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  1. #1
    Player
    Hikelos's Avatar
    Join Date
    Jul 2017
    Posts
    37
    Character
    H' Ikelos
    World
    Odin
    Main Class
    Red Mage Lv 80

    RDM, MP and Lucid Dreaming feedback

    I've completed all currently available content as RDM (great stuff by the way) and I have some feedback about the way RDM works. (This is obviously limited to the 2 EX Primals available)

    Generally, the job works just as well as it did in SB, a bit better actually thanks to some new tools that allow for more consistent uptime, at the cost of some potency. Also Scorch is extremely satisfying.

    The issue I came across is MP regeneration and upkeep.
    Long story short, Lucid Dreaming just isn't enough to keep up with natural MP expenses, eventually you just run out of battery and become dead weight.
    I'm on the lowest SPS I can get without downgrading from 444ILVL, which is 1077 and puts me at 2.43 GCD.
    I tested this on a dummy, doing my rotation as I would in an EX Trial, Lucing Dreaming kept on cooldown 100% of the time, I completely ran out of MP at the 14m50s mark.
    I know that no fight right now lasts over 10m, however, in case I die, or use Verraise, Lucid Dreaming cannot make me regain MP faster than I'm spending it, therefore I cannot recover for the rest of the fight. This is extremely punishing.
    I have some qualms with how bad it is to use Reprise (less potency than Jolt 2, costs a whopping 10/10 mana), but it's a non-issue in comparison to how bad the MP regen is.

    In short, please either nerf MP costs, or buff Lucid Dreaming, or buff natural MP regen, because 1 death or a couple Raises basically means I'm dead weight for the rest of the fight.
    (23)

  2. #2
    Player
    Sayori's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    271
    Character
    Shiro Sakurai
    World
    Odin
    Main Class
    Red Mage Lv 90
    Couldn't have said it better, managing MP is actually atrocious on red mage right now. Like OP said, you always end up losing MP even if you make use of lucid dreaming on cooldown, this has to be changed.
    Another pet peeve of mine regarding this topic is that aside from weakness, TP users have no drawbacks whatsoever whenever they die. Meanwhile casters are punished even more than before, it makes no sense whatsoever.
    (12)

  3. #3
    Player
    Typhoria's Avatar
    Join Date
    Jun 2015
    Posts
    170
    Character
    Typhoria Nightwish
    World
    Faerie
    Main Class
    Gunbreaker Lv 80
    We can't be used as rez bots any more. You might want to keep some ethers on hand.
    (1)

  4. #4
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    MP is "manageable" but it does cripple us as raisers compared to before. Even normal DPS rotation can drag us to bone dry without constant use of Lucid.

    Quote Originally Posted by Zyneste View Post
    MP:

    MP is manageable, but its way tighter than what it was in STB. Relatively, we have lost 22% of our MP regen from the removal of Refresh from the Ranged DPS role action slot.
    This in combination with the relative INCREASED spell cost of almost every spell, makes our MP consumption much greater than before. It is still very manageable, but we are not the raise bots we once were by any means.

    MP comparisons:



    RDM in 4.58 had a max MP of about ~14,400.
    • Jolt II had cost 360 mp. Its relative max MP cost would then be 2.5% of your max MP. It is now 300 MP or 3% of your max MP. A .5% change.
    • VerThunder had cost 480 mp. Its relative max MP cost would then be ~3.3% of your max MP. It is now 400 MP or 4% of your max MP. A .7% change.
    • VerFlare had cost 600 mp. Its relative max MP cost would then be ~4.2% of your max MP. It is now 500 MP or 5% of your max MP. A .8% change.
    Relatively speaking these changes seem small, but if you think about it, they add up. Every Jolt II into VerThunder costs you ~1.2%. Every 2 costs you an entire old Jolt II.
    It starts getting expensive. So expensive that missing Lucid by a couple GCDs or performing a raise could put your DPS into serious jeopardy.

    Resources:

    Red Mage 4.58 Official Job Guide
    Red Mage 5.0 Official Job Guide
    (2)

  5. #5
    Player
    Hikelos's Avatar
    Join Date
    Jul 2017
    Posts
    37
    Character
    H' Ikelos
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zyneste View Post
    MP is "manageable" but it does cripple us as raisers compared to before. Even normal DPS rotation can drag us to bone dry without constant use of Lucid.
    I disagree that it's any kind of manageable.
    Unless I'm doing something very wrong, tests on dummies on my end show that even by using Lucid on Cooldown you slowly keep losing MP minute after minute, which makes it impossible to use Verraise more than once, and even then it's basically shortening your battery life by 3m45s every time you do it.
    If you guys want to try testing it to corroborate (or disprove in case I'm wrong) all I did was use my rotation on a dummy as I would in EX content, without missing GCDs or clipping to the best of my ability, and stopped the timer when I couldn't cast a spell for lack of MP.
    (7)

  6. #6
    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 Hikelos View Post
    I disagree that it's any kind of manageable.
    Unless I'm doing something very wrong, tests on dummies on my end show that even by using Lucid on Cooldown you slowly keep losing MP minute after minute, which makes it impossible to use Verraise more than once, and even then it's basically shortening your battery life by 3m45s every time you do it.
    If you guys want to try testing it to corroborate (or disprove in case I'm wrong) all I did was use my rotation on a dummy as I would in EX content, without missing GCDs or clipping to the best of my ability, and stopped the timer when I couldn't cast a spell for lack of MP.
    MP management being "manageable" isn't so much about recovering more MP than what you're spending, its having enough healthy MP by the end of the fight from good use.

    I'm not disagreeing that it should be better, but its still "working."

    I don't run out of MP in Titania EX at least, but by the end of it I am down to 50% or so.
    (1)

  7. #7
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,140
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    For what it’s worth, I’ve reviewed my video archives from a few weeks ago and the server tick was worth 288/14,400 MP (2%) and as of ShB it’s 200/10,000 (2%). So our latent refresh hasn’t changed, despite our costs going up.
    (5)
    Error 3102 Club, Order of the 52nd Hour

  8. #8
    Player
    SchrodingersWaffle's Avatar
    Join Date
    Sep 2013
    Posts
    51
    Character
    Catalina Schrodinger
    World
    Balmung
    Main Class
    Reaper Lv 90
    Having a mildly similar issue on SMN simply because of the sheer amount of Ruin II's required now in order to properly weave everything, if I'm not Lucid on CD I'm gonna run out of mana super quickly. Not nearly as bad as RDM, but enough that it's an issue.
    (3)

  9. #9
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Raise less i suppose will be the case, most healers never appreciated us helping with raising and mana shifting anyhow :/
    "Your on your own" healers.

    Sure wish there was a regen of mana implemented tied to attacks or something
    (0)

  10. #10
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Tbh the most simple change would be to nerf most mp cost a bit and that'd solve the issue
    Keep bumping up the thread so that the dev sees it and act accordingly
    (7)

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