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  1. #24
    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 Duelle View Post
    Giving RDM two rez charges is arbitrary, as there's little reason to do so aside from wanting to keep the rezbot meme alive.
    I disagree.

    The current "rezbot" mentality features an interesting intersection of two mindsets. One, which I assume falls closer to dev intent as seen with the SMN, is that giving a DPS role access to a rez tool is useful for if the healer(s) -- otherwise the only other access to a rez -- falls in battle. The other, from a higher-end player perspective, is that the RDM's comparable access to raising makes them first priority to perform raises on the party, since their MP is otherwise expendable compared to a healer's own and they waste fewer GCDs on each one.

    Sure, the devs could just give insta-Verraise a 1 min CD and go home, safe in the knowledge that RDM is no longer Swiftraising more frequently than SMN or any healer has access to Swiftcast... except that A) it would be the only rez-accessing job restricted to a cooldown, and B) that's a drastic change to the RDM status quo.

    Giving it two charges still keeps it restrictive (especially since spending both charges at once means you have to wait 2 minutes to get them both back), but the extra charge isn't just a gimmick or consolation. If the RDM is expected by their raid team to have expendable raises for DPS and by the devs to have emergency raises for priority targets, being able to keep an extra raise in their back pocket for a rainy day allows the caster to accomplish both goals, so long as they remain tactical in their deployment.

    Unrelated note, I disagree highly with your signature. RDM has never been a melee-centric or melee-heavy job, and in fact usually spends more time casting in the entries for which it is available; the fact that it has better melee equipment or physical stats in older entries is, for the most part, consolation for limiting their access to stronger spells. The Red Mage has only ever been about combining White and Black magic into something more, with swordplay being largely vestigial; in fact the "iconic" use of a rapier is actually quite recent in series history, around FF11 I think. By comparison, it's been a "turret" as long as it has had Dualcast, introduced in FF5.
    For a job focused on combining sword and sorcery, you may mean Rune Fencer, Spellblade or Mystic Knight. But first and foremost, the Red Mage has always been... a Mage.
    (2)
    Last edited by Archwizard; 08-22-2019 at 08:09 PM.