

Actually I think Reprise is that Triple cast like ability. Essentially, you sacrifice / delay a melee combo in order to move. Some people will try to play around Dual cast, Swiftcast etc, and some might choose Reprise (which has an impressive 300 potency for now).
But to roll back to the original topic, that doesn't in itself preclude RDM from getting a Triplecast-esque ability in its kit, provided it serves either a different function completely (like Dualcast itself does) or a similar function in a different way (like Light Speed).
Rather, I would more question what the purpose of such a skill would be in RDM's kit, since giving Triplecast to RDM wouldn't necessarily provide more mobility (as RDM already has adequate tools for that), but rather more burst (allowing you to chain Verthunder/aero). It's not really a cooldown that can be argued for RDM on the grounds of personal utility.


Reprisal is definitely RDM equivalent to Triple Cast (albeit more simple to use as it requires no CD management)
As said, RDM already have enough mobility with dual cast + Swiftcast. The addition of Reprise is, I think, mostly aimed for less skilled players.
In any case, it will be better to delay your melee combo than do nothing for an entire gcd.
Strictly speaking, at higher level of player I would say Triple Cast is better because you can use it both for mobility and a slight dps boost (around a third of a FireIV... nothing fancy but it's better than nothing). But having coached many BLM, I can tell you most have no clue on how to use it and how to properly manage their proc for mobility.


In the case of RDM, I agree that a Triple Cast would be more efficient, and as I explained a bit above, I think the best option will be the (displacement /) slidecast / dualcast / (swiftcast), because you won't delay your melee combo and "waste" Mana on movement.Reprisal is definitely RDM equivalent to Triple Cast (albeit more simple to use as it requires no CD management)
As said, RDM already have enough mobility with dual cast + Swiftcast. The addition of Reprise is, I think, mostly aimed for less skilled players.
In any case, it will be better to delay your melee combo than do nothing for an entire gcd.
Strictly speaking, at higher level of player I would say Triple Cast is better because you can use it both for mobility and a slight dps boost (around a third of a FireIV... nothing fancy but it's better than nothing). But having coached many BLM, I can tell you most have no clue on how to use it and how to properly manage their proc for mobility.
Reprise would be (yet again, like Engagement) a very niche weaponskill in the situation where you need to run around like a headless chicken for some kind of mechanic (I think about the tracking lasers on the 2nd boss of the violet tides dungeon for instance, but longer) but result in a DPS loss if used outside of those situations I guess.
Now maybe the new fights will require caster to move a lot so it could find a use, but right now I don't see it working as efficiently as a SMN Trance or a BLM Triple cast / proc management.




The thing about E. Reprise is, it can be used to affect a DPS gain. Both the 110 second "Standard Rotation" and the 120 second "Sync Rotation" make use of it to avoid overcapping mana.Reprise would be (yet again, like Engagement) a very niche weaponskill in the situation where you need to run around like a headless chicken for some kind of mechanic (I think about the tracking lasers on the 2nd boss of the violet tides dungeon for instance, but longer) but result in a DPS loss if used outside of those situations I guess.
Now maybe the new fights will require caster to move a lot so it could find a use, but right now I don't see it working as efficiently as a SMN Trance or a BLM Triple cast / proc management.


Ah thanks for the link!The thing about E. Reprise is, it can be used to affect a DPS gain. Both the 110 second "Standard Rotation" and the 120 second "Sync Rotation" make use of it to avoid overcapping mana.![]()
Interesting, from what I gather... but it somehow further locks away the use of Reprise for movement that we are discussing previously! It will all depend on raid encounters too.


Thank you very much for this link, I've been trying to explain Reprise's benefits for the very same purposes for ages now to others who have been arguing it's a DPS loss to ever use (or that you've already lost DPS by the time you're in a situation to use it).The thing about E. Reprise is, it can be used to affect a DPS gain. Both the 110 second "Standard Rotation" and the 120 second "Sync Rotation" make use of it to avoid overcapping mana.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



