Kinda like the monk animations. It's like a combination of break dancing and old kung-fu flick choreography.
Kinda like the monk animations. It's like a combination of break dancing and old kung-fu flick choreography.
Astrologian:
Expanding it’s dual-sect mechanism as a stand in for either WHM or SCH, while also including two more classic Time Magic spells with some added utility, further solidifying it as the utility healer.
Gravity Update
Change the damage calculation to resemble an inverted Essential Dignity.
100 potency base damage that receives a bonus based on targets HP, up to 300 potency at 100% HP.
This would make it a decent opener for pulls, before the tank takes a significant amount of damage that you need to heal, with Dominance being your potential finisher. It also serves to level enemy HP in an AoE pull, so the party can continue to use AoE moves for longer before they’re forced to resort to single target attacks.
Combust/Combust II Update
Initial hit deals 10/20 more potency damage than subsequent DoT.
Lv.72 Trait: Chain Reaction
Gives each tick of Combust/Combust II a 10% chance of triggering the ‘Chain Reaction’ effect. The next Combust/Combust II used has the potency of its initial hit increased by 50 and inflicts Heavy. Kinda like a weaker Thundercloud.
Lv.74 Spell: Haste
Increases the potency of ‘on-tick’ effects by 50%
This includes Autoattacks and HP, MP and TP regen, plus any HoT or DoT currently active.
Can only be used when in Diurnal Sect.
Duration: 20s. Cooldown: 90s
(The inclusion of DoTs makes it slightly a double edged sword in the wrong situation. Otherwise it’s useful when used with the Arrow, as the extra TP regen rate offsets the TP drought a higher skill speed inflicts.)
Lv.76 Spell: Reflect
Blocks and returns 20% of any magic damage inflicted back on the attacker.
Increases the duration of any existing shield on target by 10s.
Can only be used when in Nocturnal Sect.
Duration: 10s. Cooldown: 90s
(The effect seemed a little OP so have to reduce the duration in comparison to Haste.)
Lv.80 Ability: Syzygy
Resets up to three active cooldowns. 180s cooldown.
If more than three abilities are on cooldown, the three are chosen at random, but with a preference towards non-card abilities, e.g. Essential Dignity, Earthly Star, Celestial Opposition, Collective Unconscious, Haste and Reflect.
(an astronomical term for alignment of three celestial bodies)
All in all, these updates and changes are meant to bring it more in line with its ‘Time Mage’ roots.
Two skills straight out of the time magic spell set, a cooldown or ‘time’ management skill, and bringing Gravity back to a HP% calculation.
While Chain Reaction makes DPS a little more hands on and gives reason to apply and reapply Combust/Combust II.

I've just been playing RDM as of late here's what I want to see:
I'm sure SE will consolidate and remove a good bit of abilities / spells on 5.0, sort of like what they did with Stormblood in order to reduce bloating and make way for newer and more unique abilities.
This is my take on 70+ RDM.
-Verblizzard / Verwater: One of them or even both be an AoE (for trash mobs)
-Party buff spells like:
Temper (AoE): Increase Attack by a %
Haste (AoE): Reduce Skill Cast time by %
Refresh (AoE) : Grants Gradual HP Regeneration over time
-
Verfreeze (Single Target) / Verquake (AoE) ancient finisher
-
Meaning I want a new AoE dance rotation that finishes off with Verquake.
-
Abilities: 70-80
-Composure: Doubles duration of next party-wide buff, but doubles MP consumption
-Saboteur: Doubles the amount of manameter generation from White / Black Spells at the expense of costing double the MP.
Example: If Veraero II White meter = +11 (+22) MP: 480 (960)
-Equanimity: The balance between White and Black become One, allowing ALL spells to equally increase manometer.
-Chainspell: Grants Double or Triple Dualcast Effect, at the expense of reducing Manameter generation by 50%.
-
Those are my hopes and wishes!
Last edited by PatronasCharm; 04-27-2018 at 02:55 AM.

for SCH, I'd just like to see an alternative use for the Faerie Gauge, and I'd like to see Meltdown. Perhaps the two don't have to be mutually exclusive.
Meltdown: Deals unaspected damage with a potency of 100. Meltdown's potency is increased by 40 for every 10 points of Faerie Gauge you have accumulated. Consumes all Faerie Gauge.
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