There's really not much to say. I think the power of RDM is in a good space, aside from maybe 10 to 20 potency here or there maybe, but I'd still like to see some improvements to areas where it wouldn't generate too much power. Rather I'd just like to see the gameplay feel be smoothed out around the few edges. Don't get me wrong! I really love this class! But QoL changes should always be welcome for everything in any game.
Here is what I currently dislike about my fancy fencer red man:
- Impact is a seperate skill from Jolt II
- Tether is so extremely niche, its only use comes in PotD to put down an add to deal with something else or in Eureka to make an add lose aggro, while you run
- Acceleration doesn't apply to Scatter
So let me explain why I think these are issues.
Impact is meant (?) to be an upgrade to Jolt II as a kind of safety net, if Verfire or Verstone don't proc. This is a really good thing but why doesn't Impactful simply increase the damage of the next Jolt II? Why doesn't it simply upgrade Jolt II to Jolt III? Why is there a timer on Impact anyway? It rarely happens but when Impactful runs out mid cast, it gets cancelled. This can be very annoying when it happens. Then again, if it happens. You might as well remove the timer all together. This just feels like button bloat what Stormblood greatly reduced for other jobs.
Tether is really simple to identify the problems of. It deals no damage and only binds. That's it...Even Tri-Bind dealt at least some damage pre-Stormblood but Tether is just straight up worse in every way.
As for Acceleration, it just feels unnatural. It's a skill to ensure the next chance for a proc will happen. So I'm a bit confused why doesn't apply to Scatter. Granted it wouldn't do much. I still think it's weird so I won't comment on it further.
So what can be done about these? We can leave it very simple but I'd like suggest something fancy as well.
Impact / Impactful:
- Make Impactful a permanent buff until the next Impact cast
- Rename Impact to Jolt III, make it a natural upgrade to Jolt II when Impactful procs (think Ruin II, Further Ruin and Ruin IV)
Tether:
- Add Enhanced Tether : Deal some damage, remove bind effect and pull adds surrounding your target together
- (Rename it to Magnet / Enhanced Magnet ?)
This is all wishful thinking but I still invite people to talk about this. I love this job and hold it very dearly. I'm already looking soo forward to 5.X and theorizing about potential skills like Verbanish and Verdark, making use of overcharged mana.
Anyway, please share your thoughts.

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