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  1. #1
    Player
    Gorondu's Avatar
    Join Date
    Jan 2020
    Posts
    31
    Character
    Nayu Schattenfell
    World
    Omega
    Main Class
    Dragoon Lv 90

    Red Mage Melee Suggestion

    Please change the potency of the normal melee attacks to the ones of the enchanted versions. I know this sounds much, but this means the magical ranged rotation would still do more dps plus producing black and white mana. The enchanted melee attacks have a smaller recast, so they are still stronger (needed when there are no follow ups in lower levels).

    Additionally change the enchanted version of the first attack to cost 80/80 mana and cause the second and third to combo out of it without using any mana. This allows using the normal attacks still at 79 mana without going into the enchanted melee combo.

    This change makes the red mage able to use his melee combo when he has to move without losing too much dps. Reprise will still be good as it causes a little bit more damage but costs 5 mana. So reprise would be used if you have to move while out of melee range.

    The whole change would make the red mage more of a real hybrid and the normal melee combo would have a reason to exist again. An option would be to even add some small mana gain to the melee attacks.
    (0)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,151
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Gorondu View Post
    Additionally change the enchanted version of the first attack to cost 80/80 mana and cause the second and third to combo out of it without using any mana.
    It's not 80|80 on start because you would waste 50|50 if you could not follow through with the combo. This happens often enough when learning new fights that this would just be frustrating.

    This allows using the normal attacks still at 79 mana without going into the enchanted melee combo.

    This change makes the red mage able to use his melee combo when he has to move without losing too much dps.
    RDM barely has to stand still as it is. You can move 3s at a time after every 2s spent casting, and you can E.Reprise about once per minute without losing DPS. If you're losing too much DPS from movement, practice slide casting, using E.Reprise once per minute (or twice every two minutes), and Swiftcast once per minute.

    The whole change would make the red mage more of a real hybrid and the normal melee combo would have a reason to exist again.
    Please no.

    End-game encounter design is heavily skewed toward having two melee and two ranged DDs, and making RDM even more melee-oriented than it already is will just put us in an even worse position. As it stands, we have to know fights from both a melee perspective and a ranged perspective so that we can take up a melee spot in a party with a ranger and another caster, and we can take up a ranged spot in a party with two melee DDs.

    If RDM gets a higher focus on melee damage, we lose out in parties with two melee DDs, because they have to be in melee spots, and the other casters would have an even higher lead on us at range so why bring a RDM at all.
    (14)
    Last edited by Rongway; 02-22-2021 at 04:45 PM.
    Error 3102 Club, Order of the 52nd Hour

  3. #3
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Gorondu View Post
    Please change the potency of the normal melee attacks to the ones of the enchanted versions. I know this sounds much, but this means the magical ranged rotation would still do more dps plus producing black and white mana. The enchanted melee attacks have a smaller recast, so they are still stronger (needed when there are no follow ups in lower levels).
    1-2-3: (220+290+470)/5.2 seconds=188.46 potency per second.
    Verstone->Verthunder =680/5 seconds=136 potency per second, which is a disparity of about 48 potency per second.

    The potency per second of Verholy->Scorch =600+700/5=260 potency per second. However, this is in stead of your basic spell combo, so instead, we must look at the difference to determine the value of the finisher: (600+700)-(680) = 620 additional potency across those five seconds.

    620/48=12.9 which means that the value you gain from using your finisher is actually less than 13 seconds of having melee constantly up and going 1-2-3. This is just over 5 gcds. And bear in mind, this is in the ideal situation of having perfect procs. The damage disparity grows more in practice.

    Even the best opener can't build to the finisher in 5 gcds.

    What this means is that your suggestion would change RDM so that the optimal gcd rotation would become:

    1) Use your 1-2-3 combo
    2) Do ogcd things between the combo.

    The change would not make the red mage more of a real hybrid. It would make it a level 26 lancer.

    Look, if you want the fantasy of being a melee-stabber who occasionally uses magic, that exists. It's called 'Ninja.' I'm here for the dualcasting--you know--the thing RDM's actually known for in the series.
    (4)
    Last edited by Gruntler; 02-24-2021 at 02:30 AM.

  4. #4
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,842
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    This suggestion confuses me. For starters it would mess with the whole gimmick RDM has, that works. Also, while its not advised, especially after you get Reprise, but if you need to use the un-enchanted version of their melee combo, for whatever reason, it still deals decent damage. A good example is the Construct 8 boss in Ridorana, when the boss is moving with that laser attack. You need to be close and don't have much time to cast spells, but the melee combo still hits decently.
    (3)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  5. #5
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    What about a melee move that triggers after Scortch. You could then have Scortch reset your gap closer and evasive move so you could get in close, use the melee ability and then dash away.
    (0)

  6. #6
    Player
    iVolke's Avatar
    Join Date
    Dec 2015
    Location
    Limsa-Lominsa
    Posts
    217
    Character
    Volke Volke
    World
    Sargatanas
    Main Class
    Reaper Lv 100
    Red mage is not a hybrid job. It is a caster with 4 close range attacks. It's fine how it is.
    (7)

  7. #7
    Player
    Gorondu's Avatar
    Join Date
    Jan 2020
    Posts
    31
    Character
    Nayu Schattenfell
    World
    Omega
    Main Class
    Dragoon Lv 90
    I'm misunderstood. The normal rotation should not change at all. It should only make the 1-2-3 combo usable when we have to move without losing too much dps and without triggering the enchanted melee combo when below 80/80 mana.
    (0)

  8. #8
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Isn't that what Reprise is for?

    I could see giving the unenchanted melee combo a ~50 potency buff on all three skills, that shouldn't make it more attractive than your spells, especially as it doesn't have the reduced GCD effect.
    But not triggering enchanted skills until 80/80 is a no go.
    As it stands if you enter melee combo and get cut short for one reason or another, you only loose the 30 or 55 mana you've spent, and not all 80.
    (0)
    Last edited by Seraphor; 02-26-2021 at 10:37 PM.

  9. #9
    Player
    Gorondu's Avatar
    Join Date
    Jan 2020
    Posts
    31
    Character
    Nayu Schattenfell
    World
    Omega
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Seraphor View Post
    As it stands if you enter melee combo and get cut short for one reason or another, you only loose the 30 or 55 mana you've spent, and not all 80.
    Good point. Didn't thought about any disadvantage that could have.

    How about the cost stays the same, but the enchanted version only gets active at 80 mana? The second and third attack have to combo out of the first of course.
    (0)
    Last edited by Gorondu; 02-26-2021 at 11:35 PM.

  10. #10
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rongway View Post
    Please no.

    End-game encounter design is heavily skewed toward having two melee and two ranged DDs, and making RDM even more melee-oriented than it already is will just put us in an even worse position. As it stands, we have to know fights from both a melee perspective and a ranged perspective so that we can take up a melee spot in a party with a ranger and another caster, and we can take up a ranged spot in a party with two melee DDs.

    If RDM gets a higher focus on melee damage, we lose out in parties with two melee DDs, because they have to be in melee spots, and the other casters would have an even higher lead on us at range so why bring a RDM at all.
    This so much.
    I already had to fight tooth and nails for tanks and melees to leave me one tiny spot for a measly ~5s during mechanics like Thunderstorm on e5s or that I can stay a bit closer during HoH on e6s so I don't have to delay it and mess up the subsquent timing. More often than not they were unwilling because it put everyone at a signifcant higher risk and I've seen so many deaths happen when a RdM was in a double melee comp and everyone played more on the greedy side.
    And those were only a handful of mechanics. Now imagine having to more or less permanently deal witht this.
    You already have to be really careful on some fights with your gap closer and melee combo, adding more melee-ranged skills will either constantly cost dps because you won't be able to use them freely or put others at great risk/ killing them when the timing or positioning was slightly off.

    Endgame fights aren't designed for 2 1/2 melees, period. Even with two melees one often has to bite the bullet and lose uptime. No double melee comp half serious about their performance would take a RdM.
    (2)

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