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Thread: RDM Scortch

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  1. #29
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Singularity View Post
    What this does to our gameplay is give us an extra, higher target to aim for, and thus more advanced situation evaluation and decision-making, which is the core of RDM gameplay design.
    Also I explained about value under buffs and/or when you have limited time.
    All your explanation shows is that Verholy and Verflare would exist to highlight how much better it is to balance Mana. To offer three doors with the best prize behind only one.

    You still haven't answered the fundamental question: why would I ever want to use Verholy/flare?

    Let me put it to you this way. If the devs had implemented your idea for a "balance-oriented" Verfinisher first, then released the "slightly" worse Verholy and Verflare in a later expansion, what would your take on them have been? Eliminate the perspective of it being an "advanced" Verfinisher and just tell me, resource-wise, advancement-wise, gameplay-wise, "why have all three?"

    And a few minutes' theorycraft would tell us exactly how many times we can hit Reprise and try again before it becomes a potency loss.
    Yes, please do that few minutes' theorycraft and napkin math while you're in the middle of a boss fight trying to figure out when to give up.

    We're not talking about mathing out how many Fire IVs you can fire off in AF phase, we're talking about a proc-dependent rotation. What you suggest is non-intuitive, especially when Reprise is higher PPM than most of the melee combo save Finishers.
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    Last edited by Archwizard; 06-19-2019 at 04:20 PM.