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  1. #1
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ayuhra View Post
    So I just unlocked this job and everyone says it's super easy but I just don't get it. Can someone please explain to me like I'm an idiot, because I am one, how this job works at level 50?

    Do you just spam Jolt to fish for Dualcast procs into Veraero/Verthunder? Because that's the only way I've managed to keep the meter balance but it feels wrong somehow.
    Dualcast works on all spell casts it is not a proc. Anyways, you use Jolt, Verstone, Verfire, as your ST "starters" for your Veraero and Verthunder which both have a cast time equal to 2 GCDs. Veroaero and Verthunder are the ones to give you procs for Verstone and Verfire respectively.

    Your goal is to get yourself to 80/80 mana and keep them in balance. So a typical way to do that is to Jolt>Veroaero>Verstone>Verthunder>Verfire>Veroaero. If any procs fail to happen then you reset to Jolt and then go to whichever side has the least amount of mana and cast its respective spell.

    Once you are at 80/80 you use Corps-a-Corps to get into melee range to perform the 123 melee combo Riposte>Zwerchhau>Redoublement and then Displacement to leap away. Later on you will get Engagement which you use in place of Displacement when operating in situations where you cannot leap away because of the consequences. Then you go back into the spellcasting ST rotation.

    For AoE situations you Veraero II/Verthunder II>Impact. Once you get to 100/100 you then Corps-a-Corps in and spam Moulinet till you run out of mana and then restart.

    Later on for the ST you get Verholy and Verflare which come after the melee combo. If due to proc failures you have an uneven amount of mana then you pick the one that is of the lesser of the two sides. If both are equal then choose whichever one you like the animation of better. At 80 you will gain Scorch which is cast after Verholy/Verflare.
    (0)

  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 Ayuhra View Post
    So I just unlocked this job and everyone says it's super easy but I just don't get it. Can someone please explain to me like I'm an idiot, because I am one, how this job works at level 50?
    As TankHunter explained, Dualcast is not a proc; it will always activate off of any non-instant spell you cast regardless of cast time, and make your next spell instant regardless of cast time if it wasn't instant already. (So it won't make two spells instant in a row, but it will go cast->instant->cast->instant, etc.)
    This means you could theoretically cast a spell with a short cast time to gain Dualcast, then burn that on a spell with an otherwise 8-second cast such that the latter becomes instant, just like using Swiftcast.

    In the simplest manner possible though:

    You've got three main types of attacks: Shortcasts, Longcasts, and Melee.

    Longcasts are strong spells but have a cast time longer than your 2.5-second global cooldown, like Verthunder, Veraero and (in AoE) Scatter.

    Shortcasts are non-instant spells with 2-second cast times that are on the weaker side, like Jolt, Verfire, Verstone and (in AoE) "Ver- II" spells. Generally you want to use Verfire/stone over Jolt any time they're available since they're significantly stronger, but they only proc from your Longcasts, so you'll usually be using Jolt as a starter.

    Like you've clued into, the goal is for you to use the Shortcasts to activate your Dualcast trait, and then burn Dualcast to instantly fire off a Longcast spell in quick succession. "Jolt-> insta-Verthunder-> Jolt-> insta-Veraero" is a basic form.
    Weave your off-GCD skills (like Fleche and Acceleration) after your instant casts for bonus damage, so that you keep them on cooldown.

    Alternate between spells that will generate different Mana types in your Balance Gauge so that you build them at a near-even rate, and once you have at least 80 of each type of Mana at once you can use your melee combo, which is the most burst damage you'll do.
    You'll probably also want to play with using Corps-a-corps and Displacement to transition into and out of your melee combo, respectively.
    (2)
    Last edited by Archwizard; 08-08-2019 at 04:47 PM.

  3. #3
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Archwizard View Post
    Alternate between spells that will generate different Mana types in your Balance Gauge so that you build them at a near-even rate, and once you have at least 80 of each type of Mana at once you can use your melee combo, which is the most burst damage you'll do.
    You'll probably also want to play with using Corps-a-corps and Displacement to transition into and out of your melee combo, respectively.
    I'll piggyback on this too; I've noticed Proc's for Verstone / Verfire occur more often when alternating between the two [could be superstition though lol] Verfire >> Veraero >> Verstone >> Verthunder; it doesn't happen 100% of the time, but to me it happens more often.

    Just don't forget Acceleration / or Swiftcast, because those two really do help increase mana generation.
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  4. #4
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by PatronasCharm View Post
    I'll piggyback on this too; I've noticed Proc's for Verstone / Verfire occur more often when alternating between the two [could be superstition though lol] Verfire >> Veraero >> Verstone >> Verthunder; it doesn't happen 100% of the time, but to me it happens more often.

    Just don't forget Acceleration / or Swiftcast, because those two really do help increase mana generation.
    It's 50% regardless
    (0)

  5. #5
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    They could have used those two for the new AOEs rather than reusing wind/thunder, no idea why they didn't. I'm not a fan of adding yet more buttons for button's sake.
    (0)

  6. #6
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Honestly I've been wanting them to add EnWater and EnBlizzard. They way I see them is that EnWater is a ogcd buff that adds a dot effect to your weaponskills. Each hit from your weaponskills adds 15s to the dot for a max of 45s. EnBlizzard add an MP refresh buff to your weaponskills. Each hit adds 5s to the buff for a max of 15s.
    (2)

  7. #7
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Tbh I think the problem most of us have is they didn’t do enough with RDM

    Personally I wanted more melee stuff to arise, I feel like they were just ultra “safe” with their changes to RDM.

    But it’s the only job of the entire list which features another roles combat system outside of its set combat role.

    It’s a caster with sword attacks.

    Why couldn’t they have taken a risk and added some proper changes to the job I don’t know. I would have loved to see

    A new mechanic built into the mana system to give us the player more control over its pacing.

    New OGCDs featuring ice and water abilities.

    More melee abilities.

    More abilities outside the mana system.

    But I guess what they did was safer then those types of changes.
    (1)

  8. #8
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Drayos View Post
    Tbh I think the problem most of us have is they didn’t do enough with RDM

    Personally I wanted more melee stuff to arise, I feel like they were just ultra “safe” with their changes to RDM.

    But it’s the only job of the entire list which features another roles combat system outside of its set combat role.

    It’s a caster with sword attacks.

    Why couldn’t they have taken a risk and added some proper changes to the job I don’t know. I would have loved to see

    A new mechanic built into the mana system to give us the player more control over its pacing.

    New OGCDs featuring ice and water abilities.

    More melee abilities.

    More abilities outside the mana system.

    But I guess what they did was safer then those types of changes.
    They definitely played it safe with RDM. Not sure if they ran out of ideas, or they didn't want to overly complicate it, but it was sort of unchanged, and Scorch was pretty much the only new spell learned, not counting AoE's. I know I was highly disappointed that we didn't get a single new elemental spell.
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  9. #9
    Player
    geekgirl101's Avatar
    Join Date
    Aug 2013
    Posts
    469
    Character
    M'leineya Leoh
    World
    Phoenix
    Main Class
    Red Mage Lv 100
    We got enough spells as it is for our rotation, we don't need more. What we need is more potency. Black mages don't get stone/water/wind so unlike FFXI we're not following an elemental wheel where we get to use all 6 elements on one job.

    Enspells might be nice though...hmm.
    (0)
    Last edited by geekgirl101; 08-13-2019 at 04:04 PM.
    Gaius van Baelsar: Nor is this unknown to your masters. Which prompts the question: what came first, the chicken or the egg?

  10. #10
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by geekgirl101 View Post
    We got enough spells as it is for our rotation, we don't need more. What we need is more potency. Black mages don't get stone/water/wind so unlike FFXI we're not following an elemental wheel where we get to use all 6 elements on one job.

    Enspells might be nice though...hmm.
    I’d love to see an Enspell, Maybe a sword OGCD strike that doesn’t eat up mana but builds it up.

    That could be an avenue.

    But back to my post, I’d love to see the entire spectrum of elements, not sure if their Jolt / Impact is a combination of White/Black Magic, but having a water spell / blizzard spell would be neat to see. They’ve got 4 elements already why not complete the set of 6.
    (0)

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