... wouldn't you just use it after your Verfinisher then?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).
Like, almost every time?
RDM either needs to have its damage increased or its mana costs reduced. Right now it's not good at anything. It does garbage DPS and it can't realistically raise more than a SMN (quite the opposite in fact...).
Last edited by Gallus; 07-28-2019 at 05:56 PM.
the worst thing about RDM is that if you dont pop Lucid on cd you are going out of mana, they need to reduce the mana cost on something it feels shit going out of mana,
Summoner dont even have it half as bad.
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.
You wouldn't want to intentionally unbalance with your finisher because you'd miss out on the guaranteed Verfire/Verstone ready proc, and lower the amount of mana you'd gain from Scorch. You'd want to unbalance some point after casting Scorch, but before it becomes impossible to on that cycle because the lower mana of the two reached 70. But yes, the cooldown would be aimed at having you intentionally unbalance about once per melee combo.
And whatever the cooldown is, there's obviously variance in the speed at which you build mana for a melee combo (Manafication is a big factor here), so you'd have to watch the new spell's cooldown and intentionally unbalance right as it becomes available to maximize its damage. The more diligent you are at using it the moment it comes off cooldown, the more uses of the new super spell that requires you to intentionally unbalance once for white and once for black.
You'd also have to be careful not to unbalance too early (miss out on building mana) or mess up and unbalance white or black twice in a row (delaying use of the new super spell for another cycle).
The whole objective here is to get you interacting with the job gauge in way other than just filling them both up evenly.
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.
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.
To each their own i guess, if you like Red Mage as it is that's great but many have asked for water based spells to be added.
We could at least agree that mana is by far the biggest issue with Red Mage atm
Thanks for the advice, guys.
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