Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 60

Thread: RDM is great

  1. #41
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I love all the changes except acceleration. I’d gladly take old acceleration just because of how much more consistent the opener was. New acceleration just feels like a different swiftcast and I’m not a fan of it. I’m still gonna raid on it and I love the changes to mana, manafication, finishers, and engagement/corps a corps.
    (0)

  2. #42
    Player
    DrFlesh's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Misha Reines
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by SargeTheSeagull View Post
    I love all the changes except acceleration. I’d gladly take old acceleration just because of how much more consistent the opener was. New acceleration just feels like a different swiftcast and I’m not a fan of it. I’m still gonna raid on it and I love the changes to mana, manafication, finishers, and engagement/corps a corps.
    what do you mean with that? the new rdm opener is the best one we ever had and is really consistent, you have 3 spells to get 1 proc and you are set for the entire opener
    (4)

  3. #43
    Player
    Mezzoforte's Avatar
    Join Date
    Jan 2014
    Posts
    137
    Character
    Shuma Gorath
    World
    Malboro
    Main Class
    Samurai Lv 75
    Quote Originally Posted by Rongway View Post
    Upgrades are exactly what I did say would be okay. But I will never understand people's need for a job that is good to become different. If the job works, the people who play it and like it will play it because it works well and they like it. The people who play it and don't like it should play something else instead of calling for changes to a job that already works well.
    Some people subscribe to the idea that change is always good. They crave chaos. They will always want something changed no matter how good or bad it is. It can be perfect in every way and they will want to have it crumble down into ruin for change. You need to simply dismiss or fight against such types. They aren't here to help. They aren't here to make improvements. They simply are here for the adrenaline and dopamine they get from something new. You can't understand them because it isn't any sort of logic in it. It is simply their existence.
    (4)

  4. #44
    Player
    Kakure's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    C'saka Kahjai
    World
    Balmung
    Main Class
    Red Mage Lv 90
    I am glad to see people so happy with the RDM changes. Speaking as someone who doesn't raid and mostly just plays solo, I have somewhat more mixed feelings.

    The AoE changes are awesome, as is Resolution. I also like the Mana Stack system broadly. Being able to mix and match Mana Stack skills means that if you lag or press the wrong button and you use the wrong melee skill at the wrong time (like if you accidentally fat-finger Enchanted Zwerchhau first), it no longer locks you out of your finishers. You still lose some potency on the melee attacks themselves, but it doesn't derail everything. Great change.

    I am still getting used to Acceleration. I used it a handful of times in the trust dungeons while leveling and definitely prefer the old version. It isn't bad at what it does; it is just that what Acceleration does now isn't something I find especially useful most of the time. I'll probably end up moving it to a secondary toolbar and putting Magick Barrier where it used to be.

    New Manafication just feels awful to me. Burst that doesn't require us to pool mana is great, but I hate that it no longer resets our movement skills and having to be in combat to use it is a massive hassle. Previously, I would kill an enemy, pop Manafication while approaching the next one, and use Corps-a-corps as soon as I got in range. It flowed well. It felt good to use. I get why they changed it -- they don't want people people standing around for two cooldown cycles so Red Mages can start every raid fight at 100/100 with Manafication up -- but it just feels clunky now outside of boss fights.

    Ditto the movement skills and Engagement. I thought that having two charges would feel good. Instead I keep them recharging so as not to lose damage and then when I am in situations where I could use two gap closers or two distance skills -- the situations old Manafication used to help smooth over -- I don't have them. RDM would feel so much better to play if they moved the damage from Corps-a-corps and Displacement elsewhere, got rid of Engagement, and changed Manafication to restore a charge of our movement skills.
    (0)
    Last edited by Kakure; 12-21-2021 at 03:40 PM.

  5. #45
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    I am just starting to level post 80 (now 82) and what I love is how different it already feels from in Shadowbringers, even without new skills.
    (2)

    Larek Darkholme @ Ragnarok

  6. #46
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    I'm a fan of most of the RDM changes. If I had to complain about one small thing, it's that I wish they fixed that annoying issue where Sprint kills Dualcast.
    (3)

  7. #47
    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 Kakure View Post
    Instead I keep them recharging so as not to lose damage and then when I am in situations where I could use two gap closers or two distance skills -- the situations old Manafication used to help smooth over -- I don't have them.
    The point of two charges is that you can use one, and never cap their uses, while still having one in reserve for movement.

    it is just that what Acceleration does now isn't something I find especially useful most of the time.
    Using Acceleration on Impact is more potency per second than the Moulinet part of your rotation, it's very strong cleave against two targets (there's a few pulls like that in MSQ trusts), and using it Verthunder/Veraero is extra damage AND the ability to dodge out of trouble. It's really good. This is a tool (along with swiftcast) where practicing getting to use it is a valuable skill that makes the job better. Even in trusts.
    (3)

  8. 12-30-2021 06:27 PM

  9. #48
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Been playing RDM, and I say I prefer the new RDM to the ShB iteration. Both are good, but current RDM has a lot more control and flexibility over the previous iteration. You can hold mana now, and there's a lot more ease to prevent drifting Contre Sixte and Fleche. Dying doesn't screw up your Black and White mana immensely without Manafication since Manafication now grants 50 Black and White Mana regardless. Under Lv 50, Acceleration feels weaker because it has less procs, but it feels better the farther you go into leveling RDM. That's a good change in the end for a job's progression. Definitely feels great to play imo.

    The job feels very stable and complete. If anything, the only ways I can think of RDM can evolve by next expansion is ... making acceleration be able to proc dualcast, giving Manafication an additional trait to get one charge of both Displacement and Corps-a-Corps, and then upgrading the spells with higher potency/new animations. Moullinet could also get an upgrade the moment you use it, from a conal AoE to a full AoE like Alisaie's AoE melee skill. Maybe acceleration could even upgrade to just activate the finisher spells too. Who knows?

    Though I'm not surprised if we see an upgrade to Vercure's potency (staring at Healer's Lv 85 trait Enhanced healing magic and wondering if RDM might get Enhanced Red magic as a trait instead lmao).
    (2)

  10. #49
    Player
    HP_UP's Avatar
    Join Date
    Dec 2021
    Posts
    4
    Character
    Voyce Stark
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    This job feels amazing now. Been doing ex trials for a bit now with it and what i love most is the more frequent burst opportunities.

    Before it was more rare, meaning if you used it at an inopportune time you wasted a rather large dps window. You got punished hard with the timer for using holy/flare was short as well. Manafication feels great now along with acceleration being stacks. We can actually hold onto our combos without wasting the buffs if needed.

    Dungeon running/fate grinding with this class also feels nice with QoL improvements to our AoE rotation allowing us to enter the melee burst phase.
    It just feels real badass bobbing in and out smoothly with the spells and melee often.
    (1)

  11. #50
    Player
    DrFlesh's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Misha Reines
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Semirhage View Post
    I'm a fan of most of the RDM changes. If I had to complain about one small thing, it's that I wish they fixed that annoying issue where Sprint kills Dualcast.
    yeah, it feels like crap when you have to waste half a second because is that or killing your next dualcast
    (0)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast