oh you are the geomancer guy? :P
I really love reading the concept back in the days - thumbs up for that one :3
oh you are the geomancer guy? :P
I really love reading the concept back in the days - thumbs up for that one :3

Yes... maybe one day we'll see a Geomancer fleshed out in FFXIV's pool of one of the following options of the holy trinity!
It's fun reading those posts I wrote 7 months ago lol, their buried deep in the forums XD
Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29
I'm generally against DoTs because I'm tired of Final DoT XIV, but a comfort zone like dot like you describe doesn't sound horrible. I like it.I know DoTs have been starting to phase out, but I think Red Mage might really benefit from some sort of DoT or over time effect that acts somewhat like Comfort Zone for the mana gauge. That is, it costs a certain amount to apply but then slowly pays for itself from uptime, allowing you to then engage in melee slightly more often. Perhaps an en-element/saber effect onto their weapon's auto attacks? It would create an interesting dynamic for Red Mage to keep in melee range while the effect is active and timed with Embolden/not Displacement and also give manafication timing some more complexity.
This would be a selfish gain and not necessarily party utility, I suppose. I'm not so sure I like the idea of such strong buffs tied to the mana meter, and also while there's still conflict over Verraise's power.


I would prefer if embolden buffs both magic and physical damage personally
In it's current state while it is not useless it also does not bring much compaired to other jobs named "support"


I want those... On WHM. And not with those numbers (it will hit HARD the healer balance). With temper, the WHM can have an equivalent of SCH's Chain Stratagem and with Regain the equivalent of BRD's Refresh.Yeah, RDM can Raise / Cure... but what-if:
-Certain Spells only were accessible via White or Black Meter Gauge, but also cost MP.
Here's my thought:
Haste: Party Wide 20% Increase to Auto Attack / Ability Recast / Spell Speed. Uses 1500 MP / 40 White Mana
-
Temper: Party Wide 20% Increase to Direct Hit Rate and Critical Hit Rate. Uses 1500 MP / 40 Black Meter
-
Regain: Party Wide HP / MP / TP Regeneration. 3500 MP / 60/60 White + Black
-
Would this be TOO much Utility? Or could this even work in FFXIV's perception of the RDM?
And the haste effect could also add improved movement speed (such as Peloton does), to feel faster.
Wouldn't this make it even more restrictive, though. While you'd be forced finally to prioritize your own burst over your party's, I imagine it'd only be an rDPS nerf, as it'd have to be balanced around its greatest theoretical benefits, yet would rarely be able to reach those circumstances.
This part would be nice, though. I'd love to have situationally- and macrorotationally-dependent optimal choices, each closely competitive over time, for how to deploy my Embolden.I know you could argue that the percentage it increases the damage by is a lot which slowly decreases but compared to something like Litany, Voice or Aetherpact, everyone in the party can benefit from those. So perhaps Emboldens effect could be customised using either Light or Dark Mana that could be useful to everyone depending on the situation.
The idea would work actually (with appropriate balancing of numbers). It tasks the RDM to choose between personal damage (melee combo) or raid-wide buffs.
But if, as per the usual, rDPS favors the raid-wide buffs over your personal melee combo (and if it does not in an 8-man setting, it never will unless you're suffering from rez penalty), your sword will never be used again.



I felt like mana spenders would be the ideal way to go with RDM, something simple like this:
Verblizzard - 175 potency. 4.5s cast time. Potency doubled if White Mana is above 45. Costs 10 White Mana and gives 5 Black Mana
Verwater - 175 potency. 4.5s cast time. Potency doubled if Black Mana is above 45. Costs 10 Black Mana and gives 5 White Mana
These skills would also cost no mp, which would help with RDM's mana issues and fit the flavor that these elements offer to White/Black Magic respectively. The numbers are also balanced so that you want to use them whenever you can, except when you have Manafication available. I'm in favor of lowering Manafication's cooldown while removing the reset on Corps-a-corps/Displacement and re-balancing their cooldowns to further facilitate this.
RDM doesn't need a DoT, but if it got one, making it work off of the Impact Proc would be the best option. Perhaps as a long GCD spell to make it easy to fit into the rotation? It would make sense to have the manapadding effect on it in that case, but you could accomplish the mana padding effect by simply converting it into a cooldown based buff instead, and that way it'd work with Scatter's AoE, as boring as it is.
Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.
I'd be ok with this if RDM's lost their ability to rez with Dual cast. While it's great to have those raises, I think that sorta limits them on what else people are OK with them doing. To some, their rez's are invaluable, but literally only maybe week 1 or 2 of progression, not for raid clears. Then their utility wouldn't be in that "Gray area" since the utility of the raises is VERy situational and would allow them to be more useful on the norm.MOST people over value RDM's raises worth in normal raid progression and think because of it, it never needs any buff or any utility. At the very least, make it to where instead of dual cast using raise, make acceleration raise in some way. secondary swift cast for it (as in once you cast verthunder, you get a 100% chance at verfire, but you can also instant cast verraise. if you use it on verraise, you can't use it on Verfire) Would make it to where verraise isn't AS on demand or easily available but still give them another way to raise and makes you think about it more or let the healer do it. Idk just a theory.Yeah, RDM can Raise / Cure... but what-if:
-Certain Spells only were accessible via White or Black Meter Gauge, but also cost MP.
Here's my thought:
Haste: Party Wide 20% Increase to Auto Attack / Ability Recast / Spell Speed. Uses 1500 MP / 40 White Mana
-
Temper: Party Wide 20% Increase to Direct Hit Rate and Critical Hit Rate. Uses 1500 MP / 40 Black Meter
-
Regain: Party Wide HP / MP / TP Regeneration. 3500 MP / 60/60 White + Black
-
Would this be TOO much Utility? Or could this even work in FFXIV's perception of the RDM?
I think the numbers are far too high with your numbers. I'm not sure about it costing so much mana and losing out on your main burst phase. especially with Regain. It would probably be better to bring a bard in some of those regards considering you'd lose out on some of your best damage to give a HP/MP/TP regen. Though, if so I think it would be better to axe the HP part and just make it a MP/TP. you don't need that extra aggro from a heal. Wouldn't be great considering RDM's major weakness atm is it's "the class you may hit enrage with" by normal players. Does that mean they all have bad dps? no. but it's low enough for people to question it.
Also, I sorta liked your GEO class Idea TBH, I think they should wait a bit on GEO as much as I want it because I think it would be a great class, but the outcry for having a new tank/healer is pretty high and I definitely don't think GEO should be anything but a DPS. It's never been one, it's always been a debuff/buff/dps class. Also, people saying "BUT THE AST STORY LINE MENTIONS THEM" doesn't mean they have to be Healer, just means they draw their power in the same way AST's do from a different star close to theirs. Would be kinda weird making two classes linked together being the same thing. Like SMN and SCH. Came from the same base, but are Healer/DPS.
Last edited by Dralonis; 03-10-2018 at 09:49 AM.
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