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  1. #1
    Player
    Valavaern's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    44
    Character
    Davion Valavaern
    World
    Lamia
    Main Class
    Red Mage Lv 90

    RDM thoughts and tuning needed

    After playing a solid 2 days with the new Redmage, there a fair few things that could deal with some adjusting and tuning.

    1)The loss of the 4/4 gain from old Impact means that if you're unlucky with procs, your melee combo can now come a full 2 GCDs further into the fight than before, pushing you out of alignment with other classes buff windows. Scatter II should be bumped to 4/4 natively to adjust.

    2)White/Black mana generation in AoE is way too slow; it feels like the beginning of Stormblood. This is caused in large part by the combo order being "reversed" from single target, making balancing mana gains between the two an issue. Aoe 'wants' us to get to 100/100 vs the 80/80 we need for single target, but it's much slower to get there, and it feels terrible. VerAero/Verthunder II need to be producing 11 mana, same as their single target counter parts, and Impact should go back to providing 4/4, to keep up with the scatter II change listed above.

    As much as I like the feel of the AoE going from Elemental to Non-elemental spell, I think switching it around to match the single-target flow would allow for increased mana production while avoiding possible use of AoE spells on single targets for mana gains.

    3)Engagement... was a good attempt to solve the 'Displacement' problem, but only ends up mitigating it, and it soaks up a valuable skill slot to do it. We'd be far better off removing the damage from Displacement entirely, re-distributing the potency into other skills, and leaving it as purely a movement ability, much like Bard's Repelling shot was a long time ago. Then Engagement could be removed entirely, and replaced with some party mitigation/healing. Give us VerShell/VerProtect/VerReflect/VerMedica. Something. The White magic aspect of Red Mages needs to be good for more than different colored damage spells.

    4)Embolden needs to affect all damage types. This is the only buffing ability like this that's still split between magic and physical. It feels terrible, and punishes you for having another caster in the party.

    5)Moulinet would feel much better if it were changed to a shorter-range 360 AoE, rather than it's current cone mechanic. This would allow for dashing in and immidiate use on the same target you were casting spells at, much like the Single-target combo.

    6)I've seen some napkin math going on in other threads that make it look like Moulinet would be a better skill for over-capping than Reprise. I haven't run the numbers myself, but this needs a good looking at if true.

    7)I'm still VERY, VERY MUCH of the opinion that Vercure and VerRaise need to be pre-50 skills.



    Some good notes:
    A)I like VerFlare/VerHoly being replacement skills now; that was a good import from PvP. I've accidentally hit my old keybinds for them and lost the proc several times, but that's my own fault and muscle memory that will fade with use.

    B)The AoE spell rotation feels a lot better than scatter spam.
    (12)
    Last edited by Valavaern; 07-01-2019 at 05:59 AM.

  2. #2
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    1) Scatter was never 4/4

    2) It's not meant to have the same flow, and you only need 90/90 for your Manafication burst.

    3) Displacement's a vital part of high end RDM optimization and you can pry it out of my cold dead hands.

    4) Eh, this one's not that urgent and it works great with the standard 2/1/1 DPS comp.

    5) The cone feels relatively unique, I like it.

    6) Yes it is, and yes it does.

    7) They really should be.
    (2)

  3. #3
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,259
    Character
    Crimson Bloodrose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Honestly, if something, RDM feels like the most fluid and less clunky job to play. Go try SMN lol.

    On a serious note, the only very small thing I'd change about RDM is the AOE. It should be impact/scatter into veraero II/verthunder II, I feel like it'd make a lot more sense. Still, not a big deal.
    (5)

  4. #4
    Player
    Valavaern's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    44
    Character
    Davion Valavaern
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Leidiriv View Post
    1) Scatter was never 4/4
    I meant Impact. Fixed.
    2) It's not meant to have the same flow, and you only need 90/90 for your Manafication burst.
    The intention behind it does nothing to change how glacially slow and bad it feels.
    3) Displacement's a vital part of high end RDM optimization and you can pry it out of my cold dead hands.
    A vital part, not a GOOD part. Moving the potency around to other places and Exchanging Engagement for more utility would do far more for the job overall.
    4) Eh, this one's not that urgent and it works great with the standard 2/1/1 DPS comp.
    Perhaps, but seeing how every other party buff that only worked on one or the other has either been expanded or phased out entirely, this is still a needed change.
    5) The cone feels relatively unique, I like it.
    It feels unique, but doesn't flow well in practice.
    6) Yes it is, and yes it does.
    Yeah, looking deeper, general consensus seems to be that Reprise needs to be 260 potency to even break even.
    (5)

  5. #5
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Valavaern View Post
    3)Engagement... was a good attempt to solve the 'Displacement' problem, but only ends up mitigating it, and it soaks up a valuable skill slot to do it. We'd be far better off removing the damage from Displacement entirely, re-distributing the potency into other skills, and leaving it as purely a movement ability, much like Bard's Repelling shot was a long time ago. Then Engagement could be removed entirely, and replaced with some party mitigation/healing. Give us VerShell/VerProtect/VerReflect/VerMedica. Something. The White magic aspect of Red Mages needs to be good for more than different colored damage spells.
    Engagement and Support Utility

    Seriously with Engagement. Its a good skill, its just at the wrong level. Give it to us at level 40 when we learn displacement, maybe give it the same effect as PVP.



    To fill the new slot that moving Enagement would open, I would prefer a support skill:



    I would welcome a skill like this with such open arms. It would fill the gap that that losing Erase/Apoc left. At 480 Potency on a caster, it would heal for the same amount as Equilibrium/Clemency/Aurora, since RDM has the Maim and mend traits and the tanks do not. [Indemnity is a similar to the word Apocastasis in the sense of Restoration]

    In place of the skill above I'd die to just have our 72 skill be a beefy buffed Erase. Something like 350 Potency, Cleanses a DoT, 100% crits upon cleansing a DoT. 60 second Cool down.


    Quote Originally Posted by Valavaern View Post
    4)Embolden needs to affect all damage types. This is the only buffing ability like this that's still split between magic and physical. It feels terrible, and punishes you for having another caster in the party.
    Embolden and Magic Damage for the party

    Brotherhood still only affects physical. With the Devotion affecting everyone at 5% for 15 seconds on the same cool down as embolden, which decays to an average of about ~6% for physical only for 20 seconds, it really pushes RDM into a physical only comp. BLM and SMN can be paired with the changes to devotion and the removal of other class synergies. I'm fine with it being magic only boosted for ourselves.


    Quote Originally Posted by Valavaern View Post
    5)Moulinet would feel much better if it were changed to a shorter-range 360 AoE, rather than it's current cone mechanic. This would allow for dashing in and immidiate use on the same target you were casting spells at, much like the Single-target combo.
    Moulinet

    This I think its fine as is. Its a pretty wide swing. They could however, increase the Actual range to match the 6 Yalms required and do so for every skill like this. You need to be within 6 yalms to use it, but will only hit targets within 5 yalms currently.

    Quote Originally Posted by Valavaern View Post
    6)I've seen some napkin math going on in other threads that make it look like Moulinet would be a better skill for over-capping than Reprise. I haven't run the numbers myself, but this needs a good looking at if true.
    Reprise

    Reprise at the moment is just hot garbage. Only to be used if you could not cast anything. Its VerScathe and in no way is it a mana dump. Ench Riposte and Ench Moulinet fill that niche better and its a shame. AT 300 potency it would have filled the niche correctly.

    Quote Originally Posted by Valavaern View Post
    7)I'm still VERY, VERY MUCH of the opinion that Vercure and VerRaise need to be pre-50 skills.
    Vercure and VerRaise before 50

    I think they're fine where they are. Id rather not lose more skills below 50 to adjust for them moving them.
    (1)
    Last edited by Zyneste; 07-01-2019 at 08:22 AM.

  6. #6
    Player
    JeibuKul's Avatar
    Join Date
    Dec 2017
    Posts
    4
    Character
    Jeibu Kul
    World
    Goblin
    Main Class
    Red Mage Lv 80
    So far I am really enjoying Red Mage at level 80.

    One thing I would love to do some testing and see some others do some testing on is AoE. Because if you are Verthunder/aero II followed by Scatter/Impact your generation of black and white mana is quite slow, but really about the same as just scatter spam. Honestly for the most part I tend use Veraero II followed by Verthunder, then Verthunder II follow by Veraero, or whichever I need more of if I am imbalanced. This is 18 mana generation compared to 10.

    So far, I think it works better because there is usually one mob in each pack that has more health, OR its just beneficial to lower the numbers of a pack quicker. It quickens your mana generation and allows you more Enchanted Moulinets during an AoE pull, especially since if you cap at your Black/White you can do 5 Enchanted Moulinets in a row.
    (1)

  7. #7
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by JeibuKul View Post
    One thing I would love to do some testing and see some others do some testing on is AoE. Because if you are Verthunder/aero II followed by Scatter/Impact your generation of black and white mana is quite slow, but really about the same as just scatter spam. Honestly for the most part I tend use Veraero II followed by Verthunder, then Verthunder II follow by Veraero, or whichever I need more of if I am imbalanced. This is 18 mana generation compared to 10 13.
    (Remember to count all 3+3 mana from Scatter/Impact)

    Boygolly, I misread this to mean you were doing VerAoE+VerAoE, but you actually meant you were doing VerAoE+Verslowspell, and I didn't realize it until I'd done all these maths for VerAoE+VerAoE. This does affect the maths, but they're still relevant because Scatter and Impact both outdamage a Verslowspell on 3+ targets. The servers are back up now, so I'm going to play some more rather than do more maths, but my preliminary recommendation is not using Verslowspells when you have three or more targets.

    But anyway, here are numbers regarding VerAoE+Scatter/Impact vs VerAoE+VerAoE:

    Lvs18-51: Scatter is 120, VerAoE spells are 100, and you don't have Moulinet
    Without Moulinet for AoE, the worth of your mana is strictly based on single target, and that worth isn't that high even at 50 when you finally learn Redoublement. Let's look at Lvs50-51 because that's when mana will be worth the most in this range.

    A Redoublement combo consumes 160 mana, deals 970, and takes 5.2s.

    In 5.2s of single target spellcasting, you could have generated at least (6+11+(1.5))/5.0*5.2=19.24 mana and dealt (180+310+45)/5.0*5.2=556.4 potency. This means that at Lvs50-51, in single target, a Redoublement combo costs 179.24 mana and deals +413.6 potency. 1 mana, then, is worth 2.31 potency.

    In 5.2s of AoE spellcasting v three targets, you could have generated 13.52 or 14.56 mana and dealt 686.4 or 624 potency. So compared to AoE spellcasting v three targets, a Redoublement combo costs 173.52~174.56 mana and deals +283.6~346.0 potency. This means the worth of 1 mana during AoE is 1.63~1.98 potency.

    Considering the best of these cases, alternating VerAoE spells yields an additional 1 mana which is worth no more than 2.31 potency, but you sacrifice 20 potency per target. On three targets, you're losing at least 57.69 potency per dualcast.

    And even then, interrupting your AoE to perform a Redoublement combo is a loss on 5 or more targets, so mana really only has worth if you have four or fewer targets (and again, these calculations assume a full 1-2-3 combo).

    My recommendation for this level range: Dualcast VerAoE+Scatter.


    Lvs52-65: Scatter is 120, VerAoE spells are 100, and you have Moulinet
    The addition of Moulinet to the RDM panoply gives mana more worth.

    Moulinet consumes 40 mana, deals 200 potency per target, and takes 1.5s.

    In 1.5s of AoE spellcasting, you could have done...
    VerAoE+Scatter: generated 3.9 mana and dealt 33 potency per target
    VerAoE+VerAoE: generated 4.2 mana and dealt 30 potency per target.

    So a Moulinet costs 43.9~44.2 mana and deals +167~170 potency per target. This puts the worth of 1 mana at 3.80~3.85 potency per target. By alternating VerAoE spells instead of employing Scatter, you sacrifice 20 potency per target for 1 mana. This comes to a loss of about 16 potency per target for each dualcast.

    My recommendation for this level range: Dualcast VerAoE+Scatter.


    Lvs66-77: Impact is 220, VerAoE spells are 100
    Moulinet still consumes 40 mana and deals 200 potency per target over 1.5s.

    What's changed is that now we have Impact, which deals an additional 100 potency over Scatter. So now, in 1.5s of AoE spellcasting, VerAoE+Impact would generate the same 3.9 mana but deal 48 potency per target. VerAoE+VerAoE still generate 4.2 mana and deal 30 potency per target. Moulinet now effectively costs 43.9~44.2 mana and deals +152~170 potency per target, with 1 mana ranging from 3.46 to 3.85 potency per target.

    So ignoring Impact sacrifices 120 potency per target for 1 mana, a loss of about 117 potency per target per dualcast.

    My recommendation for this level range: Dualcast VerAoE+Impact.


    Lvs78-80: Impact is 220, VerAoE spells are 120
    Still more of the same. The sacrifice of a VerAoE spell over Impact is now only 100. However, it's still a loss of about 97 potency per target.
    (2)
    Error 3102 Club, Order of the 52nd Hour

  8. #8
    Player
    ValStormbreaker's Avatar
    Join Date
    Jun 2018
    Posts
    124
    Character
    Valkyria Stormbreaker
    World
    Coeurl
    Main Class
    Monk Lv 91
    It's interesting that you mention this about AoEs. I find that a lot of the jobs were re-tuned with dungeons and FATEs with large trash mobs in mind but a lot of thinking came at the unfortunate cost of single-target rotations for trials and raids, which is where players spend the bulk of their time in end-game. This is what is making roulettes feel miserable in general for a lot of DPSes. It's interesting to see this isn't just an issue with the melee jobs but the casters as well. The new skill changes do force the jobs out of alignment with one another, yes. That's a very interesting observation to make. Makes me curious about the conditions job balancing was tested under, i.e. if they tested how jobs work for group content or were just looking at how they play on an individual level for some of the more SHB-heavy content like FATEs with lots of mobs.
    (0)

  9. #9
    Player
    Scryar's Avatar
    Join Date
    Jun 2017
    Posts
    76
    Character
    Ares Cassis
    World
    Omega
    Main Class
    Black Mage Lv 80
    After getting Red Mage to 80 I'm not sure how I feel. On the one hand I'm glad they didn't butcher the class like some others. It basically plays the same as it did before the expansion. On the other hand I feel sad that the single target rotation will be the same as the last 2 years. (- impact + scorch) The aoe rotation is way better but I wished we would have got some interesting skills for single target. Engagement is as expected useless so far and I can already predict there won't be more than a handful of situations in which this skill will see any use. Enchanted Reprise had potential but after the nerf it's also a completely useless skill. Scorch doesn't feel really good to use. It's just 50 potency more than verflare/holy and the sound effect is awful imo. It's not satisfying to use as our big finisher. Overall I'm rather underwhelmed, especially seeing that my other caster (summoner) got a lot more attention and new interesting things. If it wasn't for the new aoe skills i would have said RDM got the worst treatment of all dps classes in the expansion. Even the aoe skills feel underwhelming. They look like less impresssive versions of thunder 4 and aero 3. I really wished they would have given us ice and water magic as aoe spells. Overall the Red Mage additions feel extremely lazy to me.
    (4)

  10. #10
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,259
    Character
    Crimson Bloodrose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Engagement isn't useless though, or at least that hasn't been my impression so far. I have seen myself many times being unable to cast displacement without crippling my rotation badly or without downright dying. The 50 potency loss is worth it many times.

    Reprise yes, that thing is entirely useless. You might as well not even bind it.
    (4)

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