Hah. Now that's a funny joke. Square has shown nothing but contempt for red mage since release and I don't see that changing any time soon unfortunately. Can't have it competing with the golden child black mage after all..
One thing that has been bothering me with SHB RDM:
When I was doing lower level duties, Verthunder and Veraero still gets replaced by Verflare and Verholy respectively. If Swiftcast CD is ready, I often like to use Swiftcast Verthunder/aero after I use my melee combo, but I can't because those spells got replaced by Verflare/holy, and I still technically didn't "learn" them in those lower level duties.
I'd like Verflare/holy not to replace Verthunder/aero in the lower level duties, unless if it got fixed in the hot patches.
How is giving us the tools to align with the party's buff windows and making our melee combo even stronger, along with giving us tools for movement "showing nothing but contempt for Red Mage"?
Saw in another thread that it's a known bug.One thing that has been bothering me with SHB RDM:
When I was doing lower level duties, Verthunder and Veraero still gets replaced by Verflare and Verholy respectively. If Swiftcast CD is ready, I often like to use Swiftcast Verthunder/aero after I use my melee combo, but I can't because those spells got replaced by Verflare/holy, and I still technically didn't "learn" them in those lower level duties.
I'd like Verflare/holy not to replace Verthunder/aero in the lower level duties, unless if it got fixed in the hot patches.
I think they're mostly just betraying their bitterness that RDM's damage potential is on the lower-to-middling side of DPS jobs while BLM is near the peak.
That aside, I do agree with their sentiment that our "fairly low" Raise potential doesn't mean we're any better at DPS, and at present the "tools for movement" received in ShB are lackluster at best.
I really miss doing Jolt II >> Veraero/thunder >> Impact >> etc.
Why couldn't they just have made it "Impact II" and leave Jolt / Impact the same, by alternating between the two.
Impact > Single Target more powerful Jolt, that grants more Mana and has a 50% to trigger.
Impact II > Second chain to new AoE combo.
I just feel as though it's a bit slower paced? And I don't see Proc's happening as often as they did in SB.
Would it have been so difficult to just do: Scatter (25% chance to become) >> Impact II (Slightly more potent / more mana) >> Just for more variety.
Veraero II >> Scatter >> Verthunder II >> Impact II
Anyways, that's truly what I miss. But eh, I'll still continue to love RDM, but hopefully they'll do some adjustments later on in this new expansion.
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
The change was made to force you to use it on cooldown. Prior to 4.5, if you went OOM, you could hit lucid and fill up your MP no problem, but if you use lucid and then died, you are out of luck until the cooldown came up again. In 5.0, this is more strategic in the sense the lower cooldown will prevent this situation, but will require you to keep using it to keep your mana up. Its an adjustment sure, but as long as you keep it on cooldown, you will never have mp problems (outside of mass raising which already had its own mp problems previously anyway).
This is outright wrong, even if you use Lucid Dreaming on cooldown, you still lose mana in the end. The MP costs for RDM spells are way too high at the moment. Try hitting a dummy for a longer time hitting lucid on cooldown, and you will notice your mp will just continue to dwindle till you eventually run out.The change was made to force you to use it on cooldown. Prior to 4.5, if you went OOM, you could hit lucid and fill up your MP no problem, but if you use lucid and then died, you are out of luck until the cooldown came up again. In 5.0, this is more strategic in the sense the lower cooldown will prevent this situation, but will require you to keep using it to keep your mana up. Its an adjustment sure, but as long as you keep it on cooldown, you will never have mp problems (outside of mass raising which already had its own mp problems previously anyway).
I'd honestly like to see reprise replaced with something that actually adds to the class instead of a skill that's not worth the hotbar.
I'd also like to see manafication's magic damage buff be a party buff, considering that when you use the skill you immediately go into the melee combo
Watching forum drama be like
Both of the skills have their purpose. The potency is just too low on Reprise. 300 was perfect for use.I'd honestly like to see reprise replaced with something that actually adds to the class instead of a skill that's not worth the hotbar.
I'd also like to see manafication's magic damage buff be a party buff, considering that when you use the skill you immediately go into the melee combo
Embolden should affect physical and magical for party members and that's all we need for party utility.
Manafiction is our 100% greed for our dps skill, embolden is already negotiable and most often used for the party over the rdm.
I think another fix for the displacement issue would be reducing the movement distance so we don't get yeeted off stages and also don't have to sacrifice the damage the skill gives.
Also I agree alot with the mana issues, they should maybe increase the amount of mana regenerated by lucid dream.
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