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  1. #1
    Player
    Marxel's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    51
    Character
    Marxel Ravenwood
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Gruntler View Post
    Well ignoring it not working this way:

    I use it on verthunder III/veraero III for movement, and to realign my ogcds so that they come up between spellcasts, to try to prevent drift (admittedly sometimes muscle memory kicks in and I just use it anyways because lawl VERAERO)

    In AoE situations I'll try to bank them a bit, because the damage buff on Impact is too strong to ignore, so misewell chuck a couple under Embolden when it's up.

    But, even if Acceleration's insta worked on Jolt/Verstone/Verfire, you'd only *ever* use Acceleration (or Swiftcast) on Verthunder III or Veraero III or Impact anyways, because there is value of getting an instant VAT3/Imp (your entire kit is built around doing it after all, right?).
    Okay I guess I’m confused. In boss fights I start with Manafication/Embolden to immediately go into melee and buff everyone. After, I use Acceleration then Jolt into Veraero or Verthunder. It still makes Verfire/Verstone instant, though? I’m not sure if I’m using it optimally. What’s an example of a rotation?
    (0)

  2. #2
    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 Marxel View Post
    Okay I guess I’m confused. In boss fights I start with Manafication/Embolden to immediately go into melee and buff everyone.
    You're not too far off, but on a raid boss encounter you'll want to give yourself a bit of time to pot first, which is where Mesarthim's opener goes. Without a counter, you're fine, though that assumes its up because you should be building to 10/10 and using that on trash too. But this isn't bad thinkthink

    After, I use Acceleration then Jolt into Veraero or Verthunder.
    Okay, so I'm assuming you're used to old RDM. Acceleration now acts as swiftcast+(guaranteed proc on VT3/VA3 or potency buff on Impact). Now this isn't necessarily 'bad' to do, but understand what this gives you. The priority for your instacast buffs will be Acceleration>Dualcast>Swiftcast. So the jolt here gives you dualcast as normal, but the Verthunder will consume your Acceleration. You'll still have dualcast, and if you follow up with a Verfire/Verstone, you'll end up instantcasting it, which gives you no gains. Then your musclememory kicks in and you hit VTA3 and now you're hardcasting a longspell.

    Instead, to keep this, when you acceleration, think 'this is swiftcast' and just fire off your Ver3undaero.

    It still makes Verfire/Verstone instant, though? I’m not sure if I’m using it optimally. What’s an example of a rotation?
    Acceleration does not make Verfire/Verstone instant. Even if it did, you don't gain by doing that. You always want to use Acceleration/Swiftcast/Dualcasts on spells with longer than 2.5 second cast times--Verthunder III/Veraero III/Impact/Verraise. Instant-casting a shortcast spell doesn't set you ahead, you want to cast the beefier spell!
    (0)

  3. #3
    Player
    localman's Avatar
    Join Date
    Mar 2016
    Posts
    21
    Character
    Carissa Mondragon
    World
    Twintania
    Main Class
    Summoner Lv 50
    The clear gameplay-technical problem of the Red Mage is its conspicuous way of making its magic seem as if it only serves to serve the melee, only that this is then served too little and offers too little variety.
    The magic itself doesn't really serve as an independent stylistic device, neither visually nor in terms of content.
    It is a mana battery that is supposed to serve the much cooler melee, but itself remains pale.

    The Red Mage needs a change right here. Or you rebuild him in such a way that he fills his mana through the nimble graceful fencing melee, which is much easier to integrate from the gameplay and then goes into the magic mode and there completely detached from the melee, until possibly, on a transition back to melee, could release his magic. However, this should then also be better matched to the overall design of a fencing red mage and not seem so alien.

    Then the Red Mage will be even better than it already is in terms of fun gameplay.

    Currently, the magic section is rather a dragging tedious affair and the melee is still missing another chain that is divided into black and white magic.
    (0)
    Last edited by localman; 02-11-2022 at 02:08 AM.

  4. #4
    Player
    Mesarthim's Avatar
    Join Date
    Jun 2016
    Location
    Kugane
    Posts
    1,034
    Character
    Rozemyne Shyahoro
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by localman View Post
    The clear gameplay-technical problem of the Red Mage is its conspicuous way of making its magic seem as if it only serves to serve the melee, only that this is then served too little and offers too little variety.
    The magic itself doesn't really serve as an independent stylistic device, neither visually nor in terms of content.
    It is a mana battery that is supposed to serve the much cooler melee, but itself remains pale.

    The Red Mage needs a change right here. Or you rebuild him in such a way that he fills his mana through the nimble graceful fencing melee, which is much easier to integrate from the gameplay and then goes into the magic mode and there completely detached from the melee, until possibly, on a transition back to melee, could release his magic. However, this should then also be better matched to the overall design of a fencing red mage and not seem so alien.

    Then the Red Mage will be even better than it already is in terms of fun gameplay.

    Currently, the magic section is rather a dragging tedious affair and the melee is still missing another chain that is divided into black and white magic.
    As people are pointing out in your new thread, please do not post feedback for Red Mage when you haven't even leveled it.
    (1)

  5. #5
    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 localman View Post
    Currently, the magic section is rather a dragging tedious affair and the melee is still missing another chain that is divided into black and white magic.
    The danger of trying to critique a job before it's incomplete is you might end up ignoring later mechanics that actually answer your questions.



    The casting doesn't service the 'more interesting melee.' It enables the melee which in turn enables your REAL finishers.
    (2)