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Thread: Rdm in 5.0?

  1. #11
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,800
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    Lets see how it goes when now rdm will have there raise on cd and healer dies in boss fight. Have to say sorry can't raise you my raise is on a cool down. Only reason they take rdm's in raids is for the raises. very dumb to put raise on a cool down. I had to before raise the healer like 5 more times during a long fight. Or healer is out of mp and we need a dps raised. Makes me question how smart his staff really is that came up with the idea to put cool down on raise. Did they put cool down on smn raise if not they better add one to make it fair and at it make all healers have one to. Then want see Yoshi's team run savage content and hard core dungeons with those cool downs in place and see how they do. I never had problem running out of mp when raise to people. Just use lucid dreams before you raise.
    (0)
    Last edited by hynaku; 05-24-2019 at 08:45 AM.

  2. #12
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Seen in the PLL but not mentioned.

    Impact
    5s Cast, 2.5s Recast, Range 25, Radius 5
    Deals unaspected damage with a potency of 220 to target and all enemies nearby it.
    Additional Effect: Increases both Black Mana and White Mana by 3
    RDM66

    Jolt II potency increased to 250

    Impact is a proc-less action and Scatter isn't on Yoshi-P's bars.

    Edit: It's clear after watching the job actions video again that AoE is VerelementalAoE->Impact
    (0)
    Last edited by Rongway; 05-24-2019 at 06:04 PM.
    Error 3102 Club, Order of the 52nd Hour

  3. #13
    Player
    Makeda's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Makeda Fyah
    World
    Ultros
    Main Class
    Reaper Lv 90
    I had the whole live letter playing through my car stereo so I only got the audio - and I can't recall but on the mention of red mage and movement...

    Did they just remove potency from the leap in and leap out skills... or does your white/black gauge drain down anytime you move? The second sounds very drastic but that's what I thought I heard while stuck in traffic. But so far in the thread I see mention of potency on those other skills so I am seriously hoping that was the only movement reference...
    (0)
    Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
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  4. #14
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Corps-à-corps and Displacement actually have their potency increased to 200. But there’s a stationary option for Displacement called Engagement that does 130 or 150 (don’t have the screen in front of me right now). So you can do 200 and backstep, or stay in place and do less damage. A decent compromise, I think.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  5. #15
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Impact is the AOE skill you use after AOE Verthunder/Veraero.


    This skill being on GUN instead of RDM kills me inside.

    Instead of improving our support they gut it
    Loss of manashift. Loss of Apoc. Loss of Erase. Was really looking forward to RDM getting some sort of supportive OGCD heal. Yikes on that.
    Instead of giving us more opportunity to keep the dead off the floor
    we are just there to clean it up
    .-.
    Like did we really need AOE version of the same skills
    Why couldn't we just use a stance to go in and out of AOE if this was going to be just a carbon copy of our single target.
    Impact is now an AOE jolt that you use as the Long instant cast skill (Like Veraero/Verthunder is. Elemental AOE -> Impact)
    Theres an AOE thunder/AOE Aero
    Veraero normal/Verthunder normal become verholy/flare after combo
    like Can we dumb it down more. ;-;
    (0)

  6. #16
    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 Rongway View Post
    I only very briefly caught glimpses of those two tooltips. I wish he would have passed his mouse across the AoE wind and lightning spells.
    Ask and ye shall receive:

    Quote Originally Posted by Archwizard View Post
    Alright, just did a deep scan of the VoD from the Live Letter to catch some glimpses of spell descriptions, bear in mind they specifically said all damage numbers are yet to be adjusted so I'm trying to measure relatively to understand the intent:
    • New Enchanted melee skill, "Reprise": not part of any combo, Enchanting consumes 10 Mana of either type, but the Enchanted version appears to be a ranged attack; unknown at this time what other effects enchanting has, if any
    • New melee CD "Engagement" shares a recast timer with Displacement, doesn't backstep but deals about 25% less damage; note that Corps-a-corps and Displacement still deal damage and otherwise appear unchanged
    • Scatter appears to be done away with, Impact is now a longcast AoE skill instead that generates 3(?) mana of each type and no longer requires Impactful
    • Two new shortcast AoE skills added, confusingly ALSO named Veraero and Verthunder (no name iterations like "II" or anything); each generates 7 mana of their respective types, don't seem to have any further effects (ie no Stone/Fire procs) but appear to be available at fairly low levels like Scatter was (Note that this new "Veraero"'s tooltip claims it does unaspected damage, so call it a WIP)
    • Manafication appears to be some kind of 10 second buff in addition to its ability to double your Mana, although he never moused over it so I couldn't see the buff's effects
    • The single-target Veraero and Verthunder now turn into Verholy and Verflare, respectively, upon completing a melee combo
    • Finishing the combo and casting Verholy turned Jolt II into a new spell called "Scorch", an instant attack ("Verfoul" as it were) which seems to generate 7 mana of each type; Verholy crit for ~40k while Scorch did a standard hit for about 32k, so I would assume Scorch hits harder base? Until proven otherwise I will also assume Verflare procs it too.
    • Verraise still appears to consume 24% of MP, though he didn't mouseover so I can't say if there's any type of CD
    • Enchanted Moulinet cost reduced to 20 Mana of each type, but the new Impact appears to hit a bit harder than it
    So... good news is our AoE changed at least.
    (1)

  7. #17
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Rongway View Post
    I only very briefly caught glimpses of those two tooltips. I wish he would have passed his mouse across the AoE wind and lightning spells.
    (3)

  8. #18
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Thanks, I was going to do a frame by frame myself to see what I missed but only had time to find the Impact and Displacement tooltips before I had to leave the computer. Overall doesn’t sound like anything terrible is happening to us. I’m looking forward to seeing the final skill set.
    (0)
    Error 3102 Club, Order of the 52nd Hour

  9. #19
    Player
    sonatier's Avatar
    Join Date
    Feb 2017
    Posts
    11
    Character
    Elias S'ardor
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    I think they really could have done a lot more to make the class and rotation feel fresh; instead we got dumbed down even further with the loss of Impactful, have an extra skill slapped on the end of our melee combo, and extra aoe skills which may or may not take away from some of the intricacies we currently have with aoe (but looks like will apply always for 2 or 3+ enemies). I'm ignoring Engagement as the level of engagement this skill gives me is zero - just something to consider for fights like Suzaku. Please also give us 6 role actions like the majority of the other roles - diversion, lucid, Mana shift, swiftcast, surecast and addle are skills I use in almost every fight and we will feel extremely limited without them.
    (1)

  10. #20
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Did not seem like many changes at all for Red. Looks like a possible aoe thunder? Other then that i guess perhaps it is still scatter spam and rotation will not change all too much.
    One thing however that has changed and it is across all dps jobs is you can hold on a charge or two and use when you feel fit, this will have great possibilities
    (0)

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