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  1. #1
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Stick MP regeneration on Enhanced Spellblade weaponskills with a trait. Makes your combo restore 15% of your MP (5% each hit). Should be fine and becomes part of your rotation anyway. That, or let RDM r ake advantage of that vampirism thing in their job quests and let them get a skill like Bloodbath that lets their spells refund MP back equal to 2% of their damage.
    (2)

  2. #2
    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 Kalise View Post
    Bards try and time their Refresh for when its most beneficial and has to deal with it also being an Enmity cut skill.

    WHM's have to use Thin Air when they're about to spam a bunch of spells.

    AST has to actively decide to fish for a Ewer and use it over a better card.

    PLD has to make sure to build up MP for its Requiescat phases while it wants to use Holy Spirit a lot when possible at the same time.

    DRK has to manage how it utilizes its MP because it has far higher potential expenditure than it has gain as well as having the flexibility to pool MP for burst phases.

    BLM has to actively go into UI phase in order to regen MP and it would rather sit in AF 24/7 if it could do so with no MP issues.

    Resources should be actively managed (This can also be about actively gearing for Piety breakpoints for healers too). With thought into how to maintain sufficient levels of them, it doesn't necessarily have to be as complicated as DRK, especially if resource management isn't the core focus of the job. But something more than just emulating the infinite TP of physical jobs is what I would like to see.
    The only reason your point falls flat is because you're comparing active MP gain tools on RDM to every class whose playstyle is based on active MP management in the first place. I'm not saying "RDM's playstyle should be based on pooling and expending MP as rapidly as possible" -- if anything we're the one Magic DPS that goes against that grain by completely ignoring the concept of MP recovery, albeit to our detriment -- I'm saying that in spite of being ostensibly efficient, we're leaky with resources and need some holes plugged. If the core of our playstyle is based around building and dumping Black and White Mana, then forcing us to actively manage our MP on top of that is somewhat of a distraction.

    Besides, only so much can be said about "emulating the infinite TP of physical jobs" when we're having this discussion right before the removal of TP. If Square's concern with TP was that it was too passive, then for all we know every DoW will end up having to actively manage their MP as badly as any caster now.

    Quote Originally Posted by Jonnycbad View Post
    Stick MP regeneration on Enhanced Spellblade weaponskills with a trait. Makes your combo restore 15% of your MP (5% each hit). Should be fine and becomes part of your rotation anyway. That, or let RDM r ake advantage of that vampirism thing in their job quests and let them get a skill like Bloodbath that lets their spells refund MP back equal to 2% of their damage.
    Literally how is this any less passive than what I suggested? As stated, it'd be "part of your rotation anyway".
    (1)

  3. #3
    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 Archwizard View Post
    The only reason your point falls flat is because you're comparing active MP gain tools on RDM to every class whose playstyle is based on active MP management in the first place.
    Since when is WHM based around MP management?

    Since when is AST based around MP management?

    Heck, they're both Healers so much of their design is around passive MP regen from Piety, the Healer specific stat.

    Also, these are almost all of the MP using jobs in the game. I'm hardly going to compare to WAR's MP management with their grand total of literally no actual use of the bar.

    The only other MP using jobs are Arcanist ones. Which, I mentioned that SMN was poorly designed because you just use Aetherflow irregardless of its MP restore because you need to use it for damage.

    SCH, I'm not 100% sure about, I know in my experience of leveling up, I had to go out of my way to use up flow in order to cast Aetherflow again without wasting any flow (Often I'd cast Energy Drain for more MP because the heals either didn't exist at that level or lulshields/Lily was preventing me from actually needing to heal)

    Quote Originally Posted by Archwizard View Post
    If the core of our playstyle is based around building and dumping Black and White Mana, then forcing us to actively manage our MP on top of that is somewhat of a distraction.
    Hence why I mentioned that MP management mechanics don't all need to be to the same complexity of DRK.

    RDM is focused more on Mana management. But that doesn't mean that MP management should be trivialized. Especially when Verraise is balanced against its MP cost. Having essentially infinite MP so that your MP bar is literally just a "Verraise Points" measure is not particularly interesting design in my opinion.

    Quote Originally Posted by Archwizard View Post
    Literally how is this any less passive than what I suggested? As stated, it'd be "part of your rotation anyway".
    The first suggestion is not. It's literally the same thing, just making your rotation infinite.

    As such, I'm not for it either.

    The second suggestion, has some merit, because you'd want to time it around maximizing your spell cast output to maximize gains. Whether or not such a thing would end up working well is questionable.

    But it's something that has some potential. I kind of like the idea of having some way of dynamically adjusting the potency of the MP restore. So that basic usage can more of less cover your standard rotation (Provided you use it decently and use Lucid somewhat regularly) while there's options to alter your rotation to try and maximize the gains to make up for large expenditure (Dying or Raising).

    That would be the kind of thing I'd like to see. Nothing too taxing to manage, outside of the times when you really go ham on MP loss.

    As opposed to "You just regen more MP while you have your 1 DoT active" or "You regain MP when you do your rotation as normal"
    (3)

  4. #4
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Hyperion
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kalise View Post
    The only other MP using jobs are Arcanist ones. Which, I mentioned that SMN was poorly designed because you just use Aetherflow irregardless of its MP restore because you need to use it for damage."
    I just wanted to interject that originally Aetherflow was the only action that ACN/SMN/SCH had available (excluding Energy Drain) to restore their own MP. The original recovery cost was 20% instead of the 10% we get now, and there was no role action like Lucid as an alternative. Sure AF was used to deal damage, but if no other player was in the party with Refresh capabilities (e.g. BRD/MCH) then you did have to watch your MP with it (especially when Ruin III used to cost a stupid amount to cast and Miasma II was still available to them as a dot option).
    (1)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kurando View Post
    I just wanted to interject that originally Aetherflow was the only action that ACN/SMN/SCH had available (excluding Energy Drain) to restore their own MP. The original recovery cost was 20% instead of the 10% we get now, and there was no role action like Lucid as an alternative. Sure AF was used to deal damage, but if no other player was in the party with Refresh capabilities (e.g. BRD/MCH) then you did have to watch your MP with it (especially when Ruin III used to cost a stupid amount to cast and Miasma II was still available to them as a dot option).
    Which then actually gave it [well, came as part of] a sense of gameplay instead of merely "hit this every couple minutes, roughly on cooldown"...
    (0)
    Last edited by Shurrikhan; 03-23-2019 at 02:17 PM.

  6. #6
    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 Shurrikhan View Post
    Which then actually gave it a sense of gameplay instead of merely "hit this every couple minutes, roughly on cooldown"...
    Summoner rotation then was MP Surplus. You spent excess on Ruin 3, generally during raid buffs down to like 50%, then just let the natural surplus from Aetherflow 20% top you back up for the next burst window to happen outside of Dreadwyrm.

    The MP restores was secondary and it still was entirely around the actual stacks themselves. Any further consideration was largely due to dreadwyrm stacks having a duration.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Summoner rotation then was MP Surplus. You spent excess on Ruin 3, generally during raid buffs down to like 50%, then just let the natural surplus from Aetherflow 20% top you back up for the next burst window to happen outside of Dreadwyrm.

    The MP restores was secondary and it still was entirely around the actual stacks themselves. Any further consideration was largely due to dreadwyrm stacks having a duration.
    Oh I don't care much that the MP itself wasn't gameplay, only that it was bound to something with an actual sense of tempo. Aetherflow-DWT had that. Why we needed to add something like LD, which just feels saggy and bloated by comparison, is beyond me. We already have Diversion. And frankly I'd have been fine with enmity skills still belonging solely to Shadewalker, Quelling Strikes, and Elusive Jump.

    I'm fine with MP being a non-factor for casters apart from rez costs. I'm not fine, however, with spending even more buttons on said non-factor.
    (0)
    Last edited by Shurrikhan; 03-23-2019 at 02:14 PM.