RDM now has a 110s Manafication and Enchanted Reprise; these additions allow RDM to manage their burst windows to align better with the 60s Trick burst windows if used right (see the 120s Burst Rotation in the linked doc.) Not to mention Manafication and Embolden are both timers any RDM would want to line up no matter what, and careful mana management will see one to that goal. I consider that a good iterative expansion without needing to add a DoT, but even today lining up a double verfinisher very much lines up with a timer to burst within.
Timers to maintain, like dots, I could go either way with. My friend Dualgunner suggested Vermillion Shadow and Vermillion Radiance in the RDM Wishlist thread, stances that would empower spells of black/white respectively. They even suggested Aero 2 and Thunder 2, which would be accessible under their respective stance, and would apply a DoT.
That's a fair enough assessment. I'll go into some detail in the next quote why I feel RDM not having a DoT adds to its identity, but I'll also state that whether it has one or not so long as it's a spellblade job I'll probably still play it.It seems to me there are two disparate groups on this topic, one who are used to far more complex jobs and consider DoT maintenance on its own to be virtually nothing (of which you and I are part), and one of those who claim to play RDM in large part because even a single timer's maintenance is considered difficult or stressful.
Woah to us who play at level 80+ content and expect gameplay to have layers.
I disagree with the "disruption" comment, but I think I know what he means by ABC.And I would love to believe that, if he didn't also say "RDM should ABC" and complain about "disruption", highlighting it's not about dislike of simple DoTs, but rather the fear of any obligation within the rotation to prevent him from casting whatever he wants.
Right now, I think RDM's chief weakness is that if it's not casting, it's not damaging, which creates for RDM its own game of movement entirely separate from Black Mage's. This is a good weakness to have, it supplies an identity separate to its peers; it's also what allows RDM to have such high-powered flat potencies on its attacks, and part of why RDM can't expect to curebomb or raise slave people and come out with good damage.
A DoT being added means damage is being done even when not casting, which in its own way would change the dynamic of RDM as a job; this would be a powerful indirect buff to Vercure and Verraise as well, the two of which are vastly overestimated in current play. You could argue that likewise, E. Reprise has changed RDM's movement game, but RDM needs to pay into the bar in order to get its Scathe-like, which itself is a level of forethought and planning for the job and fight.
RDM is a simple job, yet so many are bad at it. Besides general community skill, why would this be? Because a lot of people underestimate just how under the ABC gun RDM really is.
Any gameplay element that's going to be significant to the job's rotation will be a disruption of some sort. I suppose I'm coming at it from the angle of "If the DoT wouldn't add anything to the rotation, why add a DoT?"My point exactly. It wouldn't, so why the talk of "disruption"?
Going back to Verrad and Vershad, wanting the DoTs up is why you would cycle to and fro between the stances. Those DoTs would significantly change the rotation, and thus in my opinion add some level of depth. Putting DoT on Scorch because DoT seems much less inspired; it feels a lot like "Most jobs have DoTs, RDM should too."




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