I stand corrected on Lucid, I cede there.Actually, yeah, I calculated the finisher incorrectly, but it's 1000 mana in the same time you'd have spent 1400 mana if you kept spamming whatever, so it's still a relatively cheap span of time that drops the baseline mana spending from what I stated.
Lucid gives you 500 per 3 in addition to the 200 per 3. The ticks happen independently of each other.
You're still running a surplus with good Lucid usage.
700 MP cost per 4.94s = 141.7 MP/s
141.7 * 60 = 8,502.02
Subtract 400 because we can assume 1 melee combo per minute.
8,102.02 mana per minute.
How'd you get 6,900?
I hit the wrong button on the calculator it would seem, so I accidentally squared 2.47 instead of doubling it, and I wasn't paying attention so I didn't catch it.
/shrug
Yeah, but there are other considerations that are more irritating to account for, such as how many finishers per minute you're getting, since those consume less mana per second compared to baseline, and use of things like Moulinet and Reprisal, which also eliminate casts in favor of a 0 mana attack. My original claim is based off of play experience, as I've never found I had an issue following a res once I reached Lucid.
Moulinet and reprisal are both losses over the general rotation, so using them to supplement the mp pool isn't a good thing (My RDM has done it, don't get me wrong. When it's a choice between casting and not casting...)Yeah, but there are other considerations that are more irritating to account for, such as how many finishers per minute you're getting, since those consume less mana per second compared to baseline, and use of things like Moulinet and Reprisal, which also eliminate casts in favor of a 0 mana attack. My original claim is based off of play experience, as I've never found I had an issue following a res once I reached Lucid.
But more than just raising, this thread is about recovery from death. Which is incredibly hard to do. From first death you've essentially entered the MP rat race--living Lucid to Lucid. My statement from before holds true: Red Mage and Summoner are unique among all DPS in that they are the only ones that need to take post-death resources into mind, and it's because they have raise as a utility that otherwise could be used to zombie the party through an encounter.
To be clear, I was referring to the RDM mana, not ordinary mana. There are circumstances in which they get used, even single target. Enchanted Reprisal gets used if you can't cast for more than 2.5 seconds and Moulinet gets used in conjunction with Manafication to not waste the mana doubling if you're over 50 by enough.Moulinet and reprisal are both losses over the general rotation, so using them to supplement the mp pool isn't a good thing (My RDM has done it, don't get me wrong. When it's a choice between casting and not casting...)
But more than just raising, this thread is about recovery from death. Which is incredibly hard to do. From first death you've essentially entered the MP rat race--living Lucid to Lucid. My statement from before holds true: Red Mage and Summoner are unique among all DPS in that they are the only ones that need to take post-death resources into mind, and it's because they have raise as a utility that otherwise could be used to zombie the party through an encounter.
I don't mind if RDM recovery is made a bit better, but I still think getting rid of Verraise is an insane fix to a minor problem. I'd rather Lucid's CD be reset by death or something and maybe buff it a little for RDM and SMN or reduce their mana costs a bit. Outright removing TP rather than reworking it a bit was a bad decision because resource management should matter. Doubling down on that mistake is not the right way to go, I think.
The MP issue is but one of many problems brought about by Summoner and Red Mage having a raise. Verraise being able to be dualcast was always a mistake in my opinion, but unfortunately what we have now (strapping the only two DPS with raise with harsh resource costs to even attack where no other DPS is likewise bound) is one fix and likely it's served every purpose they've wanted it to. You can't spam raise on RDM or you might as well be dead with how little MP you'll have. If it weren't for how small an amount of MP you revive with, I wouldn't have a big issue; it does its job well as a fix.To be clear, I was referring to the RDM mana, not ordinary mana. There are circumstances in which they get used, even single target. Enchanted Reprisal gets used if you can't cast for more than 2.5 seconds and Moulinet gets used in conjunction with Manafication to not waste the mana doubling if you're over 50 by enough.
I don't mind if RDM recovery is made a bit better, but I still think getting rid of Verraise is an insane fix to a minor problem. I'd rather Lucid's CD be reset by death or something and maybe buff it a little for RDM and SMN or reduce their mana costs a bit. Outright removing TP rather than reworking it a bit was a bad decision because resource management should matter. Doubling down on that mistake is not the right way to go, I think.
You do everything you can to prevent any situation E Reprise would be useful in. It's worse pps than Jolt > Jolt spam, and worse, it costs B/W mana to cast, it's a concessional ability entirely and yes I'm mainly salty at E Reprise because at 300p it was just fine. Singletarget Moulinet is a bit of a meme and its a questionable gain at best, but when aiming for a 120s rotation I can agree with there.
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