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  1. #1
    Player
    Bernkastelx's Avatar
    Join Date
    Jan 2016
    Posts
    212
    Character
    Clown Conductor
    World
    Lamia
    Main Class
    Summoner Lv 90
    Yes blm can do more dmg in "certain" scenarios *cough* (padding), and on even ground it wasn't producing numbers where it was worth bringing over something that was a safer/brought more utility pick. We aren't even going to touch sam BEFORE it got buffed during mid sigma and even then its still not in a good spot. So no these blm and sam buffs are much needed and just seeing this fire iv 300 potency increase has me flashing back to when blm was announced it was getting buffed the first time in stormblood. The blm community literally did the math for the devs "300 potency for fire iv", we only got 280. Kinda sad/ironic seeing that in the patch notes this late in.

    Smn has been the go to caster child for all content this expansion without a doubt. Kinda glad its getting a little baby bat nerf doesn't make sense how you advertise rdm/sam for your expansion and they aren't even mediocre at their roles. Hopefully the numbers we see change that. Also those aoe "buffs" are mainly for dungeon crawling, contre is a nice buff overall. There isn't an add phase long enough for you to get 3 moulinets off and scatter your way back to another 3 moulinets.
    (0)
    Last edited by Bernkastelx; 09-16-2018 at 05:57 AM.

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    SMN has always been good. Even in ARR it would outpace BLM depending on the fight. I'm happy they're nerfing Radiant Shield's damage, since it was hard to gauge how good it was without FF Logs, and the damage nerf is needed. However, I'm still not happy with how SMN is in terms of flow and design. Since the beginning of Stormblood I've been mad about how they've approached SMN in general.

    I still want the Aetherflow lockouts removed, and for Bahamut to only trigger on spells. Summon: Bahamut should have been integrated into DWT and thus trigger every three minutes instead of every second as a result. Make Enkindle into Enkindle Bahamut when Bahamut is out too and reduce it's CD to 60s instead of that god awful trait tied to the Ruin IV proc.

    Tri-disaster should've never gotten a reset. Imo Contagion/Radiant Shield's Phys/Magic Vul Up debuffs should be applied by this instead. With Bahamut giving a general Vul Up. Remove Ruination entirely, and make the pet skills deal damage.

    Bane is nowhere near as good as it used to be and I'd rather see it's minimum damage cap at 40% instead of 20% in exchange for removing the Tri-Bind buff. It honestly felt like they bugged the skill out in HW.

    They need a different form of filler to make up for all of this, obviously. So remove the Ruin IV procs. Just make Ruin IV and Ruin III available through DWT, and a reliable resource/proc otherwise. Hell, making pet abilities (not the auto-spells) trigger the proc guaranteed would be good enough. Or DWT charges up the resource and you can spend it where you want outside of it. Either way, they need something unique to break up the constant Ruin III spam. That's what their DoTs did in ARR and HW, even with old contagion.

    Obviously none of that's gonna happen till 5.0, but it's still on my wishlist.

    As for RDM, I hope they get some harder hitting mana spenders in their spell rotation for 5.0 as well as a lower cooldown on Manafication, to make it better to juggle your mana around 40-50 while waiting till it's up. Verblizzard/water would be obvious contenders for that. That, an MP Restore/damage oGCD in the form of Osmose, and maybe Scatter II to improve their AoE, would pretty much fix every issue with an ability/trait to spare.
    (1)
    Last edited by Grimoire-M; 09-16-2018 at 04:23 PM.

  3. #3
    Player
    Jkap_Goat's Avatar
    Join Date
    Feb 2016
    Location
    Ul dah
    Posts
    720
    Character
    Jkap Goat
    World
    Gilgamesh
    Main Class
    Weaver Lv 80
    I'm probably going to get alot of slack but I hope they give red mages more healing or support spells. Hey are red mages after all and I like the idea of rdm being a support job than just a plain Damage dealer
    (1)

  4. #4
    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 Jkap_Goat View Post
    I'm probably going to get alot of slack but I hope they give red mages more healing or support spells. Hey are red mages after all and I like the idea of rdm being a support job than just a plain Damage dealer
    If only this game supported JOAT jobs like that.

    I have to disagree with you, if only because of how this game works. I like RDM's portrayal in it, even if I have to put up with being raise bot.

    Major problem is RDM is closest I can get to being a magic swordsman dps. That's the class fantasy I want. Unfortunately it comes on the same job that you have your own desires for the RDM class fantasy of being a JOAT.
    (1)

  5. #5
    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 Jkap_Goat View Post
    I'm probably going to get alot of slack but I hope they give red mages more healing or support spells. Hey are red mages after all and I like the idea of rdm being a support job than just a plain Damage dealer
    in 5.0 we might see a support healing spell or two but if we do they need to have either:

    No effect on a RDM's personal DPS or as situationally effective as Vercure for Dualcast proc without a target.

    In 4.0 all I would want is something like erase getting buffed to 400 potency and 60 seconds to get a sort of "Yay I'm helping" feeling.

    in 5.0 I could see something like a long duration regen. Casting on yourself or the tank during down time to help heal when the boss returns, while also proccing dual cast. Something like 70 potency for 45 seconds. (Thats 1050 potency, which is the same as regen. 150 potency over 21 seconds = 1050 potency.)
    (0)
    Last edited by Zyneste; 09-17-2018 at 02:00 AM.

  6. #6
    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
    in 5.0 we might see a support healing spell or two but if we do they need to have either:

    No effect on a RDM's personal DPS or as situationally effective as Vercure for Dualcast proc without a target.
    I agree, any more healing utility must not impact their dps.
    Just give them their version of Mantra as a Vermedica as an ability (so weavable) would probably do the trick.

    Even if it had something like 50% of Indomability potency once a minute that would be quite something. Especially if SE continue with mechanic requiring everyone to be at 100%


    As a side note, why so much focus on RDM AoE capability?
    I mean, unless they add-in an AoE phase os12-secondpart where you need to AoE for so long that you could generate 2 moulinet rotation, compared to their single target issue, it seems a bit trivial. Or perhaps people were talking about some sort of expert-roulette meta , dunno if it's a thing, maybe.

    To me, the fact that their single target dps buff aren't significant enough is the main issue.
    I was really hoping for more, like 320 or 330 for Thunder/Aero and an Embolden buff too, like 15-20% (to make it not so utterly trash) or perhaps the same with a reduced CD / affecting all type of dmg.
    (1)
    Last edited by Sylvain; 09-17-2018 at 08:57 PM.

  7. #7
    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
    Quote Originally Posted by Jkap_Goat View Post
    I'm probably going to get alot of slack but I hope they give red mages more healing or support spells. Hey are red mages after all and I like the idea of rdm being a support job than just a plain Damage dealer
    im all for it getting more things to support healers like mantra or bards buff maybe even embolden becoming a Damage and heal buff
    but not give the job more heals

    my main issue with RDM's Vercure and Verraise mainly verraise its basically allows some healers to kinda rely on it and slack off
    "its okay if i die the RDM can easily pick me up again"

    i don't think RDM should be so basic with its moves either only two moves have side effects
    Scatter and Jolt and that just makes them a stronger version
    (0)

  8. #8
    Player
    Jkap_Goat's Avatar
    Join Date
    Feb 2016
    Location
    Ul dah
    Posts
    720
    Character
    Jkap Goat
    World
    Gilgamesh
    Main Class
    Weaver Lv 80
    Not give the job more healing spells? But they are red mages.
    (0)

  9. #9
    Player
    Jkap_Goat's Avatar
    Join Date
    Feb 2016
    Location
    Ul dah
    Posts
    720
    Character
    Jkap Goat
    World
    Gilgamesh
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Dualgunner View Post
    If only this game supported JOAT jobs like that.

    I have to disagree with you, if only because of how this game works. I like RDM's portrayal in it, even if I have to put up with being raise bot.

    Major problem is RDM is closest I can get to being a magic swordsman dps. That's the class fantasy I want. Unfortunately it comes on the same job that you have your own desires for the RDM class fantasy of being a JOAT.
    Actually I'm not looking for FFXIV RDM to be JOAT, but more like it's FFXI counterpart, White magic and Black magic spells but doesn't use top tier spells. The problem I have with FFXIV RDM identity is that it's a burst turret with a sword, given the fact that it can cure ( weak one that can't do much anything), it's not much different from summoner as they both can raise, and the other one has a pet. I would like to see RDM identity really shine and able to use both black and white spells and not just all about Damage but Support spells and healing spells. Also red mages ( other Final Fantasy games) are able to use Swords and shields so it's not wrong to be a magical sword man DPS.
    (0)

  10. #10
    Player
    Zerathor's Avatar
    Join Date
    Jun 2016
    Posts
    441
    Character
    Jack Cinder
    World
    Excalibur
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Jkap_Goat View Post
    Actually I'm not looking for FFXIV RDM to be JOAT, but more like it's FFXI counterpart, White magic and Black magic spells but doesn't use top tier spells. The problem I have with FFXIV RDM identity is that it's a burst turret with a sword, given the fact that it can cure ( weak one that can't do much anything), it's not much different from summoner as they both can raise, and the other one has a pet. I would like to see RDM identity really shine and able to use both black and white spells and not just all about Damage but Support spells and healing spells. Also red mages ( other Final Fantasy games) are able to use Swords and shields so it's not wrong to be a magical sword man DPS.
    While it would be really neat to have rdm be more... red magey with more white magic healing, it doesn't really give the job any secure place in savage/ult content. That would limit rdm to basically being the king of solo content, but in raids that are balanced to not require dps healing, groups wouldn't want to sacrifice the damage. Which would slide rdm back into their current position of being a crutch to allow the party to see mechanics in a fight to prog, before swapping out to a job that does greater damage to get the kill. And that seems to be the issue rdm mains are most concerned with.

    I could see giving them additional dps boosting support, or damage mitigation type support spells however to be a little closer to bard in regards to their role in a party.

    Something like a group wide lesser shield on a semi long cd to assist in lessening healer load, while also building free limit break would be pretty nice. Not strong enough to justify a sch not using deploy, but more similar to troubadour in regards to efficiency.
    (2)
    Last edited by Zerathor; 09-17-2018 at 03:25 AM.

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