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  1. #7
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    I think something that this rework really needs to keep in mind is skillslot economy. I'm pretty sure people don't want struggle to fit 3-6 new skills on their bars.

    1) I think you could just make VerBlizzard/VerWater a stack system like SMN Ruin IV procs instead of a CD which necessitates you to smash it on cooldown which runs contrary to your Weaponskills mastery change. Make Fleche/Contre Sixte give you VerWater/Blizzard ready stacks that alter your next Veraero/thunder II cast. Enhanced Moulinet can just reduce Contre Sixte's cooldown instead. It'll be more flexible that way, letting you quickly build mana on demand while still serving as a buffer for when Ver ready procs aren't going your way.

    2) I reworded this since I have a clearer idea of what's wrong with this picture. There is far too much emphasis on the Enchantment Gauge in this design. Secondary gauges enable you to press feel-good buttons that don't get in the way of your main rotation, but in this expansion you'd add 3 different skills that solely revolve around the secondary gauge. Let's keep some other secondary gauges in mind:

    1. oGCDs
    Heat Gauge-> Autoturret
    Esprit-> Saber dance
    Ninki-> 50 Ninki spenders
    Life of the Dragon-> Nastrond/Stardiver spammer mode.
    Kenki/Meditation stacks-> all strictly oGCD abilities. Kenki is all about bleeding excess Kenki, not about carefully managing exact values.

    2. Nuke GCDs
    Soul Voice ->Apex Arrow, fire at max Soul Voice.
    Polyglot->Foul/Xenoglossy, cast AoE, instant ST.
    Blood Lily->Afflatus Misery instant cast.

    In every case, you have quite a bit of leeway to use these with the main risk being overcapping your resource (you didn't spend it!) None of the secondary gauges involved have you changing your base rotation, they are strictly there to reward you for doing your rotation right. With the Enchantment gauge there is way too much going on between Balestra, Manafication, Chant du Cygne and Schielhau and RDM loses its appeal as a simpler caster with melee flair. Balestra isn't an "I'm doing this right" button, it's an "I have to slow down access to my burst combo" button. Schielhau has a similar problem in that you will only ever be forced to slow down your rotation to accommodate it. You also do not want the possibility of missing a Trick attack which is really the only reason Chant du Cygne has an Enchantment cost. Finally, RDM combo timings aren't ever consistent because of RNG. You do not want people to be fishing for Ver ready procs for Balestra for optimized manafication or whatever, that's just a hassle.

    The Enchantment gauge design right now is competing against the Mana gauge rather than enhancing it. Now let's just say that Schielhau is just a melee physical pocket Scorch instead of DoT weaponskill chain, an on-demand nuke that gives you lots of mana and the sole spender of the Enchantment gauge. Maybe you want to save it for when you have bad RNG, maybe you want to unload it during a burst window, maybe you need to move around the boss, maybe one of your oGCDs is going to come off cooldown during a cast. Regardless, you will never run into a situation in which you'd wish Schielhau never existed, you'd be anticipating the perfect moment to hit the enemy with a melee Scorch and in doing so, loop back into your burst combo so you can hit them with more melee Scorches.
    (1)
    Last edited by Atmaweapon510; 06-14-2020 at 02:57 PM.