Reprise is nice for a mana dump, but not quite the scathe or triple cast equivalent I was hoping for, for movement heavy scenarios (Looking at xdeath faust). (To be more precise, an oGCD which requires you cast spells still, but you can move and cast for the "next" spell. Similar to what they planned in 1.0, but never made)
They didnt need to add new aero/thunder actions, since scatter already procced scatters. it could instead proc thunder/aero. (same with impact)
also impact could have become the new scorch, instead of jolt2. requiriung u to rev up an impact proc before your combo.
personally, im disappointed more than pleased. (at the lack of good new things, not RDM in general) I dont want new shiney stuff, just to have flashy moves, i just wanted QoL. The Reprise QoL is a tad bit under whelming, but acceptable.
but not putting displacement, and corps on a 2 charge, is absolutely disgusting...
That should have been the FIRST thing they changed, when they came up with the charge system (and didnt remove the potencies on them)
As for shiney new things, there's only a few things that could be made, that arent just big flashy finisher moves, and i doubt SE would ever make them.
But hey, I should be glad they didnt ruin RDM either, even if they took away as much as they added. So I guess I'm neutral on it. (Which is how I feel in most of SH changes to other jobs. Im just neutral.)
Last edited by MaraD_; 05-26-2019 at 01:12 AM.


You should also remember that the builds of the game that the media tour got to play, as well as the build of the game that was in the live letter, is probably anywhere from 1 month to 3 months old and is likely changed a lot as of the present date.



I'm hoping that they're hiding some of the actual skill names, and instead of the AE being VerThunder[Cross], itll be Tornado / Gust / Quake, or one of those other things that's both an iconic FF spell and not the same name as a skill they already have.
It was a really odd move to make the AoE spells Veraero and Verthunder... Verwater and Verblizzard would have made more sense, to just round off all the elements... Why repeat ones we already have at all? I expect the name will change by release (they almost certainly just forgot a II off the end of their current name, just like how Fire and Blizzard II are AoEs), but the animations are likely locked in now...
I'd definitely enjoy Red Mage getting more oGCDs, given how GCD heavy it currently is, but utility skills should be just that, for utility, not part of the rotation.I mean, I agree with all of this. I'd personally rather they just remove the potency from displacement/corps-a-corps entirely and raise whatever spell potencies accordingly to compensate, but I think a lot of people probably like having a couple extra buttons to throw into RDM's already fairly simple rotation.
If Reprise was an oGCD rather than a GCD I'd probably be much more excited for it (although given it's designed to be a Lv76 version of Scathe (which is laughable in its own right) I guess it's forced to be a GCD), and personally I'd love to see them develop the whole "aetherial sword" aspect of Red Mage a bit more, both in more skills like that and a face lift for Contre Sixte/Fleche, since their current animation is incredibly lazy IMO, using a reskinned Serpent Officer's Longsword is just cheap... Certainly compared to the blade Paladin summons at the end of its showcase...
Honestly, the weakest aspect for Red Mage IMO has always been the swordplay. The main combo is fine, but that's about all there is... Reprise and Engagement would be nice additions to that, but so far their purpose just seems incredibly niche... We're not getting some awesome new skills to add to our current rotation, we're getting Scathe and a fix to a problem that shouldn't even exist...
Last edited by Nalien; 05-26-2019 at 03:54 AM.



To be fair Red Mages generally learned skills up to the -ara designation, which in this game would be (spell) II, so the AoE Veraero and Verthunder getting that designation makes sense while if we ever do get Verwater and Verblizzard they would probably still be single target attacks at (spell) I.It was a really odd move to make the AoE spells Veraero and Verthunder... Verwater and Verblizzard would have made more sense, to just round off all the elements... Why repeat ones we already have at all? I expect the name will change by release (they almost certainly just forgot a II off the end of their current name, just like how Fire and Blizzard II are AoEs), but the animations are likely locked in now...
The most obvious gimmick, that came to mind, to add to RDM. Was a self Haste/GCD reducer, to be a 2s GCD caster. (and cast times reduced to match)
You can call it fast cast if you want instead.
Either way, there's no reason for RDM to have the 2.5s GCD, and with its simple rotation, its the perfect playstyle for the caster.
(Side note, we still need a 2s GCD tank, and 2s GCD healer. DRK's blood weapon should be made to 2s GCD and made to be 100% uptime. SCH was the best fit for a 2s GCD healer back in 2.0, but now im thinking WHM, due to how simple they want to keep WHM)


I just learned your job guage will decrease when you move. I don't like that change at all. Especially when you have to run between trash packs in a dungeon. I think that's a horrible change.




To my knowledge, this is not actually true. Yoshi-P spends around nine seconds running between mobs during the showcase of Red Mage's kit in the recent Live Letter, and the gauge remains at 77/83 the entire time.
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