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  1. #1
    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 LeoLupinos View Post
    This game is was released yesterday, we know what previous expansions were like and literally nothing was changed from teaser build to final build related to Job Actions. No, we don't need to keep out mount shut over something so obvious, it's literally there.
    I'm pretty disappointed they decided to bring yet another version of Aero and Thunder when they could bring Water and Blizzard for this AoE aspect.
    Also, why they did invert to Aero/Thunder > Impact when Impact was supposed to be weaker than any Aero/thunder spell? Why does single target Aero/Thunder have 5s cast time, and the AoE is normal GCD? it does not make sense since it's not just a weaker single target, it's an AoE.

    I feel they should have kept Scatter as a low level AoE skill, then upgrade it with a trait to Impact. Then release Verwater and verblizzard as 5s cast time AoE. It's nearly impossible to imagine they haven't just thought of this.
    Looking at a couple leaks, scatter did get traited into impact. It's Scatter until level 66.

    My biggest issue with the expansion upgrade to RDM isn't that we got all these changes, its that SE emphasizes Bloat being an issue, but we have 5 less active hotbar skills than we did in 4.0, a time when we had already pruned down classes. RDM was designed as a low button class. We aren't bloated at the least.

    Why SE couldn't be bothered to throw us a bone and at least give caster 6 role skills instead of 4 or just give RDM an additonal skill or two if BLM is still too skill bloated from losing nothing other than the 6 role skills while still gaining skills. [Seriously off the top of my head I can't think of one skill they lost.]
    (0)
    Last edited by Zyneste; 05-25-2019 at 03:16 PM.

  2. #2
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Gokuhan View Post
    People need to chill with the speculation when we know so little. All this doom and gloom over nothing concrete.

    Scatter spam was boring as it can get. If they make AoE more interesting I'm all for it. And as noted, a weaker melee finisher is better than not being able to use displacement at all.

    After the media embargo gets lifted on the 29th we'll know a lot more on how this actually all works.
    I agree. Once the Embargo is lifted then we will know for sure. I main RDM, I looking forward to all the content regarding RDM & other jobs on 5/29.

    I enjoyed the Scatter Spam but the AOE VerThunder & VerAero looks dope.

    I hope these AOEs give DOTS.
    (0)

  3. #3
    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 Nighthawky2010 View Post
    I agree. Once the Embargo is lifted then we will know for sure. I main RDM, I looking forward to all the content regarding RDM & other jobs on 5/29.

    I enjoyed the Scatter Spam but the AOE VerThunder & VerAero looks dope.

    I hope these AOEs give DOTS.
    We actually have seen every RDM skill/change so far. It just comes down to: will SE make any last minute changes between media tour build and release? So the media tour information we are going to get will be exactly whats been leaked [the real leaks.] The AoEs do not give a DoT. There aren't any real additional effects except for magic damage up on manafiction.

    Heres a Decent chunk.





    (0)

  4. #4
    Player
    JohnnyDevo's Avatar
    Join Date
    Jun 2016
    Posts
    190
    Character
    J'majha Devo
    World
    Midgardsormr
    Main Class
    Red Mage Lv 80
    I'm going to have to be more optimistic personally.

    My biggest issues with red mage in 4.x are:
    1) Extremely boring AoE rotation
    2) No (reasonable) way to control your melee combo timings
    3) Manafication often comes up at awkward times
    4) Movement heavy sections can screw you if your melee combo and/or swiftcast don't line up. Despite popular belief, a red mage is less mobile than a summoner.

    So far from what I've seen, this already has all the problems being fixed. I don't call the extra AoE stuff "button bloat", I call it "I won't be falling asleep trying to build up to my moulinet spam". Reprise offers a mana dump, creating both a way to line up your melee combos with the raid, and a way to dump excess mana to press manafication when it comes off cooldown at 50/50, instead of 70/70. And finally, armed with the knowledge that you have a use or two of Reprise in your budget for lining up your mana, you can use it during movement heavy sections.

    scatter and impact become an AoE, leaving us with a "cost" of one level 72+ slot for AoE. Reprise is the utility we've needed. And Scorch is cool as heck.

    We haven't seen everything, and I'm excited for it. I want to know the deets on scorch. I want to know what that weird buff on manafication is. I want to know it all, but I'm already happy with what I've seen.
    (1)

  5. #5
    Player

    Join Date
    May 2019
    Posts
    73
    Quote Originally Posted by Zyneste View Post
    I originally outlined all the changes to the class, but when I went to make the post I flubbed it after typing "character limit" and my wall of text was copied over by "character limit".

    Here are the skills from the LL broadcast that had tooltips.



    What disappoints me most is that we undertook allot of pre-70 changes in order to introduce a better AOE system. So we turned 1 AOE skill (scatter) into 3 (VerAero/Verthunder AOE and Impact.) This caused our Single target rotation to become simpler with just spamming Jolt II (Buffed by 10 potency) when our verthunder/veraero fails to yield a proc. We added in a skill that we will only use when displacement would cause issues like falling with 50 less potency [Engagement 150 potency, Displacement 200. They share a cd.]

    We are doing this strange button bloat give and take. We are adding obvious button bloat while removing skills that did their purpose just fine. This AOE combo is an clone of the single target combo. It doesn't add value to the AOE aspect anymore than Scatter. Less even since its the exact same.



    After the rework we will be pressing 5 less buttons (not including the removal of Drain. The left side included a macro that combined Addle/Manashift so its 33 buttons vs 28)

    We will have no crowd control abilities with the removal of Tether for content like Eureka.

    We will have less OGCD mitigative support with the removal of Erase/Apoc.

    We won't be able to contribute to healer MP recovery like we could with Manashift, leaving that to ONLY Ranged.



    RDM's Hard cast, instant cast, weave setup really allowed for us to be able to chime in with abilities like erase/Apoc/manashift to support our party members, but with their removal we really have nothing to do between our sparring OGCD attacks that we will be double weaving as often as possible. A skill like gun breaker's Aurora would have really helped keep us feeling like we're contributing to something without costing us a GCD like vercure. Losing our OGCD support skills leaves RDM feeling really hollow. I know its mostly the role skills being removed that bugs me, role skills that even BLM had access to, but RDM used them much more easily and had an incentive to use them. Players not dying means that RDM doesn't need to raise. I wish they had furthered this concept in SB instead of adding niche skills.


    “A jack of all trades is a master of none, but oftentimes better than a master of one.”
    I like the changes, thanks square enix ❤
    (0)

  6. #6
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    I'm extremely disappointed with 5.0 Red Mage as well. All these other classes get thoughtful things or cool things that demonstrate a passion and interest for the class, but RDM was just tossed in the garbage alongside WHM. They aren't even pretending to care about whether or not red mage is a good class. The additions they made, for the most part, appear to have taken a grand total of 5 seconds to think up and don't really help in any substantive way for endgame content. I'm happy about getting stronger AoE but everything else about this sucks. In this whole expansion we only have 1 good new skill to look forward to and even that pales in comparison to what almost every other class got.
    (1)

  7. #7
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I dont really get what's going on with Verthunder. When does it become AoE?
    (0)

  8. #8
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Seraphor View Post
    I dont really get what's going on with Verthunder. When does it become AoE?
    There are two skills both named verthunder and two both named veraero. One verthunder and veraero is AoE, the other is not. Impact is now always an AoE spell that upgrades from scatter. I have no idea why they did it this way and it seems incredibly lazy/half-assed. It makes me mad what they're doing to a class I love.
    (3)

  9. #9
    Player
    Aethaeryn's Avatar
    Join Date
    Mar 2013
    Posts
    481
    Character
    Rakuyo Mitani
    World
    Siren
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Zyneste View Post
    Something Like a damage down [something defensive Id say or an aggro cut so it doesnt *compete* for DPS] on displacement with 200 potency and just leaving Engagement with 200 potency no additional effect would have been an okay compromise. :C
    With the Engagement thing, it's worth noting that you do lose at least couple of autoattacks if you Displacement and Corps-a-corps or run back in after the next dualcast spell. I'm not sure how much potency RDM autos have (or if that potency is changing at all with 5.0 changes), but that might be part of why Engagement is lower potency than Displacement. RDM autos are pretty weak, so 50p weaker might be too much, but we don't know if these are the final numbers that will appear at launch either. But if they were both 200p, you'd basically never want to use Displacement from a straight up min/max standpoint unless you could time the cooldown for a specific mechanic. A lot of RDMs don't hang out close to the boss for autoattacks anyway, so I guess it's a moot point then.
    (1)

  10. #10
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Aethaeryn View Post
    With the Engagement thing, it's worth noting that you do lose at least couple of autoattacks if you Displacement and Corps-a-corps or run back in after the next dualcast spell.
    Well, numbers are changing with 5.0 anyway, but right now;

    Break deals 50 potency, and I'm hitting a Lv1 dummy for around 1600.
    Autoattacks are hitting for about 70.

    So that's about 23 autoattacks to make up for the 50 potency difference? Probably doing this wrong, I just quickly checked on a dummy outside my house.

    I can't be asked to work out how that would fit into the recast of Displacement/Engagement, but it does raise an interesting point. If the idea really is that the potency difference is down to autoattacks... Why not go all in on that? Give Engagement a buff or debuff that enhances your autoattacks for a short duration. That at least makes the ability conceptually interesting. You could even give it raid utility... Imagine if Engagement applied a debuff that increased the amount of damage from autoattacks a target takes... It's not Trick Attack levels of impactful, but at least it would be something...

    I guess you'd always be using it instead of Displacement then though, but given it's designed already to be used instead of Displacement based on level design.... IDK, the whole skill is a mess IMHO. They need to go back to the drawing board with it... Of all the skills shown for 5.0, Engagement gives me the most "Shake it Off" vibes.
    (1)
    Last edited by Nalien; 05-25-2019 at 08:22 PM.

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