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  1. #1
    Player
    Jonnycbad's Avatar
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    Apr 2015
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    2,253
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    I'd rather not see RDM have a spell named "Verultima". Function wise, it's fine--an AoE Finisher, but call it something unique. Ardor for example? Or it could be that thang that Alisae does in 3.2, a big white circular energy slash, Chant du Cygne (since the name hasn't been used for Zwerchau).

    How about a "Meditate" channeled oGCD stance for RDM called "Temper" (like the spell in FF1 that RDM could cast, and their unique spell in FFXI). While channeling it, your Black and White Mana increase by 3/3 every tick for 10 seconds. Something to do during downtime like Meditate/Meditation.
    (3)
    Last edited by Jonnycbad; 05-21-2019 at 12:55 AM.

  2. #2
    Player
    ADVSS's Avatar
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    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jonnycbad View Post
    I'd rather not see RDM have a spell named "Verultima". Function wise, it's fine--an AoE Finisher, but call it something unique. Ardor for example? Or it could be that thang that Alisae does in 3.2, a big white circular energy slash, Chant du Cygne (since the name hasn't been used for Zwerchau).
    Ill take it!
    (0)

  3. #3
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
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    2,253
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    On one hand I want them to remove the potency off of our Corps-a-corps and Displacement to discourage being forced to use it (and subsequently falling off shit), but Displacement has a visible energy slash animation attached to it. They'd have to give it some other effect other than a backstep unless they changed the animation completely and make it a Bind or something...which would be dumb. Or maybe an enmity cut? IDK
    (1)

  4. #4
    Player
    Kalise's Avatar
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    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Jonnycbad View Post
    On one hand I want them to remove the potency off of our Corps-a-corps and Displacement to discourage being forced to use it (and subsequently falling off shit), but Displacement has a visible energy slash animation attached to it. They'd have to give it some other effect other than a backstep unless they changed the animation completely and make it a Bind or something...which would be dumb. Or maybe an enmity cut? IDK
    They could simply give Displacement/Corps-a-Corps any of a number of minor debuffs.

    Heavy? Bind? Slow? Silence? Stun? Blind? Pacification?

    Since, irregardless of which one(s) they use, against literally any meaningful target it'll just be "Fully Resisted"

    Just as long as they don't put a Stun on Corps-a-Corps because it's bad enough trying to deal with Dragoons and Monks fudging up the ability to interrupt certain annoying enemies without Red Mages also doing the same whenever they want to melee combo >.>
    (1)

  5. #5
    Player
    Jonnycbad's Avatar
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    Apr 2015
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    2,253
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Kalise View Post
    irregardless
    Sorry comrade, not to be a grammar nazi but that is not a word.
    You can use:
    -Regardless
    -Irrespective

    But irregardless is a double negative lol.

    Carry on :-)
    (1)

  6. #6
    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 Jonnycbad View Post
    Sorry comrade, not to be a grammar nazi but that is not a word.
    You can use:
    -Regardless
    -Irrespective

    But irregardless is a double negative lol.

    Carry on :-)
    Irregardless is a word.

    It is merely redundant since "Irregardless" and "Regardless" mean exactly the same thing. As the "Ir" at the beginning merely duplicates the "Less" from the end. Essentially saying the same thing twice.

    Only one triggers people
    (1)

  7. #7
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Vergardless of the situation, there isnt really too much id change about rdm besides those couple of things
    (1)

  8. #8
    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 Jonnycbad View Post
    Or it could be that thang that Alisae does in 3.2, a big white circular energy slash, Chant du Cygne (since the name hasn't been used for Zwerchau).
    A name I have suggested for use for the RDM before:

    Final Verdict.

    geddit 'cuz ver-

    Quote Originally Posted by Jonnycbad View Post
    On one hand I want them to remove the potency off of our Corps-a-corps and Displacement to discourage being forced to use it (and subsequently falling off shit), but Displacement has a visible energy slash animation attached to it. They'd have to give it some other effect other than a backstep unless they changed the animation completely and make it a Bind or something...which would be dumb. Or maybe an enmity cut? IDK
    Quote Originally Posted by Kalise View Post
    They could simply give Displacement/Corps-a-Corps any of a number of minor debuffs.

    Heavy? Bind? Slow? Silence? Stun? Blind? Pacification?

    Since, irregardless of which one(s) they use, against literally any meaningful target it'll just be "Fully Resisted"
    I agree with Kalise, up until "don't put a stun on Corps-a-Corps". At that point you may as well just say "Don't ever give RDM a stun" since they would be just as culpable as the Dragoons and Monks in any failure to interrupt, and you'd have exactly the same issues from putting a stun on Displacement.
    At least with Corps-a-corps having it, it's an option to the caster to be able to stun from nearly anywhere, and since it's a gap-closer you could always just stand closer to the boss' hitbox if you plan to save it.
    Besides, a stun is a rather potent defense in the cases where it is usable, and the RDM is at their most vulnerable when they charge into the fray. As a hybrid melee job, I would argue for our access to that at least, even if folded into another skill.

    As for what debuffs precisely though, I don't recommend any that are broken by damage, at least in PvE. I'm a fan of giving Displacement a strong Heavy in addition to reducing the backstep distance and increasing its cast range by the same amount, so that you can both create the same effective distance between yourself and your target (I do love me some kiting) while reducing the risk of endangering yourself if you do use it.
    I'd also argue for the snap enmity reduction, so we still have a reason to use it besides damage.
    (2)
    Last edited by Archwizard; 05-21-2019 at 01:55 AM.

  9. #9
    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
    I agree with Kalise, up until "don't put a stun on Corps-a-Corps". At that point you may as well just say "Don't ever give RDM a stun" since they would be just as culpable as the Dragoons and Monks in any failure to interrupt, and you'd have exactly the same issues from putting a stun on Displacement.
    That's not the same though.

    Failure to interrupt caused by DRG/MNK is because they use stuns on CD for DPS - Riddle of Wind and Spineshatter Dive are used basically on CD for the resources they provide and damage associated with them. This causes Stun DR to build up and thus means that I (As a Tank) cannot interrupt skills with half of my available interrupt skills because "Fully Resisted" happens instead of a Stun.

    Red Mage simply having a Stun wouldn't provide the same issue.

    Corps-a-Corps having a stun WOULD, because it would still often be used to simply get in range to do melee combos.

    Displacement having a stun wouldn't necessarily cause the same issues, since in the content where stuns are usable, it's not always possible or necessary to jump backwards.

    Basically, having Stuns on stuff that a DPS will use frequently in their DPS rotations is a no-no from me. Since it's super annoying to deal with when actually trying to play well in content where certain targets can be stunned to interrupt annoying abilities.

    At least... Unless Tanks get a universal interrupt skill that bypasses DR much the same way that Silence does so that this issue with Stuns no longer matters >.>
    (1)

  10. #10
    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 Kalise View Post
    At least... Unless Tanks get a universal interrupt skill that bypasses DR much the same way that Silence does so that this issue with Stuns no longer matters >.>
    Seems like an easier solution to me, to just set the tank stun and silence to bypass the DR, put them on a reasonable CD, and have all other CC - Silence included - go on DR.
    (0)
    When the game's story becomes self-aware:


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