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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
    I'm more keen to have a MP recovery within the RDM kit and not necessarily in the rotation (my original suggestion was our unenchanted melee combo), based on the fact that we would keep Lucid Dreaming. They could do as you suggest and implement it within the rotation too.
    Which is why I've lately been favoring an MP recovery that is based on the damage of our melee skills.

    Having MP recovery based purely on our unenchanted melee gives us MP on demand but encourages bad play, not to mention there are times when we are locked out of the unenchanted melee.
    Having MP recovery based purely on our Enchanted melee gives us the ability to upkeep our rotation and guarantees it won't be a consumer in ShB, but requires a massive MP investment before we can go about recovery (which is inconvenient in Verraising/MShifting and impossible after reviving).
    Having it based on both however, with a higher value on our Enchanted melee, gives us the best of both worlds -- the ability to recover a sliver on-demand just to get started, while still encouraging our Enchanted melee combo for primary upkeep. A full Enchanted combo has a potency of 970 (before Verfinisher, which has an MP cost itself), while an unenchanted combo is 510; giving about 1.18-1.47% MP per 100 potency would allow the main combo to break even over the course of a fight, and our unenchanted combo to give 6-7.5% MP per use for when LD isn't available.
    Even making it so the unenchanted combo recovers 4-5% MP per use would allow the main combo to sustain us through a standard boss duration assuming we live the whole time and don't need to Verraise or MShift, and give us enough MP to kickstart our rotation instead of waiting around for 20 sec after reviving. And in such small numbers, we still maintain penalties to Verraise spam since we would have to hit the combo 3-4 times before we can cast from 0, while still being relatively comparable to SMN in terms of recovery. (And if that's too much, they can always put a short CD on our melee skills, which I half-expect to happen anyway with the removal of TP.)

    All these numbers assume that our ShB rotation doesn't accelerate the rate of our melee, of course, which I find unlikely but possibly evened out by increased MP expenditure anyway.

    I personally favor saving LD for emergencies since as you said, the aggro drop can be equally as important as the MP gain. (Granting, I would also much rather have the enmity drop be folded into Diversion...)
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    Last edited by Archwizard; 05-08-2019 at 01:20 PM.