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  1. #11
    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 Mansion View Post
    My QoL tweaks :
    Impact replaces Jolt II when it procs.
    As it has no positionals, the whole melee combo could be PvP like, reduced to one button. (But as an option, so that players can choose between 3 buttons or one).
    Reduce Displacement from 15 yalms to 10 yalms.
    Three Enchanted Moulinets refresh Contre de Sixte's timer (there is your AOE finisher, make it a trait that comes level 56 with Contre de Sixte)
    Corps à corps : Additional effect "Next three Spells or Weapon skills each recover 5% of your MP"
    If I can make a few adjustments to your suggestion,
    • In addition to Impact and the melee combo: Verfire replaces Verthunder when it procs, Verflare replaces both; Verstone replaces Veraero when it procs, Verholy replaces both.
    • Instead of reducing the distance of Displacement or adding rotation-enhancing effects to Corps-a-Corps, just remove the damage from each so you're not compelled to use them on cooldown and can use them as-needed for movement, and displace the lost damage onto the melee combo.
      (I suggest adding some type of CC effect to each instead, so it's useful in dungeons or the overworld and neutral in endgame content.)
    • Add a trait to have each Enchanted Moulinet reduce the cooldown of Contre Sixte by a set amount, and to have Verfinishers reduce the cooldown of Manafication as well.
      (This way you always get the same amount of benefit each cast.)
    • Either add a trait for a combo'd Redoublement to restore MP, a trait to passively double our base MP regeneration, or a new rotational spell that restores MP as a side effect.

    Quote Originally Posted by Leidiriv View Post
    It's not so much for the purpose of replacing Jolt/Impact, but more for the sake of cleaning up your procs before going into your melee combo. A 30s DoT wouldn't lend itself very well to that purpose, imo.
    As I said though, you'd just use Acceleration to pop such a powerful ability as often as possible rather than situationally.

    I don't see how much of a difference it makes compared to just using the proc before going into your combo, and using Acceleration on your Verfinisher if you ended up balancing/capping your mana before the combo.
    (1)
    Last edited by Archwizard; 02-24-2019 at 09:08 PM.