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  1. #1
    Player
    PatronasCharm's Avatar
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    Patronas Charm
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    Leviathan
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    Red Mage Lv 96
    Quote Originally Posted by Archwizard View Post
    So here's my take: we don't need to be rewarded for balance. In fact, we actively shouldn't be rewarded for it.

    Thanks to that lovely Mana cap we have, we can at any time choose to balance our Mana. But we're designed that we never should by this method, to make it painfully clear that capping is bad for our DPS, and more than just "slightly". Arguably it could be considered harder to imbalance Mana without wasting active procs, especially as you get close to the Mana cap; this commonality is a large part of what makes the addition of Reprise so functional, to give us more breathing room to set up our Mana before hitting cap.
    The current Verfinishers, sloppy though they may seem, accomplish in their requirement for imbalance a simple incentive not to cap your Mana -- but by the current design, the existence of a skill that can be executed and rewards you for capping out or just spamming Jolt to keep balance should be treated as a consolation for failing to execute other skills.

    As we've already seen with attitudes around Engagement, "consolation" skills are not appreciated, and are treated more as a waste of design space that serve to bandaid other inherent problems within a kit.
    And to say a "balance" Verfinisher should be stronger is like giving us Engagement and then making it stronger than Displacement.

    If the design swerve we were served by the Verfinishers was to go out of our way to imbalance Mana, to turn back around and compel us to rebalance our Mana like we all were doing from 50 to 68 is a step backward for our gameplay, dumbing it down to an earlier state rather than building upon it.

    But most importantly, and I cannot stress this enough, having 3 spells designed to accomplish one task -- regardless of how they're tuned -- is just too many freaking finishers. It's not about split-second decisions, it's about really asking to spend design resources and limited advancements on a spell that either invalidates existing spells or accomplishes a task they could with smaller adjustments, so you can glance at your Mana, go "oh I'm already 80/8X", and play whack-a-mole based on the value of X, now with 10% more laziness and a third hammering arm.
    Two Verfinishers already gets weird looks for have two spells that are just the same description, but they get a pass specifically because of the intent of the Balance gauge as something that represents the volatility of two opposing forces, always in flux, never to be perfectly balanced but simply to be kept in check.
    Three is just freaking ridiculous.
    So they could add a third and fourth finisher, I say make AoE ones.

    Verfreeze:
    • Deals ice damage to a target and all enemies nearby it with a potency of 290 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    • Black Mana by 21
    • Additional Effect: 20% chance of becoming Verfire Ready

    Verflood:
    • Deals water damage to a target and all enemies nearby it with a potency of 290 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    • White Mana by 21
    • Additional Effect: 20% chance of becoming Verstone Ready

    They could either A, have it tied in with the three-fold combo, but do:

    Riposte >> Zwerchhau >> Moulinet >> Veraero II / Verthunder II become Verflood / Verfreeze

    Or x3 Moulinets = Finisher

    Or seeing the AoE Rotation is inverse, maybe

    Moulinet >> Zwerchhau >> Riposte...

    Idk, be pretty cool.

    And it wouldn't really affect the general playstyle, just add another layer of AoE. Since they already tacked on a Finisher >> Scorch

    Even, making Impact II be that initial Top off to Verfreeze / Verflood

    Impact II:

    Deals unaspected damage with a potency of 420 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    White and Black Mana by 8
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    Last edited by PatronasCharm; 06-15-2019 at 04:17 AM.
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  2. #2
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Quote Originally Posted by PatronasCharm View Post
    So they could add a third and fourth finisher, I say make AoE ones.

    Verfreeze:
    • Deals ice damage to a target and all enemies nearby it with a potency of 290 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    • Black Mana by 21
    • Additional Effect: 20% chance of becoming Verfire Ready

    Verflood:
    • Deals water damage to a target and all enemies nearby it with a potency of 290 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    • White Mana by 21
    • Additional Effect: 20% chance of becoming Verstone Ready

    They could either A, have it tied in with the three-fold combo, but do:

    Riposte >> Zwerchhau >> Moulinet >> Veraero II / Verthunder II become Verflood / Verfreeze

    Or x3 Moulinets = Finisher

    Or seeing the AoE Rotation is inverse, maybe

    Moulinet >> Zwerchhau >> Riposte...

    Idk, be pretty cool.

    And it wouldn't really affect the general playstyle, just add another layer of AoE. Since they already tacked on a Finisher >> Scorch

    Even, making Impact II be that initial Top off to Verfreeze / Verflood

    Impact II:

    Deals unaspected damage with a potency of 420 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.
    White and Black Mana by 8
    Two things.

    1) Due to the nature of our AoE rotation, imbalancing is actually less likely there; we have no AoE procs (with the removal of Enhanced Scatter) and our only "imbalancing" method in ShB is through shortcasts, which makes it a very predictable rotation. Giving two AoE Verfinishers for this would be redundant, since assuming you start at 0, your Mana is only imbalanced for the single GCD after every other shortcast. Even the act of giving us procs for Verstone and Verfire is somewhat moot in AoE, since we would ignore them in any 3+ target scenario.

    2) There's little value in expanding on our existing AoE rotation, largely due to the infrequency of its use on bosses. It's more efficient for us to use our AoE rotation to slowly build up the Mana gauge on trash packs, and use Moulinet conservatively to minimize Mana loss. Moulinet's purpose isn't to give us an AoE reflection of our single-target melee combo -- its intent, like Reprise, is to give us a snap means to dump Mana to prevent from overcapping. The grand call before ShB for us to have more AoE tools was because our rotation was limited to ~7 Scatter casts to the Moulinet and a 45-sec CD; now we have 5 AoE tools of frequent use, which is already on par with BLM and more than SMN.
    You could arguably get just as much mileage out of just having Moulinet reduce the CD of Contre Sixte as you would get out of even one AoE Verfinisher.
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    Last edited by Archwizard; 06-15-2019 at 01:01 PM.

  3. #3
    Player
    Singularity's Avatar
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    Ariane Aster
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    Cerberus
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    Red Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    It's more efficient for us to use our AoE rotation to slowly build up the Mana gauge on trash packs, and use Moulinet conservatively to minimize Mana loss.
    E. Moulinet is more potency per mana than the melee combo at 3+ targets, so in an instance like a dungeon where your resources are maintained throughout, it's actually most efficient to use it as much as possible provided the packs are big enough.

    Everything you said above is fine as an opinion, though I disagree with the part about taking a step backward. We, in general, don't try to balance our mana from 50 to 68. There's nothing in our kit at those levels that's affected by it so we don't actually care at all beyond needing to get it above 80/80. "I don't care what my mana levels are relative to each other" is not the same thing as "I want my mana levels to be balanced".
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  4. #4
    Player
    Archwizard's Avatar
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    Quote Originally Posted by Singularity View Post
    E. Moulinet is more potency per mana than the melee combo at 3+ targets, so in an instance like a dungeon where your resources are maintained throughout, it's actually most efficient to use it as much as possible provided the packs are big enough.
    To be perfectly clear, I'm not suggesting abandoning E. Moulinet altogether. By all means use it on 3+ targets, but ultimately the greater cost of completing the entire melee combo versus the time it takes to build up your standalone cleave attack means you're better off saving Mana around trash packs till you're around 80-90ish of each type and just using Moulinet once or twice each time you get into that range, shaving off the top top stay below cap rather than spending it all at once, so that you still have some Mana left over when you go into your next boss fight. In theory it's roughly the same amount of Mana being gained and spent either way, it just gives you an earlier burst phase for boss fights.
    Same way we'll probably end up using Reprise when we want to mulligan our Mana near cap or not waste anything on our Manafication.

    Everything you said above is fine as an opinion, though I disagree with the part about taking a step backward. We, in general, don't try to balance our mana from 50 to 68. There's nothing in our kit at those levels that's affected by it so we don't actually care at all beyond needing to get it above 80/80. "I don't care what my mana levels are relative to each other" is not the same thing as "I want my mana levels to be balanced".
    Except prior to level 68, that exact same amount of disinterest kept us from going "I'll just spend another couple GCDs imbalancing my Mana" in situations where you ended up incidentally even or pushed too close to cap.

    Fact is, best case scenario, Verholy and Verflare remain relevant in the presence of a "Balance" Verfinisher only because they're mathematically equal, such that the existence of all three reinstates the mindset of not caring what Mana levels are like and just hitting the appropriate button when your Mana's at least 80/80.

    Worst case, you win, the Balance Verfinisher is "better" -- so the two we had are no longer relevant because even in the absence of a mana cap, between Acceleration, Reprise and the disuse of our biggest imbalancers, we have enough tools to retune our Mana should we so choose. The existing Verfinishers become dead weight skills, which means we've completely lost two advancements that could have gone anywhere else, and behaviorally we do a complete 180 as soon as we get the new skill.
    Y'know how people are saying in the BLM threads to remove Fire 2 and Blizzard 2 because nobody uses them after level 50? That's what'd happen to our Verfinishers. Except in BLM's case they were part of the progressive iteration that just became obsolete, while your goal is not simple obsolescence but for even the behavior caused by Verholy and Verflare to be erased.

    You've yet to say anything about why we should continue to hold, much less use, Verholy and Verflare in such a case. Because as discussed --
    Quote Originally Posted by Singularity View Post
    So, you want a reason to never cast Verholy/Verflare ever again.
    Yes, that is the point.
    There are a lot of ideas for ways to spend that slot that add to our kit rather than actively subtract from it as a third Verfinisher would. I can only hope the devs choose those instead.
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    Last edited by Archwizard; 06-18-2019 at 12:59 PM.