RDM has always been the jack of all trades in FF and it has so little in XIV outside of dps as it is.
    I'm sorry, but wanting RDM to be better at DPS isn't the same as wanting it to be "BLM 0.5". This game follows the Holy Trinity; RDM was slotted into the DPS role, therefore anything it does outside of DPS should either aid others' DPS or its own DPS. There is no way to have a "Jack of All Trades" job, because that job would be fundamentally useless endgame. I'm sure you'll say "It'll be fine for dungeons and casual content" and yes, it will, but I enjoy RDM myself, and I like playing it in raids without the knowledge I'm holding the group back by not going MCH.
    Even others get confused sometimes in dailies when I don't cure because the healer is unable to at lower levels.
    Honestly if the healer is unable to heal at the lower levels, the healer at that point needs to learn without being carried by a DPS slot. Sounds harsh but people cannot and should not rely on a RDM to carry healing at any level.
    (2)

  8. #18
    Player
    Sho86's Avatar
    Join Date
    Aug 2013
    Posts
    465
    Character
    Koe Kazham
    World
    Golem
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dualgunner View Post
    I'm sorry, but wanting RDM to be better at DPS isn't the same as wanting it to be "BLM 0.5".
    Wanting RDM to be good at its main role is not my problem, and I wholeheartedly agree it should be. My problem is your previous stance shown below.

    Quote Originally Posted by Dualgunner View Post
    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).
    If you play RDM purely for its DPS, that is entirely your call and have at it, I wouldn't knock it if you were in my party. Although pushing for RDMs to not have support skills because of your own bias is what I have a problem with. I have no doubt its extremely hard for SE to balance RDM in a such a limited trinity style game; although that does not change what RDM stands for, which is a little bit of everything. The pure-breed DPS alternate is Black Mage, through and through.



    Quote Originally Posted by Dualgunner View Post
    Honestly if the healer is unable to heal at the lower levels, the healer at that point needs to learn without being carried by a DPS slot. Sounds harsh but people cannot and should not rely on a RDM to carry healing at any level.
    It's easy to push a 'black and white' argument to finalize things; although fighting in dungeons, trials, or raids are not always the case. It can be simple as someone lagging out at the wrong time, a low health tank and healer gets slept/stoned/pushback/etc, or whatever. The tools are meant to be used in a niche way that can be a saving throw. So in your statement, yes if the healer is being "carried" by the RDM, then something is wrong. There is however, nothing wrong helping out in a random 'oh s**t' moment so things can move on smoothly.
    (0)

  9. #19
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Sho86 View Post
    Wanting RDM to be good at its main role is not my problem, and I wholeheartedly agree it should be. My problem is your previous stance shown below.



    If you play RDM purely for its DPS, that is entirely your call and have at it, I wouldn't knock it if you were in my party. Although pushing for RDMs to not have support skills because of your own bias is what I have a problem with. I have no doubt its extremely hard for SE to balance RDM in a such a limited trinity style game; although that does not change what RDM stands for, which is a little bit of everything. The pure-breed DPS alternate is Black Mage, through and through.





    It's easy to push a 'black and white' argument to finalize things; although fighting in dungeons, trials, or raids are not always the case. It can be simple as someone lagging out at the wrong time, a low health tank and healer gets slept/stoned/pushback/etc, or whatever. The tools are meant to be used in a niche way that can be a saving throw. So in your statement, yes if the healer is being "carried" by the RDM, then something is wrong. There is however, nothing wrong helping out in a random 'oh s**t' moment so things can move on smoothly.

    The problem is that these niche saving utilities come at a cost that they don't outweigh. We're in the red (bad pun) as far as it comes to actual utility. Vercure and Verraise are only useful if things go wrong otherwise our only contribution is Embolden and less DPS than Bard which has a far larger rDPS contribution, and arguably more useful defensive utility and Refresh utility. If you want to argue what Red Mage stands for it's White Magic, Black Magic, and some swordfighting. White Magic could easily have been limited only to offensive White spells especially in this particular game which consistently ignores Final Fantasy conventions (Aero, Stone and Water spells usually belong to Black or Blue Magic). You shouldn't be okay with the vast majority of your skills being hampered by the fact that two are useful in very rare niches (4+ people dying per minute, inexperienced/bad healers.)
    (1)
    Last edited by PrismaticDaybreak; 01-29-2018 at 07:33 PM.

  10. #20
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zyneste View Post
    snip
    I understood that, what I meant was "what does it actually bring to the job?". Getting new spells is something core of the expansion, it's about feeling more powerful, progression. When you leveled your BLM to 60 and got FireIV, you felt the change, when your SMN got Dreadwyrm Stance, the first mega laser you shot was like "boom yassss!". Same for 70 with Foul (for me at least) and Demi Bahamut.

    When I look at your spells, they just feel like fillers. (Like, the useful trash we get inbetween, like Acceleration) The cureII is the one I'm the most excited about.

    They remotely change how you play and I'm actually looking forward a deeper gameplay and new mechanic for 80. Not the exact same RDM with 2 differences (and I prefer current Holy/Flare anyway)
    Not "that". It feels like MNK who got almost nothing new in 2 xpac.
    (0)

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