Page 40 of 54 FirstFirst ... 30 38 39 40 41 42 50 ... LastLast
Results 391 to 400 of 536
  1. #391
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,948
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Why not Impact?
    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.
    (0)

  2. #392
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    So Displacement got a safety net?

    She said something like “before when you jumped back and fell and you might die, but now you do a little flip and avoid that.”
    (0)

  3. #393
    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 SaberMaxwell View Post
    This is totally fair, but it's worth point out that small arenas are already targeted against us. An ability like Engagement reduces the effect of that targeted reduction by a reasonable amount. It was a good compromise IMO that gives us a risk v reward decision to make: is the risk of missing aoe heals / hitting a wall worth the extra 50 potency? Etc.
    Maybe. I still would rather have seen the removal of all potency from the movement skills so they'd become optional, or at the very worst making Engage/Displace closer in damage with Displace adding some other bonus to be tactically superior in most combat, like enmity reduction. Even on encounters with small arenas, there often could be room to Displace based on the tank's positioning of the boss, meaning the argument could be made it's not your safety vs damage but someone else's competence determining your damage.

    Quote Originally Posted by SaberMaxwell View Post
    We'll have to see how the actual numbers turn out, but Lucid's CD was 60 seconds and I don't think Ranged DPS lost their mana song abilities. Even just with Lucid being 60s cooldown as far as the showcase we got had, we should be fine unless we try to be the Human Healer LB3.
    Hmm. Well, that does change things now... assuming the standardization of MP doesn't also come with a revision to the values of Refresh effects, at any rate.

    I still have to wonder what Manafication's buff does now, though. Could be anything from burst window boosting (on the same CD as Embolden...) to MP recovery to bonus mitigation. Who knows, but it is... curious.

    Quote Originally Posted by Seraphor View Post
    So Displacement got a safety net?

    She said something like “before when you jumped back and fell and you might die, but now you do a little flip and avoid that.”
    She may have been referring to Engagement, since the animation for it is also a little flip iirc. Seems like it would defeat the point to adjust how far you flip with Displacement and then give us a skill designed to keep us from using Displacement in the first place.
    (1)
    Last edited by Archwizard; 05-24-2019 at 05:20 PM.

  4. #394
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Seraphor View Post
    So Displacement got a safety net?

    She said something like “before when you jumped back and fell and you might die, but now you do a little flip and avoid that.”
    A new ability called "Engagement."

    It shares a recast with Displacement, but does 50 less potency. Less risk but less reward; still better than leaving the cooldown on the table though.

    Quote Originally Posted by Archwizard View Post
    Maybe. I still would rather have seen the removal of all potency from the movement skills so they'd become optional, or at the very worst making Engage/Displace closer in damage with Displace adding some other bonus to be tactically superior in most combat, like enmity reduction. Even on encounters with small arenas, there often could be room to Displace based on the tank's positioning of the boss, meaning the argument could be made it's not your safety vs damage but someone else's competence determining your damage.
    Again, fair. A big part of me agrees with you here as well; I want to be able to conserve movement abilities for, well...movement. As far as things go, though, Engagement can be seen as a 150 potency buff, because before we got 0 potency entirely. Also worth mentioning that current displacement does 130 potency, so even just using Engagement is a straight buff from the Displace we have now.

    I choose to look at it as a silver lining. That little bit of derring-do is all it really takes to make the use of either skill a symbol of player expression. Sure, there could have been other buffs, but the simple risk of distance for the reward of 50 extra potency is imo all it needs for now. Also yes, you have a point that in some arenas tank placement of the boss gives you room to displace; honestly that's a level of teamwork I also value, but that is personal preference on my part. I enjoy high-level high-stakes teamwork, and this can be an element of that.

    Hmm. Well, that does change things now... assuming the standardization of MP doesn't also come with a revision to the values of Refresh effects, at any rate.

    I still have to wonder what Manafication's buff does now, though. Could be anything from burst window boosting (on the same CD as Embolden...) to MP recovery to bonus mitigation. Who knows, but it is... curious.
    It is curious, and kind of exciting to look forward to. According to the tooltip it also still has a 21 second duration so it looks like RDM can have Lucid rolling with nearly 50% uptime. On top of that the weaponskills look like they have no cost at all now.
    (0)
    Last edited by SaberMaxwell; 05-24-2019 at 05:33 PM.

  5. #395
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,192
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Viper Lv 100
    Quote Originally Posted by Archwizard View Post
    [*]Mana Shift's gone; casters only have 4 role actions: Addle, Lucid Dreaming, Swiftcast and Surecast
    And here i was thinking that with tank changes i will not rip aggro from half of the tanks anymore... I have a foreboding that it will pose some problems to not have diversion instead of addle XD

    Or is there a new enmity generation reduction skill ?
    (0)

  6. #396
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    Enmity reduction skills might not be necessary as tanks will be generating aggro out the ass in tank stance.
    (0)

  7. #397
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Kleeya View Post
    And here i was thinking that with tank changes i will not rip aggro from half of the tanks anymore... I have a foreboding that it will pose some problems to not have diversion instead of addle XD

    Or is there a new enmity generation reduction skill ?
    Tanks still have free emnity stance, shirk and lucid dreaming is on a 60 second cool down.

    Red mage is still a hot mess comparative to some of the other classes. It feels like they tried to just redo SB RDM instead of expanding it. Its feels like a worse version of its level 70 self.
    (0)

  8. #398
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    I'd like to see it in action when the game is out, but I don't consider anything they've added to it to significantly draw me to it. Their choice of an AOE Aero and Thunder was rather uninspired. I'm interested to see how Manafication and Scorch work.

    It's odd, because I've long been a caster main in MMOs, yet of the three, I'm only really intrigued by SMN come this expansion, and even that is tentative.
    (0)
    When the game's story becomes self-aware:


  9. #399
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Engagement needs a complete rework IMO. A Lv72 skill that shares a recast with a Lv40 skill, does less damage (5.0 Displacement does 200, Engagement does 150) and has absolutely no additional effect? That's beyond pathetic... Even if it had the same potency as Displacement, that's still just wasting a brand new skill on something that already has an obvious solution; Do to Displacement what you did to Repelling Shot... I absolutely never understood why Displacement was as it was when they gave the reason for removing Repelling Shots damage in the lead up to Stormblood... It has baffled me all expansion and now doubly so...

    Reprise... Hopefully the enhanced version has something interesting... Prime candidate for giving Red Mage a DoT all all honesty, but I'm not holding out hope that it'll be anything interesting... The explanation we got in the Live Letter made it sound like this was just something for us to use while being forced to move... Not the most riveting addition... Black Mage has had Scathe since Lv15, why are we only just getting it at Lv76?

    Scorch, honestly the only nice thing Red Mage got out of any of this, and it's boring... Just a 5th action on the end of our "combo", doesn't seem to do anything new or interesting. Looks nice, hopefully the potency is nice, but... Meh...

    The AoE additions are, to my mind, entirely pointless. You could have changed Scatter into a Stance that turns various spells into AoEs and achieved the exact same thing without bloating out skill set. A stance like that would have been much more interesting to play with than White Scatter and Black Scatter. Even open the way to some other interesting mechanics that play around with the current spell set, I've always thought Red Mage would do well to copy some mechanics from Bravely Seconds Spellcrafting system, granted most of those effects wouldn't work with MMO mechanics, but a few could.

    Honestly, it feels like they forgot about Red Mage entirely and just rushed to put together a handful of new skills in time...

    EDIT: Since this thread does have wishlist in the title, here's what I'd have liked;

    -Enhanced Reprise applies a DoT effect.
    -A new Acceleration type skill makes your next Veraero or Verthunder into a DoT, which costs from the Mana Gauge as well (either Veraero costs White Gauge or Black Gauge, idk or care which way around that should be).
    -DoT Veraero can only be successfully applied to targets with the Reprise DoT, or the Verthunder DoT.
    -DoT Verthunder can only be successfully applied to targets with the Reprise DoT, or the Veraero DoT.
    -The obvious rotation here, is to apply Reprise, then apply Veraero or Verthunder, depending on your Gauge, and then keep them up by alternating them.

    -Contre Sixte and Fleche get a visual upgrade, similar to Bards DoTs/etc., simply because I'm sick of that lame PLD sword reskin... We should have something unique, heck look at what Paladin throws out in its trailer, now that is an aetherial sword...

    -The Manafication buff... I'm hoping this is an effect that lowers the recast on Displacement/Engagement to something near-spammable. This would make Engagement work, IMO. Yes you could do Displacement instead, but then you have to run back to do it again, but if you stay in range you can just spam Engagement instead... IDK, just a thought...
    (1)
    Last edited by Nalien; 05-25-2019 at 04:31 AM.

  10. #400
    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
    There's a lot I'm okay with and some I'm not.

    Enchanted Reprise I think will work out fine with one simple addition: Applying Dualcast. It will not only mitigate the Mana cost of our "Scathe" but give it more flexibility on the go.

    I'd like to see Veraero and Verthunder (don't care which iterations, honestly, though I am partial to the existing Verthunder's animation) replaced with Ice and Water spells, both for aesthetic and to reduce confusion. Probably too late in the process to get this changed of course.

    If they're hellbent on not removing potency from movement skills, then second choice: Reduce the gap between Engagement and Displacement to 10-25 potency, and add a new effect to Displacement like reducing enmity, applying Heavy or briefly increasing our evasion. Enough that we still are encouraged to substitute Displacement instead, but don't feel quite so penalized for using Engagement if we must.

    Impact only giving 3 Mana of each type is... questionable. However, I might suggest increasing the potency of Enchanted Moulinet slightly, nerfing Impact's potency and then increasing the Mana gain based on the number of targets hit.
    Or instead of increasing its potency, even having Enchanted Moulinet reduce the cooldown of Contre Sixte or have a chance to proc Scorch (if the latter is an AoE, which I still hope it isn't).

    Agreed that Scorch should do something "new or interesting", but we didn't see the tooltip so we don't yet know what it (or Manafication for that matter) does.
    Hell, we don't even know what procs it beyond the Verfinisher. For all we know it's the "If your Mana totals were even before Verholy/Verflare, this activates" skill that every third suggestion has begged for; we've only seen it used when our Mana was 100/100 before combo.
    (1)
    Last edited by Archwizard; 05-25-2019 at 09:24 AM.

Page 40 of 54 FirstFirst ... 30 38 39 40 41 42 50 ... LastLast