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  1. #1
    Player
    LeoLupinos's Avatar
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    Jun 2017
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    Ul'dah
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    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Archwizard View Post
    I mean, I too would prefer AoE Verthunder and AoE Veraero to be replaced with Verblizzard and Verwater (respectively) if only to be less confusing, particularly with Acceleration, but...

    What you're suggesting sounds like what we already have, but 220 potency stronger for every 20 Mana? Effectively meaning you're just begging for potency increases -- on our AoE -- when numbers aren't even finalized yet?

    And the 1:1 proc-rates on Enchanted Moulinet -> Impact are basically just E.Moulinet damage over 2 GCDs? There's nothing meaningful being added to the rotation, just an extra GCD every time you use <other button>.
    My suggestion does not focus on increasing potency. They showed Impact as 220 potency, so I did 220 potency, why not? And Impact + Impact is better than scatter + Verblizzard/Verwater, it's the perfect "enhancement" to Moulinet. I mean, the actions are already there, I just want them to tie them together with this cool mechanic. I don't want to increase AoE potency, I just want to the rotation to have a RDM feeling. Now it's just the inversion of single target, nothing interesting.
    (0)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
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    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by LeoLupinos View Post
    My suggestion does not focus on increasing potency. They showed Impact as 220 potency, so I did 220 potency, why not? And Impact + Impact is better than scatter + Verblizzard/Verwater, it's the perfect "enhancement" to Moulinet. I mean, the actions are already there, I just want them to tie them together with this cool mechanic. I don't want to increase AoE potency, I just want to the rotation to have a RDM feeling. Now it's just the inversion of single target, nothing interesting.
    Alright, lemme give you an illustration.

    ShB rotation: Verthunder (120p, 0/7) > Impact (220p, 3/3) > Veraero (120p, 7/0) > Impact (220p, 3/3) > [...] > Enchanted Moulinet (200p, -20/-20)
    Your suggestion: Scatter (120p, 3/3) > Verblizzard (220p, 0/7) > Scatter (120p, 3/3) > Verwater (220p, 7/0) > [...] > Enchanted Moulinet (200p, -20/-20) > Impact (220p, 0/0?)

    In either version, over the course of two GCDs, your Mana is 3/10 and you've inflicted 120p+220p damage per target -- the rate of growth is unchanged. The only thing that changes is which of the two casts is the 3/3 and which is the 7/0.
    Over four GCDs, you are at 13/13 Mana and have dealt 680 total potency per target. Again, nothing has functionally changed but the aesthetic. Other hand, because it now exactly mirrors the single-target rotation, it's even less interesting, just 1:1 skill substitutes.

    Now, you will note that since we haven't yet reached the cost of Moulinet by this point, your options are either to repeat the rotation of four GCDs for 26/26, or use each 7/0 skill again to reach exactly 20/20 in only 2 more GCDs. Note that in your suggestion, because both 7/0 skills are longcasts, fullcasting at least one of them is a total PPS and MPS loss, so your only real option is to repeat the rotation. By virtue of the Shadowbringers rotation having each be shortcasts, you're more flexible -- and having and then losing flexibility would actually feel worse.
    Moving on.

    Because the potencies of the first four GCDs and E.Moulinet are exactly the same, the only functional change to the rotation is the addition of Impact as a free, instant 220 potency that generates 1 charge from each E.Moulinet.
    Because you can hold up to 5 charges, it is irrelevant whether you choose to alternate E.Moulinet > Impact five times, or spam up to five E.Moulinets and then chain 5 Impacts. The same number of Mana and GCDs is spent for the same potency gained.

    That means for 20/20 Mana, you get 200p+220p damage in your suggestion, versus only 200p for the Shadowbringers rotation.

    Your suggestion may not "focus" on increasing potency, but that is the only relevant positive change it makes to the rotation. It doesn't impact the "feeling", nor add to the "coolness" of mechanics. Just more damage to up the average potency per GCD.

    That being said, it does highlight that the damage of E.Moulinet is a little low for the AoE finisher, and I would once again suggest it trade potencies with Impact, and that Impact's Mana scale to the number of targets.
    (0)
    Last edited by Archwizard; 06-01-2019 at 11:01 AM.

  3. #3
    Player
    LeoLupinos's Avatar
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    Jun 2017
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    Ul'dah
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    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Archwizard View Post
    Alright, lemme give you an illustration.

    snip
    Well, since the potencies are not finished yet I did not focus on them, so that's why I just copy paste what they did show. I would surely change the potencies if what they did show was final tho. I was more interested into showing the rotation.

    By setting Impact's mana scale to the number of targets could possibly bring a new interesting extension to the rotation. Or maybe Change impact to oGCD during Impactful effect after E. Moulinet, so that we can use "Scatter > Dualcast> Elemental > Impact(oGCD)", but that would call for it to be an additional button rather than replace Scatter for the duration.

    Another thing is the Black and White versions of the Gauge when it's not Red, I think it could be used for something beneficial. Maybe a oGCD, with a cooldown that lines up with hafl the rate as which you generates Verflare/Verholy, so that you can use Verflare > Build Mana untill you go Black Gauge, and then use the oGCD that can only be used during after Verflare and during The Black gauge (Let's say Verblizzard single target version), spending the black mana and doing damage that it's worth it, going to Red Gauge, then you can build mana for a Verholy to cast the oGCD (Verwater single target) that can only be used during White Gauge, then get back to generate Verflare, lining the cooldown in that way. That's actually how I imagine the final rotation of the Job for level 99.
    (0)
    Last edited by LeoLupinos; 06-01-2019 at 05:21 PM.

  4. #4
    Player
    Valavaern's Avatar
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    Dec 2014
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    Ul'Dah
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    44
    Character
    Davion Valavaern
    World
    Lamia
    Main Class
    Red Mage Lv 90
    My biggest, truest wish for Red Mage is that they'll move things around and give us Vercure and Verrraise before level 50. It's Incredibly irritating that Summoner is a better Redmage than Redmage is before level 64.
    (3)

  5. #5
    Player
    Archwizard's Avatar
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Valavaern View Post
    My biggest, truest wish for Red Mage is that they'll move things around and give us Vercure and Verrraise before level 50. It's Incredibly irritating that Summoner is a better Redmage than Redmage is before level 64.
    I agree that at the very least they should drop the level on Vercure. If its best use (behind targetless Dualcasts) is to provide us with self-sustainability then putting such a high limiter on our healing is a poor choice.

    Granting, so is making Physick purely Mind-based and removing Drain from BLMs. We can't always have a pocket healer, and some of us didn't level healer Chocobos.

    Quote Originally Posted by Dyvid View Post
    Personally I would like to RDM get Protect and Shell as a 15s to 20s buff. Just seems very RDM to me.
    Admittedly with healers losing Protect as a party buff, I would have rather seen Protect or Shell incorporated as a WHM raid utility, their method of giving temporary mitigation to the group instead of the wings cooldown they're getting. Perhaps the other as an AST skill to fit their Time Mage themes.

    But for RDMs, I see your Protect/Shell and raise you: Reflect.

    As I've said before in this thread, Counterattacks fit very well with the Red Mage's fencing themes, while using a Defensive skill in order to Attack is very much a mix of White and Black magical philosophies that go up their mixed-magic alley.
    (2)
    Last edited by Archwizard; 06-04-2019 at 12:21 PM.

  6. #6
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Dyvid View Post
    Personally I would like to RDM get Protect and Shell as a 15s to 20s buff. Just seems very RDM to me.
    Quote Originally Posted by Archwizard View Post
    But for RDMs, I see your Protect/Shell and raise you: Reflect.
    Call it Phalanx for the Final Fantasy XI fans in the audience.
    (0)

  7. #7
    Player
    Archwizard's Avatar
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    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nalien View Post
    Call it Phalanx for the Final Fantasy XI fans in the audience.
    Eh. If "Reflect" (or "Verreflect") wasn't an option, I'd just as soon say a RDM defensive skill should take on fencing terminology, like "En Garde".
    Fleche, Contre Sixte, Riposte, Zwerchhau, Redoublement, Corps-a-corps and Reprise all kinda have a theme goin'.

    I've previously suggested having a barrier-type mitigation skill by such a name that takes cues from Noctis, forming a wall of swords using the same crystal weaponry we summon for Fleche and Contre Sixte to absorb or partially block damage for us, which could then counterattack based on the damage absorbed/blocked when the effect ends (or just proc a refresh on one of our oGCD attacks).

    Alternately, if we go the full Reflect route, just have a cooldown that negates exactly one incoming hit and immediately hits the boss for the damage negated.

    Admittedly reprisal-based hits are a tricky sort to balance, particularly when they're not attached to a tank role. Delicate balance between flavor and creating something raid groups will game by having the RDM soak effects so the rest of the group doesn't have to (since some have already used the BLM's absorb for that).
    (1)

  8. #8
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
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    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Archwizard View Post
    I agree that at the very least they should drop the level on Vercure. If its best use (behind targetless Dualcasts) is to provide us with self-sustainability then putting such a high limiter on our healing is a poor choice.

    Granting, so is making Physick purely Mind-based and removing Drain from BLMs. We can't always have a pocket healer, and some of us didn't level healer Chocobos.



    Admittedly with healers losing Protect as a party buff, I would have rather seen Protect or Shell incorporated as a WHM raid utility, their method of giving temporary mitigation to the group instead of the wings cooldown they're getting. Perhaps the other as an AST skill to fit their Time Mage themes.

    But for RDMs, I see your Protect/Shell and raise you: Reflect.

    As I've said before in this thread, Counterattacks fit very well with the Red Mage's fencing themes, while using a Defensive skill in order to Attack is very much a mix of White and Black magical philosophies that go up their mixed-magic alley.
    Touche - I have to admit I like this idea
    (0)

  9. #9
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Personally I would like to RDM get Protect and Shell as a 15s to 20s buff. Just seems very RDM to me.
    (1)

  10. #10
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by LeoLupinos View Post
    AoE roration:

    Verblizzard: 5s cast AoE, 220 pot, 7 Black Mana.
    Verwater: 5s cast AoE, 220 pot, 7 White Mana.

    Scatter: 2s cast AoE, 120 pot, 3/3 mana. Upgrades to Impact during Impactful.
    Moulinet: Grants Impactful, can stack 5 times, 30 seconds duration.
    Impact: Instant cast AoE, 220 pot, 4/4 mana. Can only be used during Impactful. Consumes one Impactful stack.

    AoE rotation: Scatter > Verblizzard > Scatter > Verwater > Enchanted Moulinet > Impact.

    Pretty please!!
    Excellent idea! That’s what I wish they would have done. I’d love to see water / blizzard added to rotation.

    Heck take it a step further add Verfreeze as an AoE finisher.

    A long time ago I wrote this post: http://forum.square-enix.com/ffxiv/threads/365275-RDM-Suggestion-AoE-Attack-Phase about AoE's lol.

    I wrote this one too, back when RDM was still pretty fresh, http://forum.square-enix.com/ffxiv/threads/339683-RDM-5.0-Wishlist%21-Just-a-few-ideas-%29 about the things I really wish they would have added.

    Oh well, I'm glad they didn't completely change it, but I would have loved to see Blizzard / Water and Freeze or Flood added to their finishers.

    Since they're adding a "AoE Rotation" why not just add an AoE Ancient Finisher too?

    I recall having a discussion in a previous post to add it to a x3 Enchanted Moulinet >> Verfreeze boom AoE finisher.

    Those were my two cents back in the day. Who knows they may adjust it. I'm not sure what the big deal is not adding them to AoE in the first place, would it take too much from Black Mage?
    (2)
    Last edited by PatronasCharm; 06-07-2019 at 07:02 AM.

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