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  1. #1
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    I have a list of things I’d like to see
    Aero/Thunder 2 buff to 140 so they work on 2 targets
    Flèche is now 30sec at 500 potency
    EReprise to 280-300 potency
    Manafication allows you use 3 Ewep skills ignorant of gauge cost
    Swiftcast spells and Scorch can proc Dualcast
    VerHoly/Flare/Scorch all do AoE damage scaling 50% off on 2 targets
    Acceleration gets 2 charges and restores 1500 mana each use.
    Displacements damage is removed, Engagement is removed entirely
    Corp A Corp gets 2 Charges and is buffed to compensate for displacements removal.
    Vercure buffed to 800 potency gives a Stone Proc immediately upon use (why not)
    Verraise gives a Fire Proc immediately upon use.(community can decide if they want to keep this or not, I’m over it)
    Embolden works on EVERYBODY(the fact that it doesn’t is silly)

    If we can get these, I’d enjoy RDM much more especially if the damage cap is closed. For 6.0, I’d also consider a bit of a redesign to truly capture that SpellBlade White magic support casting DPS identity that rdm was supposed to be. More melee, More white magic tools, more utility defensively and offensively. None of this needs to equate to RDM being the best caster/job, the job currently feels like a 2.0 BLM clone with a raise

    Nitpicking but Remove the magic crystal medium, it’s ugly and I rather red mage shoot magic off the tip of the blade, not out of the crystal like some BLM clone.
    (2)

  2. #2
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    I have a list of things I’d like to see
    Aero/Thunder 2 buff to 140 so they work on 2 targets
    Flèche is now 30sec at 500 potency
    EReprise to 280-300 potency
    Manafication allows you use 3 Ewep skills ignorant of gauge cost
    Swiftcast spells and Scorch can proc Dualcast
    VerHoly/Flare/Scorch all do AoE damage scaling 50% off on 2 targets
    Acceleration gets 2 charges and restores 1500 mana each use.
    Displacements damage is removed, Engagement is removed entirely
    Corp A Corp gets 2 Charges and is buffed to compensate for displacements removal.
    Vercure buffed to 800 potency gives a Stone Proc immediately upon use (why not)
    Verraise gives a Fire Proc immediately upon use.(community can decide if they want to keep this or not, I’m over it)
    Embolden works on EVERYBODY(the fact that it doesn’t is silly)

    If we can get these, I’d enjoy RDM much more especially if the damage cap is closed. For 6.0, I’d also consider a bit of a redesign to truly capture that SpellBlade White magic support casting DPS identity that rdm was supposed to be. More melee, More white magic tools, more utility defensively and offensively. None of this needs to equate to RDM being the best caster/job, the job currently feels like a 2.0 BLM clone with a raise

    Nitpicking but Remove the magic crystal medium, it’s ugly and I rather red mage shoot magic off the tip of the blade, not out of the crystal like some BLM clone.
    Short of adding expanded melee abilities that fit into the rotation or actually useful healing tools, I'd like RDM to get some kind of cooldown that reduces black/white mana cost for melee weaponskills to 0 for just long enough to get two full melee combos + verflare/holy+scorch off before it drops. It can be used for instant burst while at 0 black/white mana and/or for extended periods of forced movement.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    If we can get these, I’d enjoy RDM much more especially if the damage cap is closed. For 6.0, I’d also consider a bit of a redesign to truly capture that SpellBlade White magic support casting DPS identity that rdm was supposed to be. More melee, More white magic tools, more utility defensively and offensively. None of this needs to equate to RDM being the best caster/job, the job currently feels like a 2.0 BLM clone with a raise

    Nitpicking but Remove the magic crystal medium, it’s ugly and I rather red mage shoot magic off the tip of the blade, not out of the crystal like some BLM clone.
    Personally, I like RDM to be a caster. Don't get me wrong, I think leaving Checkov's Sword just lying there or relegating it to a generic burst timer is taboo at best (or, licence for execution for those less subtle) -- but, I think the point of the sword should be to make it a better caster, as paradoxical as that might sound.

    BLM, for instance, is a caster with significant strengths and (until the last couple expansions) distinct weaknesses. RDM's strength as a caster should be that it has no distinct weaknesses. Its maximal, perfect, theoretical turret-fight rDPS, therefore, isn't quite BLM's, but there should be literally no way for any fight to deny a skilled RDM its contribution. Try to stop their mobility -- they've got the sword through which to channel magics. Force them out of melee range -- well, they're a caster... Try to force desync into their burst-phases -- they have plenty of means by which to realign it. Not because they're a "jack of all trades", per se, but because they're a master of a highly modular toolkit.

    Its special benefit, rather than an above-average theoretical peak performance, is simply the byproducts of that toolkit: for instance, it happens, also, to be capable of healing, because healing is one other way for it to never be denied significant contribution. Healing will never be its primary mode of contribution -- but, even if you were to sap 90% of a RDM's damage away under some debuff phase affecting all DPS, it'd still be contributing via healer GCDs freed up in some significant fashion.

    But that still leaves another wasted opportunity: at present RDM has access to 4 of the 6 elements, and easily could have access to 2 more for the full set, but if they continue to simply be pairings of the same concepts (combinations of 2 colors and 2 lengths each for B-L, W-L, B-F, W-F), that'd be even more bloated than what we already have.

    I also happen to like the MCM, and would prefer that it have a bit more presence, actually, to -- similar to the sword -- make it worth its art assets.
    (2)

  4. #4
    Player
    Kozakuraa's Avatar
    Join Date
    Oct 2019
    Posts
    1
    Character
    Koza Mri
    World
    Tonberry
    Main Class
    Red Mage Lv 80
    Aside from DPS buffs, I kinda want to see more Flavour to RDM. Not things that matter, but things that tie the class down as being a part Black and White mage. I feel that the Mana system is not enough to justify and more can be done.

    My thought was adding small effects to the more powerful skill such as VerHoly, possibly adding a minuscule 5% healing buff to nearby allies when upon landing the skill, like a white mage. And to Verflare, adding a minuscule 5% reduce damage taken. Not things that matter in 99% scenario, but adds flair to the class.

    also, consider adding white mana generation to like Vercure, so that DPS loss would ever so slightly less painful when you have to cast it.

    Although, I do wish to see Vercure be an oGCD AoE regen, which gives white mana(5). by doing so, they could add a black mage counterpart where it gives the party damage reduction while generating black mana(5). Playing into the fact RDM being a more supportive DPS.

    well, adding mana to both skills could just result in RDM just pressing them off CD for DPS, so removing them is understandable as well. I don't wanna see it being used in that manner as well.

    all in all, I just wanna see more class identify to RDM
    (0)