Since you mention MCH, I'm assuming this includes a resource that requires a non-max amount to activate the super mode. I'm not sure how I feel about that, as the MCH super mode has a relatively short duration from what I've seen. Then again, given how some fights are designed with phases where you can't target the boss, a long-duration mode might not be ideal.
Expressing disagreement in a civil manner (which is what I've seen in this thread so far) is not shitting on someone's idea. I'd even venture to say the OP has a good starting point.
In light of how RDM was implemented and the current issues surrounding it, that it would be brought up in a mystic knight discussion is inevitable (just like how certain individuals love bringing up mystic knight when the topic of RDM and melee come up). Differentiating the two without allowing one to be tossed to the curb or usurped is pretty damn important. And it is entirely possible for both jobs to coexist even after addressing the issues with RDM's implementation (read: more melee uptime is not going to make mystic knight impossible to implement).Don’t let the “something something RDM” crowd get you down
Nothing in Dragoon's rotation involves Piercing Talon. None of the combos lead to it, and none of its secondary systems (Blood of the Dragon) interact with it.
By comparison, the bulk of RDM's gameplay is spamming spells and in such a design the melee combo is tacked on (as I've argued since this job was implemented). If you were to replace the melee combo with two spells that consume the mana bars to get access to Verflare/Verholy/Scorch, you wouldn't see much change in the gameplay aside from Corps and Displacement not being needed anymore. As Katie said, however, the job is barely a RDM at that point.
The sword is pretty important to RDM and not something to treat as a decoration. Without it you have just a Sage dressed in red.Personally all I need in a Red Mage is the mixing of Black and White Magic.



Reply With Quote


