Results 1 to 10 of 71

Hybrid View

  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
    Quote Originally Posted by cactusking View Post
    Please reduce the chance that Verfire/Verstone Ready activate.
    Or, and hear me out here, they could... not nerf the job.

    The problem isn't the proc rate being too high, it most likely is in your handling of your Mana and procs. Even if you get a streak where you have both procs active going into your combo, A) you're only losing a very small amount of burst damage (20 potency and 3 Mana, to be exact) by simply picking a Verfinisher with an active proc, and B) there is already a tool for you to use to prevent that very scenario which you have most likely overlooked: Moulinet, which is often used to delay the melee combo for a few GCDs even in high-end play, and spends enough Mana per cast for you to mulligan on your elemental spells until one of them doesn't proc a Ready.

    Instead, perhaps they could buff the potency-per-second value of Enchanted Riposte to replace Moulinet for this, so we aren't throwing out a cleave in single-target.
    (7)

  2. #2
    Player
    cactusking's Avatar
    Join Date
    Jul 2015
    Posts
    16
    Character
    Teva Rahat
    World
    Cactuar
    Main Class
    Scholar Lv 71
    Quote Originally Posted by Archwizard View Post
    Or, and hear me out here, they could... not nerf the job.
    I'd encourage you to read past the very first sentence of my post. I actually spend the second paragraph asking for buffs to the class.

    Quote Originally Posted by Drayos View Post
    RDM has always done poorly compared to other casters, as they bring a instant Rez’s (unless it was removed.)
    Which is entirely reasonable. I'm not making a case for why they should match BLM, especially given that they have a much easier rotation. But they could still do with some potency increases, especially if a proc chance is reduced. If I get a proc that replaces spell A with spell B, I want to feel pretty good about getting to press B. Instead I get a reskinned Jolt II, since it's barely a potency increase.

    And maybe 'too many procs' was a vague way to describe the point. The issue isn't overwriting procs, it's the sensation that you simply can't get rid of them. The moment you spend one, another shows up. What's the point of a chance to proc if they're so plentiful? For example: direct crits on your big damage abilities feel really good to see. Big numbers like that are fun because they don't show up often. If you tone down a proc chance, but increase other aspects of the skill to compensate, it'll be more satisfying to get it since it'll feel noticeably different than just a paltry increase over the spell you were going to cast instead.

    The primary focus of the topic is both fun and flavor, both of which seem to be priorities when discussing other classes, ie. Monk and Scholar. I think they should be a priority for all classes, including Red Mage, even if it's something as simple as tweaking some numbers to make the rotation more satisfying to play.
    (0)

  3. #3
    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 cactusking View Post
    I'd encourage you to read past the very first sentence of my post. I actually spend the second paragraph asking for buffs to the class.
    Oh, Mr. Kettle? Mr. Pot called for you.

    I'm aware of your intent, but I also explained throughout the rest of my post that such compensation isn't necessary as we already have tools to deal with "too many procs"; being able to actively manage the ones we have is the nearest semblance RDM has to a skill ceiling.

    I imagine that you have rather the wrong idea about Jolt's relationship with the job. The comparatively low output of Jolt makes it less of a "filler" skill, and more of a generic starter to get the procs rolling that are intended to fill its space. Having procs be plentiful is rather intentional; the Red Mage is, after all, intended to mix Black and White Magics, not just throw out their "balanced" skills.

    Furthermore, "just increase the potencies" is easier said than done. The kit as it stands has a surprisingly delicate balance, as you not only have to consider that there are very small gaps between Jolt, the VerQuick procs and the VerLong spells, respectively, but also that the effective speed of our rotation is affected by the Mana generation of the procs, and the potency per second value of all spells needs to be taken into consideration on any buff to the lower-end. The most likely case would end up being that any proc chance reduction on the VerQuick spells would lead to any compensory potency being pushed back deeper into our rotation so as not to minimize the effect on PPS values in the rotation.

    So what you're asking for is both a rather substantial ask, controversial, and not really necessary.
    (3)

  4. #4
    Player
    osutin's Avatar
    Join Date
    Jul 2019
    Posts
    28
    Character
    Strygr Chocobocalypse
    World
    Leviathan
    Main Class
    Samurai Lv 74
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    (0)

  5. #5
    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 osutin View Post
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    Sorry I missed this!

    I find it pretty stress-lite by comparison to the other casters to be honest, especially compared to the tight timing requirements and strict placement on BLM, and the disorganized mess that is SMN. The only timers RDM has to worry about are self-buff windows from cooldowns, and using their procs before they expire (the latter of which isn't hard when they last 30 seconds apiece and replace every other spell you cast). Dualcast is great for practicing slide-casting which can give you strong mobility for a caster, and Vercure is excellent self-healing for solo content.

    Plus you have Verraise when someone goes down in the later levels, which the healers certainly appreciate in most Duty Finder groups.

    Do I wish it had more depth? Sure, I've been using the same rotation for nearly a year now, and I have 40 seconds of alternating spellcasts for every 10 seconds of melee -- it is a caster, after all.
    But it can still be engaging, and not having to worry overmuch about your rotation gives you more freedom to focus on fight mechanics.
    (3)
    Last edited by Archwizard; 07-24-2019 at 12:58 PM.

  6. #6
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by osutin View Post
    Archwizard, do you still find RDM engaging despite believing that it has a low skill ceiling? I'm considered leveling the class but am a bit put off by so many people claiming it has a boring rotation. What draws you to the job?
    in all honesty, In SHB quite a few jobs have become quite easy to play, I dont rly find SAM, Bard or Dancer any harder then RDM to play, i mean Sure RDMs Design does kinda play the job for u in a way, but every job tbh does keep a Player engaged, i wouldnt say any job is "brain dead". i just wouldnt say they are Mechanically Challanging to a player, but thats the thing MMORPG Jobs rarely are.

    Imho, Ignore Difficulty and more, play what u enjoy, try RDM, theres optimisation etc etc u can really delve into with any job. i do wish they'd have given RDM More, but its still quite fun to play.

    everyone finds atleast one job in this game boring, and it isnt always because of how "engaging" or "difficult" they find it.
    (1)

  7. #7
    Player
    Kayce's Avatar
    Join Date
    Jun 2017
    Posts
    6
    Character
    Kayce Poe
    World
    Gilgamesh
    Main Class
    Red Mage Lv 80
    I love the aesthetics of the RDM, but I'm not too happy with the current mana problems and its dps standing (it's too far behind BLM).

    I wanted them to slightly complicate RDM. My idea for making the rotation more interesting would be to add a new ogcd ability with a cooldown (30 seconds?) that spent 20 of your higher mana to deal a good chunk of damage, but it is only available when your mana is unbalanced. Upon using it, you would gain a buff (probably indicated on the job gauge) based on which spell you cast (the spell would be different based on which mana was the higher one).

    The goal here would be to intentionally unbalance your mana and use the new ability to rebalance it, and you would alternate unbalancing your white mana then your black mana and using the new ability most likely with a melee combo inbetween each use due to the cooldown. After having used both the white and black mana versions of the rebalancing spell, you'd get a use of a new powerful red magic spell (VerUltima or whatever).

    Maybe next time.
    (1)
    Last edited by Kayce; 07-28-2019 at 01:56 PM.

  8. #8
    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 Kayce View Post
    My idea for making the rotation more interesting would be to add a new ogcd ability with a cooldown (30 seconds?) that spent 20 of your higher mana to deal a good chunk of damage, but it is only available when your mana is unbalanced. Upon using it, you would gain a buff (probably indicated on the job gauge) based on which spell you cast (the spell would be different based on which mana was the higher one).

    The goal here would be to intentionally unbalance your mana and use the new ability to rebalance it, and you would alternate unbalancing your white mana then your black mana and using the new ability most likely with a melee combo inbetween each use due to the cooldown. After having used both the white and black mana versions of the rebalancing spell, you'd get a use of a new powerful red magic spell (VerUltima or whatever).
    ... wouldn't you just use it after your Verfinisher then?

    Like, almost every time?
    (1)