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  1. #1
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    En-spells are already simulated by the Enchanted melee combo to begin with. That's what the En- is short for. I agree RDM should be in melee more, but the way to get there (if that's your only goal) is to allow them to use the melee combo more often. I'd rather do a bit more than that though. More melee combos are fine, but I'd like to make it possible to delay the combo without hurting your overall DPS, in order to make it more flexible as well.
    (4)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  2. #2
    Player
    LordMaitreya's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Jsun El
    World
    Gilgamesh
    Main Class
    Dragoon Lv 70
    The jobs gameplay loop is already perfect as is. I would like a fourth for melee and two spells that proc after thunder and aero.
    (0)

  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
    That's precisely why I want the elemental En-spells. Even at 2 mana per attack, that would speed up the melee cycle by 5s, helping us line up with the party's burst windows better. Also, the elemental component is a pretty major part of the fantasy behind using En-spells, which the standard Enchanted Weaponskills don't fulfill. Adding that sort of self buff would help differentiate RDM further from the other casters, make its rotation a touch busier, and allow it to line up better with TA/CS/BL windows, imo.
    (0)

  4. #4
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Ok, I guess the presence of Vercure and Verraise being WHM skills with no BLM counterpart could be cause to add in some self-utility in the form of BLM spells.
    And I agree that the En-spells are already covered by the Enchanted-melee trait upgrades.

    So how about this:
    Verblizzard: replaces Tether, a ground-targetted AoE that inflicts Frostbite and has the chance to bind enemies. DoT damage grants you 1 black mana per tick per target. (speeding up AoE rotations for Moulinet)

    Vercure/Verraise traits: because use of these is a DPS loss, they each generate white mana, perhaps 3 for cure and 5 for raise?

    Enchanted Moulinet trait: enchanted moulinet has a 30% chance of resetting the cooldown of Contre Sixte. (to improve the AoE rotation)
    (1)
    Last edited by Seraphor; 02-14-2019 at 10:51 PM.

  5. #5
    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
    I suppose I could see them adding a skill that runs something like

    "Ennoble: Engrave runes on an allied target's weapon. The next elemental spell you cast within X sec will enhance both your and the Engraved target's attacks, granting each Y% bonus damage of that element and a Z% chance to inflict a status effect based on that element for the remainder of the duration."

    And then flavor each one with things like EnFire = Fear, EnStone = Stun, EnThunder = Paralyze, EnAero = Silence, EnWater = Knockback and EnBlizzard = Heavy or something, assuming we get Verwater/Verflood and Verblizzard/Verfreeze spells at some point.
    No EnJolt or neutral spells so you can actually choose on the fly.

    'Bout the only way I can think of to wrap up 6 different En- spells into one package and make having more than one actually matter, except that most of those are circumstantially useless anyway (being neither DoTs, vuln effects or stat boosts), and would either have a "best" option among them if they had a use in raids or expose that they're basically all the same spell if they didn't (since elemental vulnerabilities don't matter to enemies).
    There's really just no point in giving us an En-spell since even one would just be another damage boost like Embolden anyway.
    (1)
    Last edited by Archwizard; 02-15-2019 at 08:40 AM.

  6. #6
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Archwizard View Post
    I suppose I could see them adding a skill that runs something like

    "Ennoble: Engrave runes on an allied target's weapon. The next elemental spell you cast within X sec will enhance both your and the Engraved target's attacks, granting each Y% bonus damage of that element and a Z% chance to inflict a status effect based on that element for the remainder of the duration."

    And then flavor each one with things like EnFire = Blind, EnStone = Stun, EnThunder = Paralyze, EnAero = Silence, EnWater = Knockback and EnBlizzard = Heavy or something, assuming we get Verwater/Verflood and Verblizzard/Verfreeze spells at some point.
    No EnJolt or neutral spells so you can actually choose on the fly.

    'Bout the only way I can think of to wrap up 6 different En- spells into one package and make having more than one actually matter, except that most of those are circumstantially useless anyway (being neither DoTs, vuln effects or stat boosts), and would either have a "best" option among them if they had a use in raids or expose that they're basically all the same spell if they didn't (since elemental vulnerabilities don't matter to enemies).
    There's really just no point in giving us an En-spell since even one would just be another damage boost like Embolden anyway.
    I think it definitely works nicely.
    (0)
    When the game's story becomes self-aware:


  7. #7
    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
    As for them giving us more reasons to stand in melee... meh? I agree that we could use a faster means to initiate our melee combo, but I don't think encouraging us to give up our ranged advantage altogether is necessarily the way to go about it.

    I'm not necessarily against having DoTs that increase Mana, but I would say I'm against having one for each Mana type since best case scenario they're the same duration and we just use one to Dualcast the other anyway so they stay synced. Maybe one DoT for both and a means to spread it in AoE, but even that's kinda pushing it when you could just have an AoE DoT application in the first place.
    (2)

  8. #8
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    For more melee combo's, can always add a trait to make Verflare/Holy reduce the CD of Manafication. Sort of like how WAR has Enhanced Infuriate for CDR on Infuriate when using Beast Gauge skills. Spitballing something like 10s reduced CD per Verfinisher?

    For better AoE combo's: Scatter II for 150 potency AoE that procs Impactful II. Impact II for high mana generation (Relative to Scatter spam of current). Combo skills for Moulinet (I'd assume that they'd be looking to consolidate some skills somewhere and thus do something like make the Riposte combo into a single button that shifts into Zorro skill and Redoublement. Thus enabling a similar thing for a Moulinet combo without adding it another 2 buttons to have on the action bar).

    Something simple, that leaves room for "New" skills that provide utility (Either in the form of actual party utility, or in the way of aiding a RDM deal with situations, such as movement phases where they can't turret and spam out their spells)
    (1)

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kalise View Post
    For more melee combo's, can always add a trait to make Verflare/Holy reduce the CD of Manafication. Sort of like how WAR has Enhanced Infuriate for CDR on Infuriate when using Beast Gauge skills. Spitballing something like 10s reduced CD per Verfinisher?
    Red Mage doesn't quite work the same wheel that Warrior does. Warrior has alternative uses of Beast Gauge, and potency wise they work out about the same. The reduction is only on das Big Hits, and you Big Hit outside IR windows to avoid capping as you want to maintain your crit bonus as long as possible. With Red Mage, it might as well just be a permanent downshift in CD because there are no alternative uses for their gauge.
    (1)

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    Red Mage doesn't quite work the same wheel that Warrior does. Warrior has alternative uses of Beast Gauge, and potency wise they work out about the same. The reduction is only on das Big Hits, and you Big Hit outside IR windows to avoid capping as you want to maintain your crit bonus as long as possible. With Red Mage, it might as well just be a permanent downshift in CD because there are no alternative uses for their gauge.
    RDM has Moulinet. Which doesn't contribute to a Verfinisher.

    Thus, such a change would mean more melee combos in a ST rotation, without Manafication then also impacting AoE rotations any more, especially if using alternate means to address AoE rotations (Such as my suggested Scatter II and Impact II for improved mana generation)
    (0)

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