I would just like them to knock 5 seconds off the recast timers of the dash and jump back. The amount of times i've hit 80/80 and they still have 1 or 2 seconds cool down is really high.


I would just like them to knock 5 seconds off the recast timers of the dash and jump back. The amount of times i've hit 80/80 and they still have 1 or 2 seconds cool down is really high.





Park in melee range by default. Don't be out of melee range except to handle specific mechanics.
Part of high level RDM is when you get to 81|80 with Displacement still 2s out deciding if you should start your combo and Engage immediately on cooldown, or if you can manage a Swiftcast Verslowspell-Displacement Verfastspell-Verslowspell-CorpsACorps before starting your combo.
That timespan 2-3 GCDs before reaching 81|80 up to 2-3 GCDs after reaching it is when we make the only real decisions of consequence. The rest of the job is so easy anyone can fumble through it.
Last edited by Rongway; 06-13-2021 at 07:20 AM.
Error 3102 Club, Order of the 52nd Hour
I want "VerEsuna" or whatever. Healers really hate pressing Esuna and I don't mind doing it for them. I'm like half-joking. Ha.
Wouldn't mind upgraded versions of Veraero II and Verthunder II in the same way Verholy and Verflare work. Maybe a new sword AoE for a one-two combo into it. The idea would be to Veraero II/Verthunder II > Impact > maybe until like 60 mana > Enchanted Moulinet > Enchanted [new combo finisher] > VerHoly II / VerFlare II. Maybe that's a bit too samey relative to the single-target rotation. I personally don't like spamming Enchanted Moulinet to spend mana and would welcome any change to that.
I think it would make make Manafication more interesting/fun for me, too. I dislike using Manafication in AoE situations because the end result of that is really just more Enchanted Moulinets. With an actual AoE combo, its function in AoE would be similar in that you would use it to either get to the "enchanted" part of the AoE more quickly or to keep the chain going. Similar end results, just more fun since it wouldn't mean more Enchanted Moulinets but rather an extra VerHoly II or VerFlare II.
I would also like Acceleration to be useful in AoE. I'm not sure how without making it kind of boring. But, just a slight increase to mana gain on Veraero II and Verthunder II would be fine. I don't want AoE versions of Verstone or Verfire. I'm sure there is a more creative answer to this.
So! One new ability in the new AoE sword combo, upgraded versions of Veraero II and Verthunder II that don't take up space on the hotbar, and some tweaks to numbers and existing abilities to accommodate. And, maybe VerEsuna...
Edit: I just want anything besides "Spam Enchanted Moulinet 5 times". The joke towards healers aside, I really like RDM's non-DPS abilities. VerEsuna would just be a minor increase to that and be in the same vein as Vercure. Something you pretty much never use, but feels nice when it works.
Last edited by SkyCake; 06-18-2021 at 04:12 AM.
The thing with everything you suggested also fall into one separate thing to be addressed: game mechanics;I want "VerEsuna" or whatever. Healers really hate pressing Esuna and I don't mind doing it for them. I'm like half-joking. Ha.
Wouldn't mind upgraded versions of Veraero II and Verthunder II in the same way Verholy and Verflare work. Maybe a new sword AoE for a one-two combo into it. The idea would be to Veraero II/Verthunder II > Impact > maybe until like 60 mana > Enchanted Moulinet > Enchanted [new combo finisher] > VerHoly II / VerFlare II. Maybe that's a bit too samey relative to the single-target rotation. I personally don't like spamming Enchanted Moulinet to spend mana and would welcome any change to that.
I think it would make make Manafication more interesting/fun for me, too. I dislike using Manafication in AoE situations because the end result of that is really just more Enchanted Moulinets. With an actual AoE combo, its function in AoE would be similar in that you would use it to either get to the "enchanted" part of the AoE more quickly or to keep the chain going. Similar end results, just more fun since it wouldn't mean more Enchanted Moulinets but rather an extra VerHoly II or VerFlare II.
I would also like Acceleration to be useful in AoE. I'm not sure how without making it kind of boring. But, just a slight increase to mana gain on Veraero II and Verthunder II would be fine. I don't want AoE versions of Verstone or Verfire. I'm sure there is a more creative answer to this.
So! One new ability in the new AoE sword combo, upgraded versions of Veraero II and Verthunder II that don't take up space on the hotbar, and some tweaks to numbers and existing abilities to accommodate. And, maybe VerEsuna...
Edit: I just want anything besides "Spam Enchanted Moulinet 5 times". The joke towards healers aside, I really like RDM's non-DPS abilities. VerEsuna would just be a minor increase to that and be in the same vein as Vercure. Something you pretty much never use, but feels nice when it works.
VerEsuna sounds cool... but then, why bother with it when we rarely have something to dispel as healers to begin with? Bard already got an Esuna of their own but it's a button that I rarely press in regular content.
Complexity to the AoE rotation is something I vouched before... but then a player's comment made me realize something: What exactly we'll be using complex AoE rotations for? An upgrade - as in an Endwalker feature - is due to levels 81-90, but then 4-man content is already a joke as it is. 8-mans rarely see any meaningful usage of aoe... Maybe the Deep Dungeon will count?
Right now, I suppose Save the Queen instances is a good place for AoE, but then there are always stronger options with Lost Actions and other gimmicks.
Like I mentioned with Vercure. It's almost never useful, but I enjoy when it is. Would be the same for VerEsuna. It's also why I said I was "half-joking".The thing with everything you suggested also fall into one separate thing to be addressed: game mechanics;
VerEsuna sounds cool... but then, why bother with it when we rarely have something to dispel as healers to begin with? Bard already got an Esuna of their own but it's a button that I rarely press in regular content.
Because I thought it would be more fun than spamming Enchanted Moulinet. My bad.Complexity to the AoE rotation is something I vouched before... but then a player's comment made me realize something: What exactly we'll be using complex AoE rotations for? An upgrade - as in an Endwalker feature - is due to levels 81-90, but then 4-man content is already a joke as it is. 8-mans rarely see any meaningful usage of aoe... Maybe the Deep Dungeon will count?
Right now, I suppose Save the Queen instances is a good place for AoE, but then there are always stronger options with Lost Actions and other gimmicks.
Last edited by SkyCake; 06-21-2021 at 01:54 AM.
Player

I want "VerEsuna" or whatever. Healers really hate pressing Esuna and I don't mind doing it for them. I'm like half-joking. Ha.
Wouldn't mind upgraded versions of Veraero II and Verthunder II in the same way Verholy and Verflare work. Maybe a new sword AoE for a one-two combo into it. The idea would be to Veraero II/Verthunder II > Impact > maybe until like 60 mana > Enchanted Moulinet > Enchanted [new combo finisher] > VerHoly II / VerFlare II. Maybe that's a bit too samey relative to the single-target rotation. I personally don't like spamming Enchanted Moulinet to spend mana and would welcome any change to that.
I think it would make make Manafication more interesting/fun for me, too. I dislike using Manafication in AoE situations because the end result of that is really just more Enchanted Moulinets. With an actual AoE combo, its function in AoE would be similar in that you would use it to either get to the "enchanted" part of the AoE more quickly or to keep the chain going. Similar end results, just more fun since it wouldn't mean more Enchanted Moulinets but rather an extra VerHoly II or VerFlare II.
I would also like Acceleration to be useful in AoE. I'm not sure how without making it kind of boring. But, just a slight increase to mana gain on Veraero II and Verthunder II would be fine. I don't want AoE versions of Verstone or Verfire. I'm sure there is a more creative answer to this.
So! One new ability in the new AoE sword combo, upgraded versions of Veraero II and Verthunder II that don't take up space on the hotbar, and some tweaks to numbers and existing abilities to accommodate. And, maybe VerEsuna...
Edit: I just want anything besides "Spam Enchanted Moulinet 5 times". The joke towards healers aside, I really like RDM's non-DPS abilities. VerEsuna would just be a minor increase to that and be in the same vein as Vercure. Something you pretty much never use, but feels nice when it works.
I honestly agree with all of that, and you brought up some good points I hadn't thought of, eg. regarding the acceleration/AoE mismatch. I think a vershield would be cool too (someone mentioned earlier about adding "water" type abilities, which could fit into that?) and I've been wanting versuna to come back for a while. I feel like we used to have it at one point? I love RDM being the "useful" class that can kind of be anything that is needed. A shield would really play into that. Right now the most mitigation we have is Addle (or vercure, if you have a very loose definition of "mitigation" lol).
I wonder if the upgrade to moulinet would look something like the ability we saw in 5.55 MSQ (to try & put it without spoilers). I think an AOE finisher would be nice as well.
~ on wings of hope, you rise up through the night ~

Verfire and Verstone procs give you variance on when exactly your melee phases can occur in a fight, which actually add depth to high-end play, as while you can plan to have your melee phase 'around' certain points in a given fight, you still have to adjust on the fly, especially given the game's high reliance on positional play.RNG procs for verfire and verstone do not add anything worthy of note to the job, and in any case, I was a RDM fan before FFXIV was even a concept in anyone's mind so no thank you I will play the job I like while advocating for changes I want. You're welcome to deal with it however you like, but that's not changing.
As well, it's too integral to the job to simply remove. The Balance Gauge is based entirely around procs existing--if you remove the procs, you no longer need the gauge to track two different numbers or manage that. So you reduce that down to one resource instead. So Verstone and Verfire have no reason to exist any more. Just Jolt.
And you don't really need Verthunder and Veraero, you can just replace them both with on spell--Big Jolt.
So now your rotation is just Jolt>Big Jolt/Jolt>Big Jolt.
But yeah, procs 'add nothing.'


What you're describing is not really depth, or anything, really. What you're describing is purely a consequence of the decision the devs actively made to inject RNG into the rotation in order to arbitrarily force the player to use jolt sometimes. Heck, you still need to do much of the same stuff with or without the 50% proc chance on fire/stone. Plus there are so many ways around it that it's just silly and pointless to even try to defend the RNG at all at this point.Verfire and Verstone procs give you variance on when exactly your melee phases can occur in a fight, which actually add depth to high-end play, as while you can plan to have your melee phase 'around' certain points in a given fight, you still have to adjust on the fly, especially given the game's high reliance on positional play.
As well, it's too integral to the job to simply remove. The Balance Gauge is based entirely around procs existing--if you remove the procs, you no longer need the gauge to track two different numbers or manage that. So you reduce that down to one resource instead. So Verstone and Verfire have no reason to exist any more. Just Jolt. And you don't really need Verthunder and Veraero, you can just replace them both with on spell--Big Jolt.
So now your rotation is just Jolt>Big Jolt/Jolt>Big Jolt.
But yeah, procs 'add nothing.'
Well this is simply not true. I mean, the procs have absolutely nothing to do with the existence of the job gauge, and the job gauge would operate just fine without the RNG. Furthermore, it's not fire and stone that would be left out of an RNG-less rotation, it is jolt.
I think it's pretty disingenuous of you to suggest that the only option upon removing the pointless RNG is to just have jolt and big jolt. Disingenuous, and also kind of dumb. Fire is for one side of the gauge, stone is for the other. That's how the gauge works, it has nothing to do with RNG. You could remove the RNG and buff Jolt to match the potency of fire/stone and then you would have fire for one, stone for the other, and jolt for smaller amounts of both. Nothing about this setup requires the use of RNG.
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