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  1. #1
    Player
    Hopeful's Avatar
    Join Date
    Jul 2014
    Posts
    1
    Character
    Hope Adams
    World
    Phoenix
    Main Class
    Samurai Lv 80

    Red Mage Proposed Changes

    Hello,

    For some people, Red Mage feels underwhelming and is currently one of the lowest raid-contributing DPS in the game (https://www.fflogs.com/zone/statistics/29#boss=65). I feel that Square Enix has overlooked this class, which desperately need some changes to improve its gameplay.

    Hopefully, in this thread, we can discuss some changes to improve Red Mage's gameplay.

    Proposed Changes


    1. Jolt II

    With the trait up-grade Enhanced Jolt: Increase the mana gain from 3 White and Black to 4 White and Black.

    This change will bring back the consistency with the opener. Currently, if you do not get a proc you may have to delay your opener by 1 GCD, delaying your melee opener is not good in certain fights. Making this small change significantly improves the job.


    2. Veraero II and Verthunder II

    With the trait up-grade Scatter Mastery: Increase the Potency of Verthunder II and Veraero II to 130 Potency

    I find it annoying that on two targets it is optimal to Jolt II into Impact, which just feels wrong. Plus this Job's AOE is noticeably weaker in comparison to other classes.


    3. Scatter/Impact

    Scatter potency increased to 150 and increasing the mana gained from 3 White and Black to 4 White and Black (same for Impact)

    It feels wrong that when you go into your finishing combo, you are gaining less mana even though the skill does more damage. This skill should be a "gain" in all accounts damage and mana.


    4. Acceleration

    Increase the buff duration to 15 seconds and grants "Dualcast" upon execution

    Have you ever had that feeling that acceleration needs to be on cooldown but you pressed it too early into your melee combo? Well, these changes should address that issue. The addition of "Dualcast" to this skill allows it to be useful during AOE rotations.


    5. Manafication (Rework)

    Now increase White and Black mana by 40
    Enhanced Manafication - Decrease the cooldown to 60 seconds and grants 2 charges


    I feel like this change will make the Job more explosive in the opener but also "removing" the issue with over-capping mana.


    6. Embolden (Rework)

    Increases own damage dealt by 10% and increase of damage dealt 5% for nearby party members duration last 15 seconds. 120-second cooldown

    I absolutely hate the decreasing damage effect from Embolden. This change would make the feel more consistent in terms of its personal and raid contribution.


    7. Engagement

    Increase potency to 200

    I understand that this skill might completely replace displacement, but I also do not want to jump to my death.


    8. Enchanted Reprise

    Increase potency to 270 and decrease recast time to 2.0 seconds

    This change would allow the skill to be "DPS neutral" whether it is for mobility or mana control.
    (6)

  2. #2
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    As much as i Like these, I think RDMs are in for an umbral era as SE doesn't have any interest in us as seen in the most recent LL and the entire community doesn't seem to care because Verraise is apparently equivalent to being the lowest rdps coontributing job in the game which is tied with NIN of which there is so much more uproar.
    (1)
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  3. #3
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,789
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    I know don't see my level 80 rdm with ilvl 440 doing anymore than dmg than it did at level 70 with ilvl 400 gear. They really need to give them a boost.
    (0)

  4. #4
    Player
    foussi's Avatar
    Join Date
    Mar 2018
    Posts
    200
    Character
    Magnus Avalon
    World
    Omega
    Main Class
    Red Mage Lv 90
    Hmm I like these changes.
    Can I add that they also should increase the potency of the finishers.
    Verflare/holy potency increased to 800 and scorch to 900.

    About the aoes, verthunder/aero 2 and impact are kinda fine, maybe that we get an aoe-finisher for moulinette, like using maybe after using it 4 times that we can cast an aoe called verfoul which has a potency of 450.
    (0)

  5. #5
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    But but but raise utility and RDM are more braindeaderer than any other job they need to stay at the bottom of the totem pole
    (2)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  6. #6
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    I'm not convinced about some of these changes, especially Manafication. With 2 charges and 60 seconds cooldown RDM would pretty much become melee job. Let's not forget RDM is still caster, melee combo is just a bonus.
    RDM is absolutely fine at the moment, but could use stronger party buffs.
    (0)

  7. #7
    Player
    cactusking's Avatar
    Join Date
    Jul 2015
    Posts
    16
    Character
    Teva Rahat
    World
    Cactuar
    Main Class
    Scholar Lv 71
    I've posted in the past that the proc rate for Verfire/stone Ready is just too high, especially for something that's barely a potency upgrade from Jolt II. 50% chance to activate, plus multiple ways to force it, doesn't make for interesting design since it's up more often than it's not. Increase the potency on them and either set it to something like a fixed 30-40% chance or tie it to crits from Verthunder/aero.
    (0)

  8. #8
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by cactusking View Post
    I've posted in the past that the proc rate for Verfire/stone Ready is just too high, especially for something that's barely a potency upgrade from Jolt II. 50% chance to activate, plus multiple ways to force it, doesn't make for interesting design since it's up more often than it's not. Increase the potency on them and either set it to something like a fixed 30-40% chance or tie it to crits from Verthunder/aero.
    And Again, the proc rate isn't "too high." If anything having 4 jolts in a row is soul crushing. If you do a fight like E3s you can literally feel yourself getting behind in the fight because of bad Jolt procs. In some places you just need to have melee combo for mobility or to get it out of the way before separating for mechanics. If anything we need more consistency in fights like this.

    Quote Originally Posted by Cetek14 View Post
    I'm not convinced about some of these changes, especially Manafication. With 2 charges and 60 seconds cooldown RDM would pretty much become melee job. Let's not forget RDM is still caster, melee combo is just a bonus.
    RDM is absolutely fine at the moment, but could use stronger party buffs.
    A fun aside, I counted RDM melee skill use in 4.x on a dummy savage fight and compared it to its total casts to come up with the fact that 1/8th of all our attacks required being melee, effectively making us 1/8th melee. Now in 5.x in E2s, 1/5th of our buttons pressed are melee. We are becoming melee.
    (4)
    Last edited by Zyneste; 08-11-2019 at 01:09 PM.

  9. #9
    Player
    M1551NGN0's Avatar
    Join Date
    Feb 2017
    Posts
    58
    Character
    Kesisi Kesi
    World
    Brynhildr
    Main Class
    Arcanist Lv 1
    Quote Originally Posted by cactusking View Post
    I've posted in the past that the proc rate for Verfire/stone Ready is just too high, especially for something that's barely a potency upgrade from Jolt II. 50% chance to activate, plus multiple ways to force it, doesn't make for interesting design since it's up more often than it's not. Increase the potency on them and either set it to something like a fixed 30-40% chance or tie it to crits from Verthunder/aero.
    No.
    /10char
    (2)

  10. #10
    Player
    nth's Avatar
    Join Date
    Aug 2019
    Posts
    1
    Character
    Knight Haleir
    World
    Balmung
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Cetek14 View Post
    I'm not convinced about some of these changes, especially Manafication. With 2 charges and 60 seconds cooldown RDM would pretty much become melee job. Let's not forget RDM is still caster, melee combo is just a bonus.
    RDM is absolutely fine at the moment, but could use stronger party buffs.
    It wouldn't and that's an exaggeration, but a more frequent melee combo is exactly the thing Red Mages need to differentiate themselves as a Job from SMN and BLM, especially if it's done in a way that further differentiates average RDMs and skilled ones.

    In regards to OP specifically, I think Jolt II -> Impact is fine and fun, and RDM should have a couple unique mix-ups. I agree with most of the rest though.
    (0)
    Last edited by nth; 08-11-2019 at 06:47 PM. Reason: bit at the end

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