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  1. #10
    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.
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    Last edited by Archwizard; 05-21-2019 at 01:55 AM.