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  1. #1
    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 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.



    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.
    It’s rotation isn’t easier then BLM it’s positioning is easier they both are quite similar in ease of rotation, it’s just BLM to optimise takes a lot more raid knowledge and positional knowledge to manage haha

    I’d say some extra things given to RDM would be nice though. There’s no reason RDM couldn’t have some additional passives and maybe some extra spenders to make its rotation more flexible and have more options.
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  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
    Quote Originally Posted by Drayos View Post
    I’d of liked to see more flexibility in its melee section of the fight. Some more OGCDs and maybe a secondary mechanic or something to its black and white usuage. And maybe some extra spenders which we could use to make the rotation itself abit more flexible.
    Quote Originally Posted by Drayos View Post
    There’s no reason RDM couldn’t have some additional passives and maybe some extra spenders to make its rotation more flexible and have more options.
    Maybe I'm confused as to what you mean by this. How would "extra spenders" equate to "greater flexibility"?

    I mean right now we have a primary spender combo for single-target, a secondary spender for cleave, and a tertiary spender for extended periods of range or movement. We have no lack of options -- I can't think of a scenario we don't have the building blocks to fill the niche for already. The current question is primarily the value of the ranged spender since we want to avoid it at all times due to how weak it is for its GCD, much less its cost.

    Hell, the only thing many of us can say about ShB RDM is that it gained flexibility -- a spender for range and movement, an alternative to Displacement that won't kill us, less rigid melee combo alignment on Manafication.

    But of greater import is the fact that without an open niche to fill (which again, to my knowledge there are none), just jamming more spenders into the rotation for the sake of having more spenders would actually increase the rotation's rigidity, not its flexibility. We don't exactly have procs for grandiose increases in Mana generation; we can pretty easily math out the average rate at which we'll gain Mana and estimate when we'll next have our combo ready (the difference being up to 3 GCDs -- if you use zero CDs, which shrink that even more), and each additional spender in the rotation outside of the combo is a delay in it.
    Sure, Moulinet itself is actively used to delay the combo so we can align it better with phases or cooldowns (and many of us wanted Reprise to do so instead), but that's a side benefit of the skill simply having values that allow it to dip into such a role; it's designed to fulfill an open niche unto itself (AoE). It doesn't increase the Mana requirements of the rotation because it's not optimal to always use it, it's just a control tool in case RNG otherwise screws our timing.
    That's having an option, but we already have that so... what else do we need?

    When you talk about adding a "secondary mechanic to its black and white usage", it reads like you're just disappointed the job didn't gain more depth and complexity with its spenders, not "flexibility".
    And when you throw in wanting more oGCDs, it sounds like you just want damage buffs.
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    Last edited by Archwizard; 07-23-2019 at 03:52 PM.