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  1. #1
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nalien View Post
    Yes.

    See, you just described a niche situation. It's common enough that there's certainly a demand for such a skill, but it's still ultimately a niche. You want to keep Reprise usage to a minimum, it isn't meant to be part of your active rotation, it fills a niche.
    A niche that's actually quite common in the current endgame, especially in Ultimate.

    So we'll compromise: common niche. A common niche that was a gap in SB RDM's kit that I feel needed filling.

    I'd love such a skill for something like Construct 7, for example. Shame I wont have that, instead we're having to wait until level 76 for such a basic piece of utility... It's not that it's a bad or unwanted addition, it's just that it doesn't belong at such a level...
    Quote Originally Posted by SaberMaxwell View Post
    That's more on their skill dispersement than on the skill itself. [...] So I agree, their dispersement of skills could use some work, but that's for all jobs across all expansions so far.
    That this wasn't included in the quote response you had to me, yet was a point you pushed again confounds me. I won't disagree their skill dispersement needs work, but that's bigger than Red Mage.

    You know what I'd rather have, that also fills a similar utility? Some more skills like Acceleration, skills that can fill a niche but are also solid additions to your entire rotation.
    I believe that E. Reprise is exactly that. It is a solid addition to the whole rotation for high end content.

    An ability that actives Verstone Ready and Verfire Ready? That'd be neat, though would make me morn the loss of Impactful all the more. A skill that makes your next Dualcast proc last for two casts?
    So you would have to use Jolt 2 that much more because Verstone and Verfire become commodities you don't want to waste? That sounds a lot like forcing people to use weaker skills. A skill that makes next dualcast last for two casts would be cool, I agree, but I like the idea of having E. Reprise be on demand as well.

    Similar movement utility, also completely usable throughout your entire rotation.
    Depending on how the numbers work out, so would E. Reprise.
    Quote Originally Posted by SaberMaxwell View Post
    not to mention that, due to its low costs, if one wanted to use it to trim their mana to force match with the 60s Trick Bursts, they could probably get away with it.
    Those are the kind of "not huge but still interesting" skills I'd expect out of the "simple evolution" Yoshida mentioned, not Scathe 61 levels late...
    Your problem isn't the skills, it's the dispersement. I get that and agree with it. Again, that's more than a Red Mage problem, that's an FFXIV problem.
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    Last edited by SaberMaxwell; 06-04-2019 at 12:59 PM.

  2. #2
    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 SaberMaxwell View Post
    So you would have to use Jolt 2 that much more because Verstone and Verfire become commodities you don't want to waste? That sounds a lot like forcing people to use weaker skills.
    I'm confused, how would such skills make you use Jolt II more? An ability that gives you Verstone Ready and Verfire Ready lets you avoid Jolt II more... If you didn't get a proc on your last cast and thus have nothing to cast except Jolt II, you pop this ability and cast Verstone or Verfire, since it gives you both... That's less Jolt IIs, not more... I don't see how they'd become commodities you don't want to waste? Perhaps my wording was unclear, but when I said "activates" I meant it simply gives you those status effects. So in theory you could pop this right at the start of combat and open with Verfire, although I doubt the current Red Mage opener would be replaced by such a skill.

    Honestly, didn't put much thought into those concepts, but the more I think about it, the more I feel we really should have gotten something like that, given losing Impactful effectively doubles our Jolt II casts... Something to make up for that would have been very welcome...
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    Last edited by Nalien; 06-04-2019 at 01:09 PM.

  3. #3
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nalien View Post
    I'm confused, how would such skills make you use Jolt II more? An ability that gives you Verstone Ready and Verfire Ready lets you avoid Jolt II more... If you didn't get a proc on your last cast and thus have nothing to cast except Jolt II... You pop this ability and cast Verstone or Verfire, since it gives you both...
    I misread your suggestion, I apologize. I read it as an ability that activates when you have both, not one that activates both.

    Honestly, didn't put much thought into those concepts, but the more I think about it, the more I feel we really should have gotten something like that, given losing Impactful effectively doubles our Jolt II casts... Something to make up for that would have been very welcome...
    Probably. I think Impact is in a better place now, but if it were me I'd have preferred Impact just take the place of Jolt 2 when procced instead of Scorch.
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  4. #4
    Player
    Duskane's Avatar
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    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,195
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    I dont see Vercure going any lower than 50 because of PotD solo
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  5. #5
    Player
    Valavaern's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    44
    Character
    Davion Valavaern
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Archwizard View Post
    You might have had a point if the argument was specifically to reduce Verraise to level 50, or at least below level 60. Putting it below 50, however, is implementing RDM's Verraise spamming in content that wasn't even designed with RDMs in mind, or even that RDMs were necessarily designed to go back and do.
    It should have it in Coil, at the very least. Your Raise-spam is still limited by MP. And really, that's just of the fun of going back to old content with new options.


    Dualcast alone doesn't help you close the gap when your mana gauge is filled, it just lowers the caster movement penalty as you inch forward.
    2.5 seconds of movement isn't inching; it's reasonable for 50 and below content, but admittedly not ideal. I just hold Vercure/Verraise as being a much higher priority for job identity/functionality.

    Sure, but that's only in the vacuum of having multiple Moulinets queued up at once while completely ignoring time investment to cast it.
    Yeah, I totally agree with this; that's why I put the "(in theory)" part there~


    My concern there is while the overall gain is "roughly" equal to single-target, the starters you propose would have significantly more Mana per-cast than Jolt II (and pull slightly ahead of Verstone/Verfire, too) which could create instances of complicated math about melee time gain versus burst loss per-cast.
    It could lead to some wonky math, no lie; having the non-elemental spell be the finisher instead of the starter makes it shitty to balance the two. Maybe make it 8 and 6/6 instead of 10 and 5/5? :/

    Meanwhile, just going the route of "scales Mana gain with number of targets" means we're only using our AoE skills in, at worst, 2-target cleave scenarios.
    I LIKE this idea, I just don't think it'd fly withe the Devs.


    Building up a full Mana gauge for such an AoE Verfinisher attack would take longer than most AoE encounters, and in such case you may be better off simply holding your gauge for the next single-target opener, spending Moulinets to prevent overcapping.
    That's ignoring Manafication, of course. Could also cap the buff at 3 stacks (75/75 mana). Worst-case scenario, it takes you around same time to build up to VerComet as it does the BLM to save up both Polyglot stacks.

    If we're already working under the principle that movement skills should be saved for movement purposes, I'd rather not be pushed to use Corps-a-corps as a 300+ potency oGCD to be spammed on cooldown.
    You should already be spamming Corp-a-Corps AND Displacement on cooldown. Shifting the damage over to just one of them doesn't affect that timing at all, it just lets you save Displacement for actual movement.
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