

Sounds like your gripe is with a lot more skills than just Acceleration, since its premise is nothing new. But admittedly most of those skills have an additional benefit. Maybe add in crit, that seems to be the most common.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.



I'd like to see Chainspell implemented as a cooldown to be honest. I'd like it to make your next six spells have no cast time and a recast time of 1.5s, matching the melee combo. Give it a 2 minute cooldown. It would may need a damage penalty, since it's roughly a 60% boost to your DPS for 9s with free movement while being a massive white/black mana generator on top of that because it applies to all spells, including Veraero/thunder. Combined with Manafication and a single Dualcast, you can get from 0/0 to get your melee combo rolling roughly 12s into the fight. The result of this is you get to do your full melee combo with Verflare/Holy during a standard 5th GCD TA opener. THAT would be a useful ability to give RDM.
I would never want to see it on BLM. Double-Triplecast with super leylines.
The MP nosedive would also suck tbh.
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.
Imagine Guardian Savage, which only allows 4 players to be in melee range for a portion of the fight. Assuming "enchanted auto attack" means it needs to be an auto attack, RDM would necessarily have to be one of the four in melee range during missiles phase, ink phase, and virus phase.
Whose place would they take? Ninja's? Dragoon's? Paladin's? Warrior's? If RDM isn't considered "one of the melee" when it needs auto attacks to draw out its full potential, then it just flat out won't draw out its full potential.





So save the enchanted autoattack ability for after that part. It's not even as bad as having to hold off on Displacing because everything outside of 10ym became a death field for a whole phase. RDMs can attack at range, so obviously they get a ranged pad if there are two melee DDs already.Imagine Guardian Savage, which only allows 4 players to be in melee range for a portion of the fight. Assuming "enchanted auto attack" means it needs to be an auto attack, RDM would necessarily have to be one of the four in melee range during missiles phase, ink phase, and virus phase.
Whose place would they take? Ninja's? Dragoon's? Paladin's? Warrior's? If RDM isn't considered "one of the melee" when it needs auto attacks to draw out its full potential, then it just flat out won't draw out its full potential.
Last edited by Rongway; 10-15-2018 at 08:54 PM.
Error 3102 Club, Order of the 52nd Hour



So it'd end up being like 2.x barrage? Considering RDM only autos after it's double cast or melee phase, it doesn't quite sound very useful, considering we only need to be in melee range for a small portion of the entirety of our rotation.
Personally, I love RDM because it doesn't have a DoT. All DoTs in this game (sans BRD) are strictly there for damage; they don't do anything extra. If it came with an additional effect, like someone suggested a way to refresh MP, then sure. IMO, all of the current DoTs should have an additional effect (combine MNK's blunt vulnerability from Dragon Kick into Demolish's DoT). As it were, 4.x saw the removal of a few DoTs (or at least, how many classes had an additional DoT because Fracture was accessible to many different DPS jobs).
Last edited by JunseiKei; 10-25-2018 at 05:00 PM.



I was mostly referring to generating White/Black Mana over time being the main reason to have a DoT. I figured it would be a single target oGCD or an alternative weaponskill finisher regardless though. I'd much rather see a straight Osmose oGCD that grants RDM more mana based on their missing MP to solve their mana issues. Not that they couldn't be combined, but I figure the DoT would see more use.So it'd end up being like 2.x barrage? Considering RDM only autos after it's double cast or melee phase, it doesn't quite sound very useful, considering we only need to be in melee range for a small portion of the entirety of our rotation.
Personally, I love RDM because it doesn't have a DoT. All DoTs in this game (sans BRD) are strictly there for damage; they don't do anything extra. If it came with an additional effect, like someone suggested a way to refresh MP, then sure. IMO, all of the current DoTs should have an additional effect (combine MNK's blunt vulnerability from Dragon Kick into Demolish's DoT). As it were, 4.x saw the removal of a few DoTs (or at least, how many classes had an additional DoT because Fracture was accessible to many different DPS jobs).
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 could see the DoT messing with levels of white and black mana when you're forced to wait for mechanics and there's limited melee space. Suddenly you're tapped at 100/100 mana due to how the fight is designed (and, again, probably purposely designed to mess with certain classes/compositions more than others). Right now, RDM can sit on 8x/8x, 8x/9x or 100/8x (or 100/9x) if they line up better with how a fight (and rbuffs) is coordinated. A DoT that raises both mana takes away that flexibility.I was mostly referring to generating White/Black Mana over time being the main reason to have a DoT. I figured it would be a single target oGCD or an alternative weaponskill finisher regardless though. I'd much rather see a straight Osmose oGCD that grants RDM more mana based on their missing MP to solve their mana issues. Not that they couldn't be combined, but I figure the DoT would see more use.
I guess I'm coming at this from the assumption that this enchanted auto attack DoT what-have-you would be something the player wants as close to 100% uptime as possible, much like every other DoT in the game. If it were a timed CD that didn't necessitate that, then I suppose that would work fine.So save the enchanted autoattack ability for after that part. It's not even as bad as having to hold off on Displacing because everything outside of 10ym became a death field for a whole phase. RDMs can attack at range, so obviously they get a ranged pad if there are two melee DDs already.

It doesn't need a DoT for the sake of having one. It needs more oGCD insta-casts, and some of those should generate mana. Plenty of Black and White magic spells left to make oGCDs out of. Verblizzard, Verwater (yes, I will argue this is White Magic-related thematically for FFXIV), some single target and some AoE, no need for a DoT in my opinion.

[QUOTE=ZainalZee;4796500] My idea is that you would get an ability that works like Dark Arts.
Nope. And i really hope that doesn't happen.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


