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  1. #1
    Player
    Kessya's Avatar
    Join Date
    Jul 2014
    Posts
    19
    Character
    Kessya Isell
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70

    Yet another redmage balance idea

    I think we can all agree that redmage is held back by the amount of perceived support that dualcast verraise brings with it. So here is my proposition to hamper it, and in turn allow for more design space for redmage.

    Verraise - costs 50 white mana to execute in combat
    Vercure - costs 7 white mana to execute in combat
    Mana imbalance - Instead of generating half the mana with your spells when you're having a one-sided mana spike, you generate DOUBLE the mana but deal only 50% damage with them.

    You would still have the benefits of fast raises if you chose to hamper your dps by remaining in an umbral high, and therefore being unable to do your melee combos, and only dealing 50% damage with your white-mana generating spells.

    And in turn, redmage's potencies could be buffed to make up for it (especially attacks that use mana, because you'd be using those less through those constraints).
    (1)
    Last edited by Kessya; 07-14-2018 at 10:58 PM.
    Titan isn't bad. Titan groups are bad~

  2. #2
    Player
    VictorTheed's Avatar
    Join Date
    Mar 2015
    Posts
    845
    Character
    Victor Theed
    World
    Goblin
    Main Class
    Miner Lv 90
    RDM is awesome the way it is, though I would like an ability to help out with mana other then lucid dreaming.

    Plus more whm & blm moves so I can feel the hybrid feel rdm has even more, maybe Vera thunder or Vera Esuna.
    (2)

  3. #3
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    I think giving red mage a rez lock makes them worse than SMN for progression.

    I currently think RDM is fine, buff it’s damage a bit and give it more defensive utility to really nail home the prog King status, MP/TP Refresh preferably as one skill, and maybe an AoE Shield to help mitigate damage. Casters are already balanced well amongst each other, SMN seems to be powercreeping RDM in prog though so I’d say buff them to prevent that from happening.
    (1)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    • Reduce MP costs on all but Verraise by ~25%.
    • Reduce total MP by ~15%.
    • (Thus, the relative cost of Verraise is increased, but RDM also finds itself less pressed for mana otherwise.)

    • Embolden cooldown increased to 180 seconds and Embolden now affects ALL damage and no longer degrades, but its duration has been reduced to 15 seconds -- providing, overall, a 10% bonus over 8.33% of the time, as compared to a 10% bonus roughly 16.66% of the time (Trick Attack). This is 200% potency at 75% duration and 67% frequency, providing identical overall coverage, but better able to sync with other skills. It's still only half as strong, nominally, as Trick Attack, but in a way that should see closer practical parity to that portion.

    • Enchanted Riposte, Zwercchau and Redoublement now 50% GCD length, scaling with Spell Speed, down from a fixed 1.5 seconds.
    • Enchanted Riposte cost reduced to 25/25. Total combo cost reduced to 75/75, down from 80/80. This brings it to a consistent 9th GCD Manafication, allowing it to Enchanted Redoublement at the tail of a 6th GCD TA, and benefit wholly from an Embolden in the 5th GCD with a bit of Spell Speed or 6th without.
    • Manafication no longer drops ends existing combos. This, along with the combo cost, should make its timing a bit more flexible and reduce necessary CD waste.
    • Actions (other than consuming casts) and mounting (upon completion) no longer consume Dualcast.
    (0)

  5. #5
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    RDM is fine except when they die post-lucid. I personally would like to see them get an ability to restore their MP based on how much they're missing. That way it's specifically meant to help out when they're low rather than solve the need for Lucid entirely. Make it an oGCD that deals damage too, and call it Osmose.

    I'd also like to see them get Verblizzard/water and have them be mana spender/conversion spells and lower the CD of Manafication so the focus of RDM shifts from spamming VerAero/thunder to get to 80/80 mana asap to getting to 40/40 mana and not going over 50/50 till you can pop Manafication and go into your melee combo.
    (1)
    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.

  6. #6
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    For the mp regen they could simply make that casting verflare/holy recovers 10~15% of the RDM mana.
    (0)

  7. #7
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    For the mp regen they could simply make that casting verflare/holy recovers 10~15% of the RDM mana.
    (1)

  8. #8
    Player
    Kessya's Avatar
    Join Date
    Jul 2014
    Posts
    19
    Character
    Kessya Isell
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70
    Why is it just fine to have so many abilities and spells that don't interact with the job gauge, even though you have access to it from level 2?

    Vercure, Verraise, Fleche, Contra Sixte, corps-a-corps, displacement and Tether all do nothing with it. Tether, Corps and displacement may be forgiven, but Fleche, contra and the support spells being completely isolated from the job's main mechanics just feels off to me.
    (0)
    Titan isn't bad. Titan groups are bad~

  9. #9
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kessya View Post
    Why is it just fine to have so many abilities and spells that don't interact with the job gauge, even though you have access to it from level 2?

    Vercure, Verraise, Fleche, Contra Sixte, corps-a-corps, displacement and Tether all do nothing with it. Tether, Corps and displacement may be forgiven, but Fleche, contra and the support spells being completely isolated from the job's main mechanics just feels off to me.
    Majority of those abilites are utility abilities and flèche and contre sixte being isolated from the job gauge is just fine. MNK, NIN, MCH(technically) all have some ogcds that have no interaction with it’s job gauge and they don’t really need them to. RDM DOESNT need to be the high resource management job, it being easy is fine.
    (1)

  10. #10
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    MANAfiction could restore 30% MP each use
    (1)

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