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  1. #1
    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.

  2. #2
    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.

  3. #3
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    We just need separate melee magical job. RDM is absolutely fine the way it is.
    (2)

  4. #4
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    if RDM all melee attack skill is now enchanted by default, how about changing the usage of balance gauge? instead of making the gauge to use the enchanted version, now it require certain amount to pull verholy/verflare and the scorch.

    so 40 for the verholy/flare and another 40 for the scorch, so if your gauge is 56 for example, you only able to pull the verholy/flare but not the scorch because you lack the mana to do it, essentially its still the same, you are still require to have at least 80 mana to pull the usual RDM full combo, and maybe twist it a little bit? for scorch skill the minimum is 40 but if you pull it off when you have 60 mana left (so 100 in total), it will give you extra potency.

    but RDM can just be lazy and spam the enchanted 1-2-3 combo all the time then, well... how about a short cooldown? something like 20-25 seconds, and the melee attack obviously will not generate mana for the gauge. RDM playstyle is all about filling the gauge to use scorch combo, giving it a short cooldown for the melee attack should be fine, you need at least 40 second-ish to fill both mana to 100, without manafication so 25 seconds cooldown for the melee attack seems fair for me

    these enemy is at death door but i dont want to use cast time, my fleche and contre is on cd, so does my melee, what then? thats what the reprise for

    this is just fun "what if" from me though, pls dont take it seriously
    (0)

  5. #5
    Player
    Saidosha's Avatar
    Join Date
    Aug 2013
    Posts
    160
    Character
    Weissening Blitz
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    While I would've preferred the class to have a better melee option, I'd say XI's version of the job is closer to pulling it off than XIV's. That said, I'm not against the notion of stances that could empower select abilities and reduce/disable others, but you're still going to have the issue of player bias and meta influence which XI's RDM also muddied through over the years.

    At this point, I wouldn't be surprised if the unknown DPS job would be Mystic Knight as it could fill that magic swordsman niche in its own way.
    (0)

  6. #6
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I think a melee stance would be nice for flavor. It could temporarily convert our verspells into elemental melee spells for a temporary dps increase with the downside of putting you in melee range for 8~16 secs basically a cooldown secondary version of our burst (melee) phase but locked behind a cooldown rather than our job resource. Here is an example:

    Ability: Spellblade
    Cooldown: 90~180
    Effect: Convert Verthunder, aero, fire, stone into Enthunder, aero, fire, stone, increasing the potency of the spells by X% for X seconds or until enchanted melee combo is used.

    Of course if mystic knight is coming magical attacks would fit them better.
    (0)

  7. #7
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Brightshadow View Post
    I think a melee stance would be nice for flavor. It could temporarily convert our verspells into elemental melee spells for a temporary dps increase with the downside of putting you in melee range for 8~16 secs basically a cooldown secondary version of our burst (melee) phase but locked behind a cooldown rather than our job resource. Here is an example:

    Ability: Spellblade
    Cooldown: 90~180
    Effect: Convert Verthunder, aero, fire, stone into Enthunder, aero, fire, stone, increasing the potency of the spells by X% for X seconds or until enchanted melee combo is used.

    Of course if mystic knight is coming magical attacks would fit them better.
    i have something similar in my mind actually, but instead of new ability, its a replacement for Lucid dreaming. it always irk me that all magic class has the same way to refill their mana which is lucid dreaming, each class should have their own way to replenish their mana, basically...

    Ability: let just call it the "Spellblade" too, its a cool name
    received: level 40 or 50ish (replace Lucid dreaming with this Spellblade)
    Effect: same as Lucid dreaming but, all your melee attack will become enchanted version and every successful melee attack also net you XX amount of mana

    and maybe increase the mp cost for all RDM magic by 100 to balance this skill, if iam not wrong lucid dreaming fill up roughly 1/4 to 1/2 of RDM mana and with non stop enchanted combo, it could literally fill your mana to full
    (0)

  8. #8
    Player
    Sorzai's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    60
    Character
    Atreus Yevon
    World
    Kujata
    Main Class
    Monk Lv 90
    I don't know bout you guys, but i feel it takes way too long to build mana before going in for the melee rotation. Especially with how RDM is being portrayed by NPCs, they corps-a-corps so quickly after casting a couple spells. The whole appeal and core identity of a Red Mage is having to balance black/white mana while weaving dashing into melee and jumping out, If i'm gonna be standing back and casting spells for majority of the time, i'd might as well play a Black Mage or Summoner. They should add a melee finisher as well
    (0)

  9. #9
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Sorzai View Post
    They should add a melee finisher as well
    oh i would kill for a flashy melee finisher, but i doubt they going to put it, maybe a new melee skill but i dont think its going to be finisher.
    (0)

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