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  1. #1
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Give RDM Water and Blizzard already!

    It's time RDM got the full elemental wheel! Give them Verwater / Verblizzard, and their counterpart ancient spells of Verflood / Verfreeze.

    [Preface]

    Since SE ended up adjusting MP Consumption; I collected my thoughts and did some different things for an idea as how "Verwater / Verblizzard" into a RDM's rotation without over-bloating the toolkit, and still fitting with the overall RDM mechanic.

    Red Mage, as a user of both spectrums of Light and Dark, should be that job that has every element at its disposal, for DPS output. Ice and Water elements could easily be incorporated by another means to increase Black and White mana.


    To keep it simple, and not make it dysfunctional, or mess up it's simple design of accumulating White / Black mana, etc. these new spells WILL help increase it's momentum, and get the RDM to it's rotation FASTER, if RNG permits.

    [Easy Read Document]

    [My Personal favorite Way of adding Verblizzard / Verwater]
    Remove Acceleration: and replace it with Verblizzard and Verwater.

    These Spells are instant cast, and automatically trigger Verstone / Verfire Ready
    OGCD Weaving: Verwater:
    OGCD Weaving Verblizzard:

    Verwater: Deals Water damage to target with a potency of 415.
    • Increases White Mana by 5
    • Verstone Ready
    • Recast: 35s

    Verblizzard: Deals Ice damage to target with a potency of 415.
    • Increases Black Mana by 5
    • Verfire Ready
    • Recast: 35s


    [Why Remove Acceleration?]

    I believe it could be a non detrimental removal, especially if we replace it with TWO like Potency instant cast spells that Automatically do the exact same thing as Acceleration: Trigger Verfire / Verstone Ready +. Plus it gives a new DPS attack would could weave in with Fleche / Contra Sixte. Again, SE has a lot of avenues to tweak RDM's and give them the full elemental wheel.



    Maybe wishful thinking for 6.0.

    So for our AoE rotations, Veraero II or Verthunder II are given a 25% RNG Chance to become: Verfreeze and Verflood.

    As suggested by Archwizard, thank you for the feedback, allowing the AoE's to be a much more potent AoE that yield higher White / Black Mana.

    Why 25% RNG? Button Bloating and because they're more powerful and grant more Mana for Black or White. 12w / 12b. And it would make an IMPACT, Like BLM's Foul. I believe RDM needs that sort of POPPING AoE; BLM has two that stand out, Freeze / Foul. Give them Verflood / Verfreeze.

    This will also help increase our Mana Generation doing AoE combos and Enchanted Moulinet things more often!
    • Veraero II 25% chance to Trigger: Verflood
    • Verthunder II 25% chance to trigger Verfreeze

    [Spell Examples] Verflood / Verfreeze

    [LIST]
    Verflood: Deals Water Damage with a potency of 325 to target and all enemies nearby it.
    • Additional Effect: Increases White Mana by 12


    Verfreeze: Deals Ice Damage with a potency of 325 to target and all enemies nearby it.
    • Additional Effect: Increases Black Mana by 12

    Mana Generation Rate: 7 >> 3/3 >> 12 >> [15]



    Why have another RNG like their single tier counterparts?

    Why not? Veraero / Verthunder grant Verfire Ready / Verstone Ready, right? AoE Counterparts should do the same. With a slightly lower chance, since they're FAR more powerful, and yield more Mana. Plus it won't break the already smooth rotation system the Red Mage has. I find the RDM's rotation perfect, and without adding any additional buttons, it would retain that smooth rhythmic pattern.



    This is the RNG way of Adding Verwater / Verblizzard. Adding another layer of RNG that takes the place of Verfire / Verstone.
    So if they Proc:
    Verfire becomes: Verblizzard
    Verstone becomes: Verwater
    • Verwater
    • Verblizzard

    The usual 50% Trigger for Verfire/Verstone >> 25% Trigger for Verblizzard/Verwater

    Verwater: Deals water damage with a potency of 240.
    • Additional Effect: Increases White Mana by 5
    • Additional Effect: 10% of damage inflicted converted to MP


    Verblizzard: Deals ice damage with a potency of 240
    • Increases Black Mana by 5
    • Additional Effect: 10% of damage inflicted converted to MP

    • Verblizzard and Verwater are INSTANT casts
    • Siphon 10% Of damage inflicted to MP Pool
    • Increases either White or Black mana by 5
    • Potency 240

    Mana Generation Rate: 3/3 >> 11 >> 9 >> 5 =28 White/Black mana if successfully getting all RNGs
    Potencies: 310 >> 270 >> 240

    Since Verfire / Verstone already have faster cast time / I believe an Instant Cast to Verblizzard / Verwater are proper, WITHOUT consuming Dualcast

    Why not consume Dualcast? Because that way, the RDM can instant cast twice if ALL proc's are in their favor! So it could be:

    As also suggested by Archwizard, instead of having the spells Siphon MP, just have them cost no MP to cast.

    Jolt [3/3] >> Veraero [11] >> Verstone [9] >> Verwater [5] [28/3] >> straight to: Verthunder [28 W /14 B]

    *If timed properly, the Red Mage could do: [Verwater (Instant Cast) >> Verthunder (Dualcast) >> [Swiftcast / Acceleration] >> Veraero

    Continue rotation.


    We could also safely add additional DPS output by further increasing Black and White mana accumulation with additional Ver(spells). By increasing Mana gain a RDM can trigger their rotation more then every 35ish seconds, or per Manafication. This would in turn require them to decrease the Corpse-a-Corpse GDC.

    A few Adjustments that could increase overall DPS:

    Scorch should automatically trigger Dualcast
    • That way you can "Scorch" finisher >> straight to a strong Ver(Long Spell)
    -
    • Increase potencies of Ver(Fast Spells) to 300 Potency and Ver(Long Spell) tp 360
    • Increase Jolt II Potency to 270
    • Re-introduced Impact single target: Increased Potency to 300 and grants 4w /4b

    Just my two cents lol.



    What are your thoughts?
    (9)
    Last edited by PatronasCharm; 08-29-2019 at 09:34 PM.

  2. #2
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    Bruh i just want water and ice skills so im for it regardless of mechanics. Was so disapointed that there were none in shb.
    (9)

  3. #3
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    Character
    Patronas Charm
    World
    Leviathan
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    Red Mage Lv 96
    Quote Originally Posted by NealSnow View Post
    Bruh i just want water and ice skills so im for it regardless of mechanics. Was so disapointed that there were none in shb.
    Same, idk what the Development Team's phobia with water (in general) / ice to the RDM rotation; I feel as though they missed a huge opportunity with the AoEs. Even if it's another RNG game I'm down for it.
    (3)
    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
    Ardox's Avatar
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    Aug 2015
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    Character
    Kaleth Orebiter
    World
    Hyperion
    Main Class
    Lancer Lv 80
    Quote Originally Posted by NealSnow View Post
    Bruh i just want water and ice skills so im for it regardless of mechanics. Was so disapointed that there were none in shb.
    Fleche and Contre Sixte are ice spells: they are literally icicle rapiers flying around.

    As for water-based spell: the only offensive spell player has access to is Fluid Aura (CNJ/WHM). Even a class that is based on the element don't have offensive water spell. I feel all CNJ/WHM healing spells are somehow water aspected... A bit like Legend of Mana
    (0)
    Last edited by Ardox; 07-30-2019 at 05:25 AM.

  5. #5
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    Character
    Patronas Charm
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    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Ardox View Post
    Fleche and Contre Sixte are ice spells: they are literally icicle rapiers flying around.
    I think it's been covered above, that Fleche / Contre Sixte though light blue and may seem like icicles, it isn't aspected; it just says: deals damage with a potency of

    And I just don't believe Vercure is water based! Regardless:

    Verwater/Verblizzard should very well be added to the RDM Rotation, it would fit with its job, and it can easily be included in its rotation. Doubtful we'll see it anytime soon, but nonetheless, it should be there.
    (2)
    Last edited by PatronasCharm; 08-01-2019 at 07:20 PM.
    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

  6. #6
    Player
    Archwizard's Avatar
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    Feb 2019
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by PatronasCharm View Post
    Verwater/Verblizzard should very well be added to the RDM Rotation, it would fix with its job,
    I think you meant to type "fit with the job", but on the off-chance you did in fact imply adding Verwater and Verblizzard would "fix" the job: Let's not get ahead of ourselves.

    Just adding more procs that do elemental damage will not "fix" anything. In a vacuum it won't change anything without reason to use them.

    If the goal is to increase the depth of the job, cool! But focus on actually accomplishing that first, and add the water/ice labels later.
    I admit I find it very conspicuous that the devs have avoided giving RDM water and ice magic so far without any stated reason why not, and it sure as heck would fit my collector's mentality if RDM was the first full-caster to access all six since 1.0 CNJ, but the devs are under no obligation to give them to us, especially when a spell's damage type is as cosmetic as its visual effects.
    (1)

  7. #7
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
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    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Archwizard View Post
    I think you meant to type "fit with the job", but on the off-chance you did in fact imply adding Verwater and Verblizzard would "fix" the job: Let's not get ahead of ourselves.

    Just adding more procs that do elemental damage will not "fix" anything. In a vacuum it won't change anything without reason to use them.

    If the goal is to increase the depth of the job, cool! But focus on actually accomplishing that first, and add the water/ice labels later.
    I admit I find it very conspicuous that the devs have avoided giving RDM water and ice magic so far without any stated reason why not, and it sure as heck would fit my collector's mentality if RDM was the first full-caster to access all six since 1.0 CNJ, but the devs are under no obligation to give them to us, especially when a spell's damage type is as cosmetic as its visual effects.
    Yeah I meant "Fit," I fixed it, thank you for pointing that out =D

    With it's ability to manipulate both spectrums of Dark and Light magic, I believe they could play a little "elemental wheel" mini game later down the Red Mage's time.

    It would be a neat identity shift if the ability to "Chainspell" their elements a bit, even if it's behind a GCD, to keep it simple. the GCD automatically proc's Verfire/Verstone Ready, and allows the RDM to do something like:

    Verthunder >> Verstone [Potency Bonus]

    Verfire >> Veraero [Potency Bonus]

    Idk, maybe getting a head of myself lol, but with all 6 elements at its disposal it would make for a neat thing to add in the future of the job. Regardless of the game not having a sort of "elemental weakness", outside Eureka; having a job that plays that mini-game would be neat.

    Thank you for your reply =)
    (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

  8. #8
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NealSnow View Post
    Bruh i just want water and ice skills so im for it regardless of mechanics. Was so disapointed that there were none in shb.
    Anything given regardless of its mechanics sounds like pure bloat to me. I'll happily pass on Water and Ice until they do something new to, but cohesive with, the RDM XIV lore, style, and toolkit.
    (1)

  9. #9
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Anything given regardless of its mechanics sounds like pure bloat to me.
    On the other hand, given how bare-bones our mechanics are right now, it isn't that difficult to add another dimension to them.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
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    Tani Shirai
    World
    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    On the other hand, given how bare-bones our mechanics are right now, it isn't that difficult to add another dimension to them.
    So painfully true. But that just makes it all the worse to me when suggestions toss in Ice and Water without picking for any of the plethora of avenues for mechanical advancement and instead just offer it as flavor text -- or more of the same long past the point where, to stretch an analogy, another mouthful of sickeningly over-sweet fudge would be at all appetizing. Or, RNG atop RNG atop RNG, to take an example from this thread. At that point they may as well have just become the AoEs themselves, simply name-swapping what we have now. At least then we'd have reason to build into future elemental combos such as through Water->Lightning or Ice->Stone, or, again, any of various other mechanics... (Though, even all that could have been done as easily through just having Scatter be a short cast which would make the next spell deal reduced damage but as an AoE.)
    (1)

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