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  1. #41
    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)

  2. #42
    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
    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
    Now you're putting words in my mouth. I don't disagree with adding water spells to RDM, I simply disagree with your reasoning that we "need" water magic for its own sake. That type of diversity is aesthetic, not functional; we would all rather gain an unaspected or reused-aspect spell that adds to our kit and rotation, than a water spell that adds nothing.

    As for MP, it may not necessarily be the single biggest issue, though it is among them. Right now I would say our biggest issues are somewhere between that, our excessively low potency in spite of the weakening of our Verraise utility, and the fact we gained two skills this expansion that we're intended to avoid whenever possible, with Reprise not even being worth its GCD much less its Mana cost.
    (1)

  3. #43
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    A full elemental wheel to make Red Mages rotation a bit more robust would be nice, but given most seemed happy with Red Mages rotation seeing (essentially) no change with Shadowbringers, I imagine I'm in the minority with that.

    Still, I'd like a job with full access to the elemental spells, that cycles through them in a wheel-correct manner, and Red Mage is the perfect candidate until Geomancer gets added...

    Add Verwater and Verblizzard as our Verscathe, higher potency than Scathe, but the trade off is lower Mana generation perhaps.
    Change Reprise to inflict "Elementally Charged" on the target, change it to an ability with a mid-to-low cooldown.
    When an enemy with "Elementally Charged" is hit with a Verstone/Veraero/Verwater/Verfire/Verthunder/Verblizzard spell, they become charged with that element.
    Verstone/Veraero/Verwater/Verfire/Verthunder/Verblizzard gain a bonus when following the elemental wheel.

    Now, this is where we decide what elemental wheel we want to follow, the classic one with all the elements (Fire/Ice/Wind/Earth/Thunder/Water), or XIVs dual wheel, where Water/Lightning/Earth and Fire/Ice/Wind sit separately. I'm incline to stick to XIVs, just because you can also play around with Mana generation in that case; Doing the Wind>Ice>Fire rotation boosts Black Mana generation (perhaps Verblizzard and Verfire get bonus Mana, Veraero gets bonus damage?), doing the Earth>Lightning>Water rotation boosts White Mana generation (and same here, Verstone/Verwater bonus Mana, Verthunder bonus damage). Would be a new way to play around with the gauge building. Do a Reprise, hypercharge your White Mana generation, do another Reprise and switch to building Black Mana.
    (0)

  4. #44
    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 Nalien View Post
    A full elemental wheel to make Red Mages rotation a bit more robust would be nice, but given most seemed happy with Red Mages rotation seeing (essentially) no change with Shadowbringers, I imagine I'm in the minority with that.

    Still, I'd like a job with full access to the elemental spells, that cycles through them in a wheel-correct manner, and Red Mage is the perfect candidate until Geomancer gets added...

    Add Verwater and Verblizzard as our Verscathe, higher potency than Scathe, but the trade off is lower Mana generation perhaps.
    Change Reprise to inflict "Elementally Charged" on the target, change it to an ability with a mid-to-low cooldown.
    When an enemy with "Elementally Charged" is hit with a Verstone/Veraero/Verwater/Verfire/Verthunder/Verblizzard spell, they become charged with that element.
    Verstone/Veraero/Verwater/Verfire/Verthunder/Verblizzard gain a bonus when following the elemental wheel.

    Now, this is where we decide what elemental wheel we want to follow, the classic one with all the elements (Fire/Ice/Wind/Earth/Thunder/Water), or XIVs dual wheel, where Water/Lightning/Earth and Fire/Ice/Wind sit separately. I'm incline to stick to XIVs, just because you can also play around with Mana generation in that case; Doing the Wind>Ice>Fire rotation boosts Black Mana generation (perhaps Verblizzard and Verfire get bonus Mana, Veraero gets bonus damage?), doing the Earth>Lightning>Water rotation boosts White Mana generation (and same here, Verstone/Verwater bonus Mana, Verthunder bonus damage). Would be a new way to play around with the gauge building. Do a Reprise, hypercharge your White Mana generation, do another Reprise and switch to building Black Mana.
    I don’t think your in the minority with your thoughts. I think a lot of people are also in the same opinions on the rotation. I’d love to see some things added to widen the depth of the job.

    I think it’s more the case the people with your same opinon moved jobs. And a lot of the ones you see are healer mains or other caster mains and using RDM for prog or fun which it’s simple and flexible build works for haha
    (0)

  5. #45
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Gallus View Post
    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...).
    Just quoting myself for truth. Don't mind me.
    (0)

  6. #46
    Player
    Numenor1379's Avatar
    Join Date
    May 2014
    Posts
    376
    Character
    Lucius Magnus
    World
    Famfrit
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Gallus View Post
    Just quoting myself for truth. Don't mind me.
    Well... RDM got a 20%-33% MP cost reduction so...
    (0)

  7. #47
    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 Nalien View Post
    A full elemental wheel to make Red Mages rotation a bit more robust would be nice, but given most seemed happy with Red Mages rotation seeing (essentially) no change with Shadowbringers, I imagine I'm in the minority with that.
    Quite the opposite actually. Many of us were disappointed at the relative lack of expansion to the job, particularly since two out of three new skills are to be avoided as often as possible and the third was a big contributor to our MP issues until literally tonight's patch. No more depth or complexity was added to the job outside of AoE.

    But, at the same time, RDM is still young. To change it up too much in the immediate next expansion would make the design seem manic. The devs chose to focus first on putting final refinements on the existing design before expanding it, which is a very practical approach if nothing else.

    Still, I'd like a job with full access to the elemental spells, that cycles through them in a wheel-correct manner, and Red Mage is the perfect candidate until Geomancer gets added...
    Yeeeeeah... Hate to break it to you but GEO NPCs are already in-game and they're basically super-CNJs. In fact there are rumors GEO was initially meant to branch off CNJ (like SCH and SMN off ACN) as another DPS alternative, before they decided SCH would be the last class advancement ever.

    I highly doubt we'll see GEOs as your elemental wheel casters -- the lore so far has been very big on their mastery of air and water magic, but nothing governed by Thaumaturgy, since they largely contact similar Elementals to the Twelveswood's Conjurers.
    To be honest I would doubt RDM being an elemental wheel caster even if we got all 6; maybe a trait here or there to buff incidental spell combos, but given our access to at least two elements is entirely RNG, doubtful.
    (0)
    Last edited by Archwizard; 07-30-2019 at 06:40 PM.

  8. #48
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Archwizard View Post
    but given our access to at least two elements is entirely RNG, doubtful.
    I wouldn't say entirely, but yeah... Honestly I think the Ver-Ready duo could do with some adjustment... Mostly because Impactful is gone now, but if Verfire Ready and Verstone Ready both had a similar stacking effect as Summoners Further Ruin trait? That would be nice, throw in a charge on Acceleration? Would feel better at least, right now the general build rotation feels worse than Dancer to me... Perhaps it's just that I hate Jolt IIs basic af animation and it now sees double the usage with Impactful torn away...

    Quote Originally Posted by Archwizard View Post
    Quite the opposite actually. Many of us were disappointed at the relative lack of expansion to the job, particularly since two out of three new skills are to be avoided as often as possible and the third was a big contributor to our MP issues until literally tonight's patch. No more depth or complexity was added to the job outside of AoE.
    Good, though most I've seen in game seemed happy to have no real changes; "At least I don't have to change my hotbar", "At least I don't have to relearn my rotation". Meanwhile I'm sitting here not only lamenting the lack of anything new, but the loss of old things like Impactful and additionals... I ultimately have less to do, and an extra step with Scorch doesn't add nearly enough to make up for that...

    Personally I'd prefer a complete elemental wheel to go to a new job (if not Geomancer, Elementalist or something, IDK) since I'd rather see more swordplay on Red Mage going forward, although tying Reprise into the wheel combo did tickle my fancy... Still, I'd rather probably see something like a Fleche/Contre Sixte rework to have them be a bigger part of the rotation than just semi-long oGCDs... The whole aetherial blade concept has a lot of potential for really cool looking attacks IMO, but as it is currently is just a tad... Lackluster... I wont say many nice things about FFXV, but the whole "Look at my spinning shield of aetherial weapons" concept was awesome, change Fleche to that? Perhaps 6 charges and a new gauge element, maybe some other way to generate them as well (a Meditate style skill to have something to do during transitions would be lovely, come to think of it), have various skills (like Engagement, hey look it has a purpose now) fire them off, keep Contre Sixte as a "Fire all" button... Would give Red Mage an amazing new level of visual flair...
    (0)
    Last edited by Nalien; 07-30-2019 at 07:36 PM.

  9. #49
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Archwizard View Post
    Now you're putting words in my mouth. I don't disagree with adding water spells to RDM, I simply disagree with your reasoning that we "need" water magic for its own sake. That type of diversity is aesthetic, not functional; we would all rather gain an unaspected or reused-aspect spell that adds to our kit and rotation, than a water spell that adds nothing.

    As for MP, it may not necessarily be the single biggest issue, though it is among them. Right now I would say our biggest issues are somewhere between that, our excessively low potency in spite of the weakening of our Verraise utility, and the fact we gained two skills this expansion that we're intended to avoid whenever possible, with Reprise not even being worth its GCD much less its Mana cost.
    Well then i must have misread what you said so i apologize.

    I just want more variety for RM and higher potencies but in a sense because of less mana cost now i suppose it is a buff?
    (0)
    Last edited by Maero; 07-30-2019 at 09:51 PM.

  10. #50
    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 Nalien View Post
    Personally I'd prefer a complete elemental wheel to go to a new job (if not Geomancer, Elementalist or something, IDK) since I'd rather see more swordplay on Red Mage going forward,
    Gonna have to stop ya right there.

    Red Mages are not a melee job. We are not Rune Fencers or Mystic Knights or Spellblades. "Mage" is literally in the job title; we're primarily back-line fighters who occasionally enchant our weapons and dip into fencing, not the other way around.
    I would argue the swordplay is more incidental and aesthetic.

    I agree that the aetherial blade spam has visual appeal -- I've personally suggested summoning a barrier of crystal swords for a counter-based personal mitigation tool many times before, citing Noctis' Armiger and Sora's Ultima Form, "En Garde" is a perfect name -- but let's not get carried away. The Red Mage archetype has always been primarily about blending the opposing forces of White and Black magic, with a splash of better physical stats to make up for its lower potential as a caster, not about tossing out swords as a primary mechanic.
    (1)

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