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.
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.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.
Yeah, I totally agree with this; that's why I put the "(in theory)" part there~Sure, but that's only in the vacuum of having multiple Moulinets queued up at once while completely ignoring time investment to cast it.
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? :/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.
I LIKE this idea, I just don't think it'd fly withe the Devs.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.
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.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.
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.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.


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