

Not necessarily. The intent is that, like Foul and its ilk, Verflood/Verfreeze still act as damage upgrades in single-target (particularly with the attached Equilibrium suggestion), just with extra benefits to embellish and speed up our dull AoE rotation.





I'd like something along these lines. I'd just add Swiftcast spells procing Dualcast to the above.
When the game's story becomes self-aware:

the only way I see a 3rd finisher working is if it plays off of shadowbringers light/dark theme,
that way you have a light finisher, verholy, biased on light mana
dark finisher, verflare, biased on dark mana
and lastly a null/void finisher unlocked I would say after a verholy and verflare then with even bars on mana, call it ver...i dunno, ultima
boom, a simple addition without butchering the job with dots or other nonsense, add in trait boosters, jolt III and an aoe finisher for even mana bars and rdm is set for another 2yrs


I've already explained why a third Verfinisher (particularly built off of having to do two full melee combos that require 40 sec apiece) is a bad idea in the current state. There would need to be substantial change to facilitate that alone.
I should also point out that the gap between Jolt II and Impact/Verfire/Verstone is only 30 potency, which themselves are only 30 potency behind Verthunder/Veraero/min. 3-target Scatter, so a Jolt III would have to come with advancements from each of those abilities to maintain the current rotation without discarding any current skills.
What you're proposing is to waste every advancement on potency boosts instead of tools we still have space for, and change nothing about the rotation for 2 years (bar one new instant cooldown), which is simply not done -- even if the rotation were perfect, MMO devs have an obligation to enforce continual change to keep the game fresh so we have reason to keep subscribing.
Last edited by Archwizard; 04-16-2019 at 04:37 PM.
I agree; looking at Summoner, it's way too punishing to have a rotation carry like that because death puts you back to square one. One to two minute burst rotations should definitely be the limit.


Agreed. The only reason to give us a third Verfinisher would be if we were able to inflict it within a minute, meaning consistently getting current Verfinishers twice a minute, either by means of substantive boosts to our Mana generation to combo more frequently (which without just halving the CD of Manafication outright is highly improbable since we would have to average 14 Mana every action and reduce the CD of our movement skills, assuming that #3 doesn't require a full combo itself, meaning 20 Mana instead which would leave us constantly imbalanced on top of higher mana-per-action than the Verfinishers themselves), or allowing us to Verfinish outside of a combo -- which needs its own groundwork.
Either way there's no guarantee this would come without devaluing our current Verfinishers to make room for a new one, given the Verfinishers we have are already nearly as strong as Foul.
Last edited by Archwizard; 04-17-2019 at 06:05 AM.
What I'd like to see:
-Melee combo now costs only 70 black/white mana to fully perform instead of 80;
-Verflare/Verholy no longer generate mana, instead uppon usage they put you into a black/white stance(Verflare for black instance; Verholy for white), while in the black/white stance, increases the damage of all black/white mana generating spells by X%.
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Explanation: a simple change that doesn't really change much about the class, but makes the gameplay a bit more challenging as it forces you to play on the limit of the balance gauge to pull out more damage. Ideally you'd want to use as many black/white spells as possible during the black/white stance but without letting the disparity of both manas grow beyond 30, on a perfect scenario you would go for the melee combo with a 100/70 mana ratio, which would also give you a lot of room to spam the black/white spells once going back at range.
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Another idea I have but that's still very green in my head is letting go of al the procs. All the skills can be used at all times, but then make our black/white mana generating to be a bit more... chaotic, like gaining or losing mana at random so it would be a struggle to keep both manas balanced, but then you'd be reward with extra damage the closer the manas are to each other.
This idea however would require a lot of core mechanics of the class to be changed, so I doubt they'd go for something even close to this... but hey.


As you say, your idea requires a change of flow in the rotation because it invites you to break further the Mana disbalance before the melee combo, so it would need proc management changes to be able to benefit fully of your stances. Although, I kinda like the idea! It could also be something like VerHoly keeps the VerStone proc if black mana was higher, but than add an effect of "next 2 (or 3) White Mana spells are 5, 10 (and 15) % stronger...
After all, Red Mage is a "charging" job, so a few steps in that direction of charging something in the rotation to have a White/Black magic burst would add a nice tweak to the balancing game in the rotation. It could also be something like a minor DPS boost after 3 same mana aspected spells...
Yeah, I really like the basis of your idea!
Also if we are to play more in proc management, I'd actually enjoy a long CD with a dapper-RDM-name that would give us VerFire / VerStone and Impact ready (that would be dandy for openers, phase changes and burst alignement for raid buff windows).
Last edited by Mansion; 04-24-2019 at 04:35 PM.
Though I highly doubt we'll be seeing something even close to this. In fact I don't expect most classes to see any major changes like in stormblood.
For RDM in specific, I expect us to get a long cast AOE spell to pair up with scater (probably verblizzard?), and some trait to add functionality to Fleche and Contre Sixte and probably a new damage cd, nothing really major that will change the rotation or gameplay of the class... But hey, I can still dream.
It’s not a knee jerk reaction, it’s being able to enjoy a job that doesn’t have to worry about dot maintenance. Yes this makes us fairly unique, and that doesn’t make us bad.
Our simplistic rotation gives RDM its extremely fluid gameplay. Any movement that needs to be done can be achieved during the GCD, you should be able to move all over the field and not miss a cast due to dual cast and the GCD. Giving us some traits to make things more powerful or some new oGCD abilities can easily make up for the lack of a dot. Personally I’d like to see less abilities going foreword and more traits that change our current abilities in new and interesting ways.
I’d rather they come up with something different than borrowing playstyle from other jobs (thunder and procs, bane/aero3).
RDM is fine without a dot, the only way I’d be ok with one is if it was added on as a bonus to our melee combo or spell finisher. For example, the 3rd enhanced melee strike cause a bleed on the target, or flare/holy causes the target to burn after the initial hit.
This would help maintain the fluidity of the job, which I feel is more important than trying to make us have a more complex rotation.
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