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  1. #1
    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
    I've been toying with an idea, of just having Verraise changed to be on a charge system -- say, a 3-5 minute recharge rate, but two charges outright and no cost.

    You still get the same amount of Raises per fight, but RDM's MP won't have to be tuned around access to Verraise since the cooldown would give it a separate tuning knob. Being able to stock two charges would allow it to retain its versatility if you need to quickly get a tank or healer up, and realistically you shouldn't be raising often enough for the loss to matter. Plus it would set us up a bit closer to SMN's own Raise access, which is grounds to compensate us significantly in either damage output or other utility.

    Just a thought. At the very least though I agree that either MP costs or MP recovery from the rotation should be addressed.
    (1)

  2. #2
    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
    Ah, I see where the miscommunication was. You stated "when Mana is imbalanced" and I took that to mean the same scenarios in which Verfinishers thrive -- differences of even 1 mana -- when in actuality you meant "when one Mana type is at least 30 above the other".

    To be honest that seems horribly niche.
    (2)

  3. #3
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    We need more aspected spells, water based and such and mana cost reduced for spells.
    This is of much higher importance by far
    (0)

  4. #4
    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 Maero View Post
    We need more aspected spells, water based and such and mana cost reduced for spells.
    This is of much higher importance by far
    I mean... Yes but no?

    Yes in that OP's statement is such a non-problem that it would drive us backwards, so anything to push us forwards is a higher priority, including rebalancing our current MP economy which is an immediately pressing issue...

    No, we don't "need" more elemental-aspected spells because elemental aspects don't actually translate to anything in gameplay with the dummying-out of the elemental wheel in ARR.
    (1)

  5. #5
    Player
    osutin's Avatar
    Join Date
    Jul 2019
    Posts
    28
    Character
    Strygr Chocobocalypse
    World
    Leviathan
    Main Class
    Samurai Lv 74
    Thanks for the advice, guys.
    (0)

  6. #6
    Player
    Ardox's Avatar
    Join Date
    Aug 2015
    Posts
    270
    Character
    Kaleth Orebiter
    World
    Hyperion
    Main Class
    Lancer Lv 80
    With the lost of JoltII/Impactful proc your wish is already granted: the tweak I'd like them to implement would be to add a charge to acceleration so we could compensate for a proc drought.
    (0)

  7. #7
    Player
    Lium's Avatar
    Join Date
    Oct 2013
    Posts
    1,026
    Character
    Brielle Artemus
    World
    Exodus
    Main Class
    Viper Lv 100
    Quote Originally Posted by Maero View Post
    We need more aspected spells, water based and such and mana cost reduced for spells.
    This is of much higher importance by far
    That's basically a blue mage.
    (0)

  8. #8
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Maero View Post
    water based
    Vercure is water-aspected, unlike the wind-aspected Cure and Physick.


    The swords are ice-aspected, obviously.


    The elements are already there. Red Mages definitely don't neglect the water-aspect. That's probably why their cure is gotten so late in their progression, they literally learn to use the element of the Calamity that birthed them in order to undo damage done.
    (1)

  9. #9
    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 Gruntler View Post
    Vercure is water-aspected, unlike the wind-aspected Cure and Physick.

    The swords are ice-aspected, obviously.
    Nope! Just spent two hours collecting data on this.

    Enemies who cast Water and its variants use a spell-swirly animation that's the same shade of aquamarine as most oGCD skills available to all jobs. (Including, funnily enough, our swords.)

    Vercure (and Benefic) use a shade of desaturated silvery-purple-blue that shares more in common with the lighting on our job-switch animation than any Water spell. I'd sooner argue they're a unique color for "unaspected healing" (as opposed to the "rainbow" of unaspected damage).

    The swords, meanwhile... deal unaspected damage. And before you say "well they're stabbing you", Blizzard IV drops a glacier on your head and still deals ice damage, impact type ain't the determining factor. Contre Sixte's swords explode and still don't deal ice damage.
    Our sword oGCDs are just crystallized aether. Stop imposing your headcanon as fact.
    (1)
    Last edited by Archwizard; 08-01-2019 at 09:22 PM.

  10. #10
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Archwizard View Post
    Enemies who cast Water and its variants use a spell-swirly animation that's the same shade of aquamarine as most oGCD skills available to all jobs. (Including, funnily enough, our swords.)

    Spells that target enemies and spells that target friends use different animations. There's a different kind of sheen to an enemy cast spell than a self-cast spell. Not to mention Blue Magic uses its own swirly regardless of element.


    The swirly you see is the generic swirly for abilities, but lightning sprits have a special sparking animation to go with their casts for their spells, and so on; what you do see is -before- the swirl/spark, for a brief second, you do see the same purple-cast aura that a blm has when casting thunder for Thunder Sprites. So, if you look at the water sprites, you can see they do have an offensive cast aura that an aqua blue color.


    The cast animation for Vercure and Benefic and Esuna has two colors--blue-purple in the center, and on the outer swirls, the same blue color as the water sprites use in their subtle offensive cast animation under the swirlies.

    However, if you go to Il Mheg, and you fight undines, when they cast water II, they don't have the 'ability swirl' you describe. They have a bluish purple casting aura--the exact same blue purple in Vercure et al.'s cast aura.

    What we don't see are the rainbow effects of unaspected spells, which contain hints of red and blue and green, as well as white--something you can see for yourself.

    Vercure (and Benefic) use a shade of desaturated silvery-purple-blue that shares more in common with the lighting on our job-switch animation than any Water spell. I'd sooner argue they're a unique color for "unaspected healing" (as opposed to the "rainbow" of unaspected damage).
    Except for Undines casting Water II, Sahaguin casting Enwater....

    The swords, meanwhile... deal unaspected damage.
    They deal physical damage. Not 'unaspected' which is magical. You can test that for yourself with Embolden.

    And before you say "well they're stabbing you", Blizzard IV drops a glacier on your head and still deals ice damage, impact type ain't the determining factor. Contre Sixte's swords explode and still don't deal ice damage.
    Blizzard IV doesn't deal physical damage. RDM abilities do. Everyone knows this. Test it for yourself.

    Our sword oGCDs are just crystallized aether. Stop imposing your headcanon as fact.

    Claiming the swords are 'unaspected damage' when they're physical would be imposing 'head canon as fact.' And it is entirely possible to channel ice-aspected aether and deliver a physical attack. Samurai do!
    (2)

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