I doubt that they'll remove verraise. They'll probably remove Tether cause it's a waste of a spell and no RDM ever uses it. They need RDM to have a DoT spell to replace w/ Tether, that's what RDM need.

I doubt that they'll remove verraise. They'll probably remove Tether cause it's a waste of a spell and no RDM ever uses it. They need RDM to have a DoT spell to replace w/ Tether, that's what RDM need.
Why does RDM need that though? What need does it fill that the job has and how does it interact with any other part of the job's kit (other than maybe you could snapshot buffs onto it)?
I really don't understand this idea (and this post is far from the first time I've seen it) that every job should have a DoT "because DoTs". SE removed all the cookie-cutter press-button-for-DoT skills (Mutilate, Phlebotomise, Lead Shot, Touch of Death, Scourge, Fracture) from the DPS and tanks at the start of Stormblood and IMO it was a good change. Compared to a job like BRD where the DoTs are deeply integrated into the job's kit, those skills just feel tacked-on and uninteractive - buttons that just exist in the kit without really adding to it.
DoTs are a simple way of evening out damage gradients, and go some way to leveling the dps playing field without overtly effecting skill level.Why does RDM need that though? What need does it fill that the job has and how does it interact with any other part of the job's kit (other than maybe you could snapshot buffs onto it)?
I really don't understand this idea (and this post is far from the first time I've seen it) that every job should have a DoT "because DoTs". SE removed all the cookie-cutter press-button-for-DoT skills (Mutilate, Phlebotomise, Lead Shot, Touch of Death, Scourge, Fracture) from the DPS and tanks at the start of Stormblood and IMO it was a good change. Compared to a job like BRD where the DoTs are deeply integrated into the job's kit, those skills just feel tacked-on and uninteractive - buttons that just exist in the kit without really adding to it.
They're not necessary, especially for quick classes like RDM or NIN, or BRD, but they have them anyway.
I wouldn't be bothered if RDM didn't get a DoT, but if they did, it would have to contribute to the class theme and mechanics.
For example, Verregen and Verbio. A weak regen that also increases white mana by 1 per tick, and a weak dot that also increases black mana by 1 per tick.
I know technically Bio is Arcanism not Thaumaturgy, but well, thunder was already used, unless they made Verblizzard the DoT.
Or they could be traits that apply the Veregen effect to Vercure, and the DoT to Verthunder.


Same. RDM is fine as it is, no need for a DoT management. They could make it less braindead easy and add tweaks on its Black/White Mana use outside of the melee combo, but a DoT sounds weak.Why does RDM need that though? What need does it fill that the job has and how does it interact with any other part of the job's kit (other than maybe you could snapshot buffs onto it)?
I really don't understand this idea (and this post is far from the first time I've seen it) that every job should have a DoT "because DoTs". SE removed all the cookie-cutter press-button-for-DoT skills (Mutilate, Phlebotomise, Lead Shot, Touch of Death, Scourge, Fracture) from the DPS and tanks at the start of Stormblood and IMO it was a good change. Compared to a job like BRD where the DoTs are deeply integrated into the job's kit, those skills just feel tacked-on and uninteractive - buttons that just exist in the kit without really adding to it.
That being said, I would not mind getting raises out of SMN RDM. Or make them abilities with a longer cooldown...
Is RDM suffering so much that it needs a DOT? I'm not quite sure that's the case, but if it is added, expect RDM to have potency reductions on it's current actions somewhere. The toolkit as varied as RDM's can't have everything.


@Kurando
Well Red Mage is in a much better spot now however i would say some minor changes could still be done but we certainly do not need dot damage like what Lium (and others) have said.




No, we really, really don't. A DoT adds nothing meaningful or interesting to our kit. If it builds our mana gauge, then it just means more running in and out of melee (likely actually running, because otherwise they have to adjust the cooldowns on Corps-a-Corps and Displacement too); if it doesn't, it's another button to hit that slows down gauge building. Nor does it really fit the job image as a flashy duelist, chaining rapid spells and building up to a big theatrical finish. It doesn't really work.


I don't see them removing Verraise, taking it off of the double cast list.. maybe, but I don't see outright removal happening.



Should remove it same with SMN
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