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  1. #1
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80

    Shadowbringers RDM Wishlist

    I'm mildly bored and saw posts of this variety for SCH and PLD so I figured I'd make one for RDM. What is on the wishlist for RDM in Shadowbringers?

    My personal biggest wish is mana spenders besides our big hitting melee combo. Something we can use to bide our burst timings to better match up with the minute to minute party burst.

    It'd be neat to be able to interrupt displacement with cac, allowing it to be used more liberally and with less fear of death and or dismemberment.

    Verflood and Verfreeze as aoe finishers after 3 consecutive moulinets.

    Maybe a cd called Chainspell that allows the next three spells to be instant, but the three spells after that need to be hard-cast, to help with mobility (getting caught on the bad end of dualcast sucks).

    Dualcasting verraise applies a debuff on the rdm called "overexertion" that lasts for one minute. During this minute verraise cannot be dualcasted. It can still be swiftcasted, and if you really want it can be chaincasted (once). I might be alone but I dislike thw rez dispenser moniker and I feel limiting it to 3/min is at least an alright compromise.

    Perhaps a skill that aetherically orients you to white or black. Call it Vermillion Radiance and Vermillion Shadow.

    Verrad would grant access to verstone 2, veraero 2, and Radiant Blades (replacement for fleche-still fleche but gens mana and makes it magic damage). Playing with the idea of veraero 2 being a 400 potency dot that verthunder would "pop" (like how thunderstarter works but without the dot refresh) and vice versa--veraero pops verthunder 2.

    Vershad gives access to verthunder 2 and verfire 2 and Hail of Blades. Sort of just mirror verrad. I'm trying to think of ways beyond just strengthening respective spells that would differentiate verrad and vershad. Something that would be engaging but not overcomplicate the job. Something to make them rewarding to use correctly without overpowering the job.

    Since we're considered high support low damage caster, perhaps damage support? I can't think of anything that wouldn't be either useless or op off the top of my head tho.
    (7)

  2. #2
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    IMO, the job could do with a more substantial AOE rotation, another melee combo (and maybe finisher) and a spell for use once you've used both Verflare and Verholy. I particularly like the idea of them tying the En-elemental (e.g. Enfire) abilities to the job.

    I like Chaispell as an idea.

    Removing and reallocating damage from Displacement will help make its use more flexible.
    (12)
    Last edited by Lauront; 02-10-2019 at 01:52 AM.
    When the game's story becomes self-aware:


  3. #3
    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 Lauront View Post
    I particularly like the idea of them tying the En-elemental (e.g. Enfire) abilities to the job.
    I'm of two minds with this one.

    On the one-hand, I think it's absolutely perfect from a lore standpoint. White Magic protects and enhances; Black Magic harms and overpowers; and Red Magic represents the child of the two concepts -- a mage who not only wields spells of each school, but interweaves the two on a conceptual level (as with my En-Garde suggestion). A White Mage is unconcerned with increasing harm, and a Black Mage wouldn't willingly give their elemental power to another, but a Red Mage is not philosophically restrained as either, and would absolutely be the most likely to develop damage-enhancing buffs for their allies, particularly ones that could enhance weapon skills.
    And in our particular case, support buffing would be a great niche for us on top of our swift-raising, raising raid damage substantially by our presence even if our own damage lacks compared to other casters.

    And on the other hand... from a mechanical standpoint, where would that fit exactly? There isn't really an open niche for it -- we have Embolden already for enhancing allies, particularly the weapon wielders. Would this be some alternative to it, or in addition? How frequently would we employ it, given the infrequency of our own melee combo? Would we have to select individual targets for such buffs, and what would the benefit be to us? And what's to prevent people from begging for En- skills of all 6 elements, aside from the complete impracticality given the lack of real difference between elements outside aesthetics?

    I've had a friend tell me several times that they're hoping we get some kind of Haste spell, however, which could be interesting to help caster allies before using Embolden in melee, even if the spell speed isn't wholly useful to us.
    (0)

  4. #4
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Lauront View Post
    I particularly like the idea of them tying the En-elemental (e.g. Enfire) abilities to the job.
    Personally, I'd hope they save En-elemental skills for a magical based mDPS such as Elementalist or Rune Knight.

    I feel that given the way current En-Elemental skills work (They only add damage to physical attack from the enemies that use them) it would fit a bit better with that kind of job concept as a way to fit in magical damage, without shoving a bunch of attack spells into their kit and ending up feeling like a RDM.

    If the goal is to give RDM some additional utility... Maybe they could get reworked Elemental-storm spells instead? I feel that would suit their more mage focused playstyle better as well as be more flashy skills for them to look cool with. (Also, could help expand their AoE rotation if they want to try and put up Firestorm/Aurorastorm for some sort of AoE debuff/buff effects as well as maybe some persistent AoE DoT/HoT effect)
    (3)

  5. #5
    Player
    Dralonis's Avatar
    Join Date
    Oct 2013
    Posts
    71
    Character
    Zyler Selwyn
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Kalise View Post
    Personally, I'd hope they save En-elemental skills for a magical based mDPS such as Elementalist or Rune Knight.

    I feel that given the way current En-Elemental skills work (They only add damage to physical attack from the enemies that use them) it would fit a bit better with that kind of job concept as a way to fit in magical damage, without shoving a bunch of attack spells into their kit and ending up feeling like a RDM.

    If the goal is to give RDM some additional utility... Maybe they could get reworked Elemental-storm spells instead? I feel that would suit their more mage focused playstyle better as well as be more flashy skills for them to look cool with. (Also, could help expand their AoE rotation if they want to try and put up Firestorm/Aurorastorm for some sort of AoE debuff/buff effects as well as maybe some persistent AoE DoT/HoT effect)
    This is how I feel. En- spells were essentially just Mystic knight ff5 stuff. Like steiner in FF9 and spellblade in FFTA2. I could see Mystic knights being a Dual wielding mDPS class similar to rune knight(Thats how it was in FF5. ). I'd rather Tanks not have yet ANOTHER sword based class. I've been wanting more of a spellblade dps

    The en stuff was never in the games until XI and they don't really want to base their classes off that game so I personally don't see it being a thing. They seem to want to go the route of taking their class inspiration from games FF8 and before for now. Not much after that. This is more of a FF5 RDM. I feel they wouldn't do enfire etc since it would only focus melee. sorta like embolden. Could be what they wanted to go with for embolden, however I don't think it should lock out casters. Very little caster synergy but tons of melee synergy. Same with even more Melee stuff. They are a range first and foremost. While it fits with the lore, it would be a bit too much to add even more. I'd like to see some more that uses both white and black mana for them.

    I don't see why so many people want to add dots to them though. They are a burst class and they want their damage to be balanced around bursting, not as much sustain. If you put damage into their sustain, they will lose burst and that whole speed thing they want to portray.
    (1)
    Last edited by Dralonis; 02-11-2019 at 06:39 AM.

  6. #6
    Player
    Lubu_Mykono's Avatar
    Join Date
    Aug 2018
    Location
    Radz-At-Han
    Posts
    320
    Character
    Lubu Mykono
    World
    Phantom
    Main Class
    Dark Knight Lv 90
    Gunbreaker is the mystic/ rune fencer/sword magey physical job to be honest. They are not going to do another.
    (0)

  7. #7
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Improved Dual Cast: Impact always qualifies for triggering Dual Cast, even when instant.

    Magicked Weaponry: Grants yourself and target ally a 15s buff. Can be activated within 20 seconds after Verholy or Verflare.
    VerFlare - Increases potency by 15%
    VerHoly - Each attack landed on an enemy deals 40 potency damage. Damage is based on the Red Mage's combat ability.
    (2)

  8. #8
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    Improved Dual Cast: Impact always qualifies for triggering Dual Cast, even when instant.
    This would be a damage loss because it's one less Dualcast that gets used on a Verslowspell. It wastes Impact and puts you in a worse position by leaving you with Jolt.

    Jolt->Impact->Verslowspell = (240+270+310) potency / (3 GCD) = 273 potency/GCD
    Jolt->Verslowspell->Impact->Verslowspell = (240+310+270+310 potency / (4 GCD) = 282 potency/GCD

    And
    Swiftcast Impact->Verslowspell = (270+310) potency / (2 GCD) = 290 potency/GCD
    Swiftcast Verslowspell = 310 potency/GCD
    (0)
    Error 3102 Club, Order of the 52nd Hour

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Rongway View Post
    This would be a damage loss because it's one less Dualcast that gets used on a Verslowspell. It wastes Impact and puts you in a worse position by leaving you with Jolt.

    Jolt->Impact->Verslowspell = (240+270+310) potency / (3 GCD) = 273 potency/GCD
    Jolt->Verslowspell->Impact->Verslowspell = (240+310+270+310 potency / (4 GCD) = 282 potency/GCD

    And
    Swiftcast Impact->Verslowspell = (270+310) potency / (2 GCD) = 290 potency/GCD
    Swiftcast Verslowspell = 310 potency/GCD
    It's to address their mobility issue.
    (3)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    It's to address their mobility issue.
    Oh, that makes more sense, but I'd still just swiftcast a verslowspell on the run.
    (1)
    Error 3102 Club, Order of the 52nd Hour

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