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  1. #31
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    I don't get the concept of relying solely upon a role action to maintain job resource. Honestly.

    It's not so much the resource management that bothers me, but the fact that there is zero resource management within the base kit of the Job. In Stormblood it did not matter because Red Mage was MP neutral (which fit within the theme of the job and its story). Now, it's a mp hog in a world where the strongest Mage DPS sits on effectively infinite MP and Manfication is pretty much useless them.

    It feels like a poorly executed afterthought and adds no depth to the class. It's just now a required button to press in rotation.

    In effort not to present problem without the solution - perhaps we can have our MP costs be adjusted depending on how well we're balanced in Mana. Then we can have some of our Off Globals restore MP or perhaps our finisher's restore MP (Maybe our Melee hits to help support AoE rotations as well?) This will provide a better reward mechanic for playing well and allow self maintenance.

    Then, Lucid Dreaming can be used as an offset/utility skill for times extra MP is needed.

    Either way I do feel a change is needed.

    Edit: on further thought, I'm even more in favor of it being tied to our Melee Combos, as this will also balance verraise spamming. If all we are is a Res-Mage with no offense to restore our MP, we'll severely limit our contribution and find ourselves out of mana.
    (0)
    Last edited by Hyrist; 07-23-2019 at 11:32 AM.

  2. #32
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,800
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by JohnSpawnVFX View Post
    They took away Diversion, so people now have to look for something else they need to press frequently, to complain about.
    Press on cooldown rather than having any reason to delay or synergize with other cooldowns, such that the ability could easily have just been absorbed into passive rates with zero change in gameplay except having saved a button slot and needing to weave one fewer skill per minute.*
    (1)

  3. #33
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    I get the feeling they will improve Red Mage's MP accumulation in 5.1. Right now it's pretty punishing to not have lucid on cd 100% of the time. The casual player isn't gonna have that kind of up time on their cooldowns.
    (0)

  4. #34
    Player
    JohnnyDevo's Avatar
    Join Date
    Jun 2016
    Posts
    190
    Character
    J'majha Devo
    World
    Midgardsormr
    Main Class
    Red Mage Lv 80
    the 10k cap is not the problem you think it is.

    Before, you had 14400 mana. Res would run you 3600, or 25%. Jolt II, verfire, and verstone were 360, or 2.5%. Veraero and Verthunder were 480, or 3 and 1/3 percent. Holy and flare were 600, or 4.1666%.

    Now, the relative mana costs, respectively, are 24%, 3%, 4%, and 5%. Every single spell is cheaper, but a higher relative cost, excepting verraise. On top of that, red mage's spell rotation was extended by one spell; the 5% costing scorch.

    Red mage's mana issues have nothing to do with the 10k cap. It's all about the relative costs. Those are what make red mage a bit more tough on the mana bar.

    And you know, that's perfectly fine with me. Hit lucid on cooldown and you're fine. Between bards and mana shift, mana was way too easy until this expansion. The 10k cap makes it a lot easier to read as well.
    (1)

  5. #35
    Player
    RosaLunaCelestia's Avatar
    Join Date
    Oct 2015
    Posts
    1,581
    Character
    Luna Luorc'a
    World
    Moogle
    Main Class
    Red Mage Lv 80
    I wish rez with red mage cost nothing :/
    (1)

  6. #36
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Well I am extremely happy with the MP resduction cost to the RDM skills/abilities. And yes...I do know what Lucid Dreaming is for those who made mention to it & YES i have used it. I still would to have like to seen my MP @ level 80 to 17K instead of 10K. But that just me.
    (0)

  7. #37
    Player
    AuraAstra's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    39
    Character
    Aura Astra
    World
    Excalibur
    Main Class
    White Mage Lv 100
    As a healer it took me a while to get used to the reduced mana cap, but now that I've adjusted and figured out how to weave my mana-free (or in the case of WHM mana-negative) spells with the costly ones and Lucid Dreaming, it feels a lot better.

    RDM I probably play entirely incorrectly (not my main class, so I don't really care), but I've been working on sustainability for that side of things as well. That's mostly coming down to figuring out the best timing for Manafication so I can get a second melee combo in. I've found that if I hit Lucid Dreaming right before I start the melee combo, that gives me a good bump in my MP, so by the time I Disengage back to my casting combos, I've got about 15% MP back. If I can combo up enough black/white and Manafication for a second full empowered melee combo, that's even better. I still end up pretty low on mana by the end of a long boss fight, but I rarely drop into "not enough to cast anything" range.

    But like I said, I probably play RDM all wrong.
    (0)

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