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  1. #1
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    2,026
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Leidiriv View Post
    It's not so much for the purpose of replacing Jolt/Impact, but more for the sake of cleaning up your procs before going into your melee combo. A 30s DoT wouldn't lend itself very well to that purpose, imo.
    Why would you clean up a proc in the first place ?! You never lose use of one or two procs going into melee. the worst that can happen is refreshing a proc by VerHoly / VerFlare and that's not a big DPS loss.
    Now 600 potency sure is sexy, but that's far too much, given that VerHoly / VerFlare are 600 potency, and you get them roughly every 30 to 45 seconds. Adding a secong burst of 600 potency in that window is far too much.
    I think RDM has good proc management already.


    My QoL tweaks :
    Impact replaces Jolt II when it procs.
    As it has no positionals, the whole melee combo could be PvP like, reduced to one button. (But as an option, so that players can choose between 3 buttons or one).
    Reduce Displacement from 15 yalms to 10 yalms.
    Three Enchanted Moulinets refresh Contre de Sixte's timer (there is your AOE finisher, make it a trait that comes level 56 with Contre de Sixte)
    Corps à corps : Additional effect "Next three Spells or Weapon skills each recover 5% of your MP"
    (2)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mansion View Post
    My QoL tweaks :
    Impact replaces Jolt II when it procs.
    As it has no positionals, the whole melee combo could be PvP like, reduced to one button. (But as an option, so that players can choose between 3 buttons or one).
    Reduce Displacement from 15 yalms to 10 yalms.
    Three Enchanted Moulinets refresh Contre de Sixte's timer (there is your AOE finisher, make it a trait that comes level 56 with Contre de Sixte)
    Corps à corps : Additional effect "Next three Spells or Weapon skills each recover 5% of your MP"
    If I can make a few adjustments to your suggestion,
    • In addition to Impact and the melee combo: Verfire replaces Verthunder when it procs, Verflare replaces both; Verstone replaces Veraero when it procs, Verholy replaces both.
    • Instead of reducing the distance of Displacement or adding rotation-enhancing effects to Corps-a-Corps, just remove the damage from each so you're not compelled to use them on cooldown and can use them as-needed for movement, and displace the lost damage onto the melee combo.
      (I suggest adding some type of CC effect to each instead, so it's useful in dungeons or the overworld and neutral in endgame content.)
    • Add a trait to have each Enchanted Moulinet reduce the cooldown of Contre Sixte by a set amount, and to have Verfinishers reduce the cooldown of Manafication as well.
      (This way you always get the same amount of benefit each cast.)
    • Either add a trait for a combo'd Redoublement to restore MP, a trait to passively double our base MP regeneration, or a new rotational spell that restores MP as a side effect.

    Quote Originally Posted by Leidiriv View Post
    It's not so much for the purpose of replacing Jolt/Impact, but more for the sake of cleaning up your procs before going into your melee combo. A 30s DoT wouldn't lend itself very well to that purpose, imo.
    As I said though, you'd just use Acceleration to pop such a powerful ability as often as possible rather than situationally.

    I don't see how much of a difference it makes compared to just using the proc before going into your combo, and using Acceleration on your Verfinisher if you ended up balancing/capping your mana before the combo.
    (1)
    Last edited by Archwizard; 02-24-2019 at 09:08 PM.

  3. #3
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    You'd clean up the procs specifically so that they aren't wasted by getting refreshed through Holy/Flare, so that the extra proc still has a use. The potency thing is definitely negotiable though. What about 250/500 instead? Also, I agree fully with the Impact and Displacement changes. Displacement is *just* long enough to barely kill you more times than it seems like it should, tbh.
    (0)

  4. #4
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Ardor does seem like it should be a RDM spell though, but as a big finisher like Verholy/Flare.
    Perhaps as an alternative to those (or even replaces them) when your mana are equal. (Seems odd to me that you're encouraged to keep them equal until you get Verholy/Flare, then you need to make sure theyre not)
    Same potency, but gives a bonus increase to both mana and procs Impact instead of Verfire/stone-Ready.
    (0)

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    I agree, they should remove potency from Corps-a-Corps and Displacement so as to not encourage players to use them when they don't need to or in fights where they can backflip off the arena. Just roll it into the first two combos or Jolt or something.
    (1)

  6. #6
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    (New)

    Verfreeze: Deals ice damage with a potency of 50 to target and all enemies nearby it.
    Additional Effect: Ice damage over time
    > Potency: 20
    > Duration: 30s
    Additional Effect: Refresh
    > Potency: 20
    > Remains active while Verfreeze is active on at least one target.
    (Cast: 2s; Radius: 5y)

    Verflood: Deals water damage to a target and all enemies nearby it with a potency of 180 for the first enemy, 10% less for the second, 20% less for the third, and 30% less for all remaining enemies.
    Additional effect: Increases both Black Mana and White Mana by 2 per enemy afflicted.
    Additional effect: Enhanced Scatter
    > Duration: 10s
    (Cast: 5s; Radius: 5y)

    En-garde: Creates a barrier of swords that reduce damage taken by 50%. When the barrier expires or is canceled, the swords strike, splitting unaspected damage between nearby enemies equal to the damage absorbed.
    > Duration: 10s
    (Cast: Instant; Recast: 120s; Radius: 5y)

    Catalyze (Trait): Upgrades Acceleration to Equilibrium.
    Equilibrium: Ensures the next Verthunder/Verflare or Veraero/Verholy spell cast will, for the first hit, enable the use of Verholy or Verflare respectively.
    > Duration: 10s
    (Recast: ??)

    (Edits)

    Corps-a-corps: Rushes target.
    Cannot be executed while bound.
    Additional effect: Stun
    > Duration: 3s

    Displacement: 10-yalm backstep.
    Cannot be executed while bound.
    Additional effect: Reduces enmity by half.
    Additional effect: Heavy +50%
    > Duration: 3s
    (Range: 10y)

    Riposte, Zwerchau and Redoublement are now a sequential action button a la their PvP incarnation.

    Verfire becomes Verflare upon completing an Enchanted Riposte combo (or use of Equilibrium).

    Verstone becomes Verholy upon completing an Enchanted Riposte combo (or use of Equilibrium).

    Jolt II becomes Impact when Impactful is active.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    I've been told the only other thing we really need beyond this list is another flavor of group buff, though the things I hear with regards to that vary - usually Haste or some kind of debuff.
    (1)
    Last edited by Archwizard; 03-02-2019 at 10:37 PM.

  7. #7
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    2,026
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    What's the recast duration of your Equilibrium ? If it remains the same as Acceleration, it's a bit OP.
    Plus, it makes you lose the intended purpose of Acceleration, which is a bit weird given it's our main tool for proc-fishing.
    (1)

  8. #8
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,216
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Mansion View Post
    What's the recast duration of your Equilibrium ? If it remains the same as Acceleration, it's a bit OP.
    Plus, it makes you lose the intended purpose of Acceleration, which is a bit weird given it's our main tool for proc-fishing.
    It would still serve that purpose in that using the correct Verfinisher guarantees a Verfastspell Ready.

    But yes, an extra 330 potency and 12 mana every 35s sounds OP.
    (0)
    Error 3102 Club, Order of the 52nd Hour

  9. #9
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mansion View Post
    What's the recast duration of your Equilibrium ?
    Up for debate, though I suspect you're correct that it would be OP at 35 sec - you could use it approximately every melee rotation if so. I simply thought it was a more elegant alternative to these suggestions to have a third Verfinisher. ¯\_(ツ)_/¯

    Definitely not as high as 2 min though. Perhaps 60 sec?

    Quote Originally Posted by Mansion View Post
    Plus, it makes you lose the intended purpose of Acceleration, which is a bit weird given it's our main tool for proc-fishing.
    Not really. Verfinishers initiate a proc themselves if controlled properly, after all - and the fact that each spell initiates the opposite Verfinisher would make that even easier, since you likely won't put yourself high enough to imbalance your mana.

    If used right after a melee combo with a properly-executed Verfinisher, for example, it would put you at +21/+21 with both Ready procs, putting you only 2-4 GCDs from a Manafication into another combo. Use with Embolden and you've got a darn strong burst phase.

    Besides, we fish for procs to - per the name - accelerate access to our combo, which using a Verfinisher would absolutely have more potency to accomplish. And with Acceleration's value being entirely dependent on RNG, initiating a Verfinisher instead would give it a solid value.
    (1)
    Last edited by Archwizard; 03-03-2019 at 02:05 PM.

  10. #10
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    2,026
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Archwizard View Post
    Not really. Verfinishers initiate a proc themselves if controlled properly, after all - and the fact that each spell initiates the opposite Verfinisher would make that even easier, since you likely won't put yourself high enough to imbalance your mana.

    If used right after a melee combo with a properly-executed Verfinisher, for example, it would put you at +21/+21 with both Ready procs, putting you only 2-4 GCDs from a Manafication into another combo. Use with Embolden and you've got a darn strong burst phase.

    Besides, we fish for procs to - per the name - accelerate access to our combo, which using a Verfinisher would absolutely have more potency to accomplish. And with Acceleration's value being entirely dependent on RNG, initiating a Verfinisher instead would give it a solid value.
    Mmmh. Yeah ok, that makes sense, thanks
    Although, I'd find it fair if your Equilibirum was a completely separate ability, with maybe a 90sec CD. Then keep the good ol' Acceleration as it is.

    While I agree you trade procs for overall potency, once you've used that equilibrium and all that jazz, you end up in a really dry phase. I don't think it is a gameplay problem it the potencies are balanced, but it would be kind of slow and boring to build up mana Jolt/Aero/Impact/Thunder/Jolt/Aero in an unlucky scenario. I don't like when jobs have that kind of downtime in their rotation (MCH after Wildfire, SMN with no Aetherflow nor DWT...) but it's highly subjective.
    (0)

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