And what about Embolden, should we not push for it to affect both magical and physical dps? Not just one's own magical dmg.
It is not like RM would be OP if they went this route.


And what about Embolden, should we not push for it to affect both magical and physical dps? Not just one's own magical dmg.
It is not like RM would be OP if they went this route.



I always wanted this... as well as I was never a huge fan of the fact that the potency of embolden falls off over time. I would have taken being a lower initial potency increase if it was just the same increase for the full duration.

Funnily enough, the higher starting potency is why Embolden's so powerful. When used properly, extremely potent hits like Stardiver, Barrage + Refulgent Arrow, and Midare Setsugekka/Tsubame Setsugekka end up in the 10% or 8% brackets, and all that really ends up in the 4% and 2% are the hits that would have been weaker anyway.



If you mean buffing the RDM's own physical and magical damage, I don't see why not. The only things benefitting from increased physical damage would be autos, Contre, Fleche and Engagement/Corps/Displacement.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)



I think this is more about having Embolden buff all damage. That means that other casters as well as healers will get a boost as well as ninjutsu, Holy Spirit, and all the other magical attacks that physical DPS deal
On one hand having it effect everything makes it pretty much the best buff in the game, on the other hand rdm is already in need of a buff compared to smn. The only "issue" is it could create some really dumb synergy with blm, burning 2 or maybe 3 polyglot stacks during embolden for massive multiplicative buff stacking on the 2 min lineup, but i dont necessarily think party comps that arn't double melee are a problem so just my take
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
well making it effect everything doesn't even need to be a buff, you could aswell make it a big weaker at the same time, bring it down from 10 to 8 and falling off from there or whatever (buff redmage elsewhere, i mean buff it anyways (and bring summoner down a bit at least)) i would think making it effect every kind of damage would mostly be usefull in a "less effected by composition" way, i mean double casters is the exception anyways but really, there's zero need for extra encouragements to take double meleeOn one hand having it effect everything makes it pretty much the best buff in the game, on the other hand rdm is already in need of a buff compared to smn. The only "issue" is it could create some really dumb synergy with blm, burning 2 or maybe 3 polyglot stacks during embolden for massive multiplicative buff stacking on the 2 min lineup, but i dont necessarily think party comps that arn't double melee are a problem so just my take


Yep you all understood what i mean't. We all know Rm was never the big deeps but i honestly do not know why they could not have Embolden buff physical and magical.
Who knows look how long it has taken blm to be at the point it now is. Red may be the same... i hope not

Yep! At a very very basic window it's easy to use melee combos when they're up, not worry about optimizing procs, and use Manafication whenever. But then you add in fixing procs before a combo, Swiftcast usage, proactive mana fixing for each Manafication cycle, proper Acceleration usage, identifying when to go with the 110s Manafication cycle or the 120s cycle, and suddenly there's an extremely high skillcap there for RDM.

This. RDM's skill ceiling isn't obvious; it's in a whole bunch of micro-adjustments that seem, individually, like there's not much variance, but there's so many of them that they all add up. There isn't a massive 'THIS IS A MISTAKE' drop-off like there's going to be in some other rotations; your dps doesn't die for 'dropping a stack' it does the death of a thousand tiny cuts from individual micromanagement mistakes that you constantly deal with even when you think you aren't.Yep! At a very very basic window it's easy to use melee combos when they're up, not worry about optimizing procs, and use Manafication whenever. But then you add in fixing procs before a combo, Swiftcast usage, proactive mana fixing for each Manafication cycle, proper Acceleration usage, identifying when to go with the 110s Manafication cycle or the 120s cycle, and suddenly there's an extremely high skillcap there for RDM.
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