The trait refers to a generation of potential force over time, i.e. an Impulse.
Another trait would then add potency for each stack consumed, the Impact, as the potency and graphical augmentation isn't necessary as early as the rest.
Add a graphical augmentation per stack (on job gauge) consumed and you get an Impact, but without wasting the button on it.


The idea of dual casting jolt fills me with rage and horror.
I'd rather have something similar to Free Cure, a percentage of chance that using Jolt (or Impact) makes the next spell MP-free. Thus, better Mana gain, better potency gain.
Maybe this is an unpopular opinion, but I'd like to see less skill bloat...
I don't think that there needs to be basically 58315159 buttons that do the same thing.
Like just have Jolt 2 turn into Impact instead of them being separate buttons for example.
Fleche and Contre Sixte could just be combined into one bigger hitting ability too.
Having too many buttons to press unnecessarily for the sake of having more buttons just ends up feeling awkward imo.
Last edited by Kolsykol; 05-23-2019 at 04:59 PM.


I'm with you, but RDM is one of the jobs with the less buttons actually. We all kind of agreed Impact should proc on Jolt II, and perhaps after Enchanted Redoublement, VerHoly and VerFlare could proc on VerAero and VerThunder. But that's just quality of life. The problem is trimming too much might end up in the job feeling to brainless to play (which is already almost the case with casual Red Mage)Maybe this is an unpopular opinion, but I'd like to see less skill bloat...
I don't think that there needs to be basically 58315159 buttons that do the same thing.
Like just have Jolt 2 turn into Impact instead of them being separate buttons for example.
Fleche and Contre Sixte could just be combined into one bigger hitting ability too.
Having too many buttons to press unnecessarily for the sake of having more buttons just ends up feeling awkward imo.
I like having Flèche and Contre de Sixte as separate abilities though, they flow in the rotation quite nicely.
I don't feel like '' more buttons = more complexity '' tho.I'm with you, but RDM is one of the jobs with the less buttons actually. We all kind of agreed Impact should proc on Jolt II, and perhaps after Enchanted Redoublement, VerHoly and VerFlare could proc on VerAero and VerThunder. But that's just quality of life. The problem is trimming too much might end up in the job feeling to brainless to play (which is already almost the case with casual Red Mage)
I like having Flèche and Contre de Sixte as separate abilities though, they flow in the rotation quite nicely.
With RDM they're already very simple, having more buttons to press doesn't change that.
The way that I feel about it is basically just that I have a set of buttons that I have set aside for my dps rotation, and with RDM I've run out of buttons and have to use other buttons that makes the rotation feel like it flows less good.
I am not saying that they should trim them a lot, just a little.
Like there's no reason why Jolt 2 and Impact should require me to use two keybinds really. And the keybind that I use for Impact I could use for another ability that I use often in my rotation to make my rotation feel like it flows better.
It doesn't make it more complex, it just makes it more bloated.


While I agree for some jobs (Hello Scholar), I don't agree for RDM. I don't really see what could be removed from RDM to keep that gameplay intact to be honest.Maybe this is an unpopular opinion, but I'd like to see less skill bloat...
I don't think that there needs to be basically 58315159 buttons that do the same thing.
Like just have Jolt 2 turn into Impact instead of them being separate buttons for example.
Fleche and Contre Sixte could just be combined into one bigger hitting ability too.
Having too many buttons to press unnecessarily for the sake of having more buttons just ends up feeling awkward imo.
Larek Darkholme @ Ragnarok


Jolt turns into Impact while under Impactful.
Riposte > Zorro > Redoublement as you use each skill (Sort of like how PvP combo's work for melee jobs)
Verthunder/Veraero > Verflare/Verholy after doing the enhanced melee combo.
Corps-a-Corps > Displacement after use.
That's 6 skills taken out with little to no impact on the job.
Scrap Tether for a 7th skill.
Roll Diversion into Embolden. For another skill removed.
Maybe Lucid Dreaming into Manafication? Though this change would have some more notable effects on gameplay.
But that's up to 9 buttons you've saved on RDM.
The only valid thing is Jolt II and Impact sharing, everything else isn't really necessary. PvP type combos are not coming to PvE, as confirmed by Yoshi, and players like to have Corps-a-Corps and Displacement seperate as it depends on the situation on when to use them. RDM doesn't have hotbar issues so not a big deal to change so much.


Technically button reduction isn't necessary at all.
It is however, a possibility.
All the things I mentioned *Could* happen and would have minor impacts on gameplay.
Genderlocked races are not coming to the game again. As confirmed by Yoshi.
...
Oh wait!
Blue Mage is not coming to XIV as confirmed by Yoshi.
...
Oh wait!
Also, the fact that RDM isn't like melee jobs and only uses its combo every so often rather than spamming it 24/7 as a filler suggests that they might be more easily given that sort of treatment compared to the melee jobs who would as a result spend a majority of their time just spamming a single button.
Okay...
So make it CaC when at a distance and Displacement when in melee range.
I know, but just because it isn't such a "Big deal" to change much, doesn't mean it can't happen.
I was really just pointing out to the above poster whom said they couldn't see what could be changed to reduce RDM's button usage. All those things *Could* be changed, if SE felt that they wanted to add in extra skills or wanted to prune ALL jobs button usage down to a minimum.
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