Anyone have more glamour suggestions or adjectives I can add to the OP?
Anyone have more glamour suggestions or adjectives I can add to the OP?
What?
Why?
You can get more damage by just bumping up potencies. You don't need a DoT for that, just add 10 to all their ability potencies across the board.
DoTs are annoying if they're just tacked onto Jobs and the Job isn't built around it, but one thing RDM has had going for it since it started was having a dynamic gameplay loop that had no DoTs or upkeep buffs. Why would you want one? I get SMN lost the ones it had, but BLM still has its DoT, and its DoT actually has some interactions with the kit (Thundercloud, Sharpcast generated Thundercloud, and how much of BLM is built around positioning and movement with Thundercloud being a strong movement tool/option as well as the random procs being something to optimize around and adjust your rotation based on), which makes it far more useful than just tacking Dia onto RDM.
RDM is one of the more perfect Jobs in the game right now. It's easy to pick up, it has things to optimize if you want to push yourself, it has a lot of party utility, but that utility comes at a serious trade-off in damage, so it's actually a meaningful choice to make and adjust to, with resource considerations (especially Verraise since you can OOM yourself). The only issue it has is that its damage is probably too penalized, and at least for right now (granted, last patch of the expansion...), the Devs acknowledged that with the RDM potency buffs to nudge its damage up towards where it should have been this whole time.
But the problem with RDM isn't its abilities or gameplay. It's that it needs some potency bumps and then to not be touched much.
(The only other major change I'd make is do something with Enchanted Reprise like make it only cost 2/2 or 1/1 or something since 5/5 is a pretty big chunk of 50/50...), but even that isn't too big an issue now that we have Acceleration working as 2 more charges of Swiftcast so we aren't as movement limited as we might otherwise be. (Though I still think it should be done...)
...okay, I'd also consider flipping the AOE rotation, since it STILL bugs me that's backwards from single target...but even so, I would probably not want to do it now since my muscle memory would fight me forever and a day over that until I could get used to the adjustment. XD I do like what I saw someone say about just making Moulinet cost 25 and be a 2 hit combo instead of a 3 hit one, though. Not sure how that would work with the mana gem thing (though it could have a combo action with itself that the second one generates a second gem, that'd be easy enough to code/implement). In ShB, this was difference because you could 100/100, hit it twice, then Manification to get 3 more (or something like that, I don't exactly remember it) because of the way Manification worked and that Moulinet didn't give you the Holy/Flare...but I kind of like getting to use Holy/Flare in AOE, so...I'm okay with the EW chnages there.
I was thinking the other day it might be neat to get "Verscathe" as a movement tool that generated 2 black mana (and Vercure be changed to generate 2 white) so you had a few more buttons going on, but that would be a replacement for Reprise and...at this point we're stuck with Reprise.
.
I guess what I'm curious about at this point is what there's even left to add. Vermedica would be too much since Vercure (like PLD Clemency) is potentially powerful but not enough to replace healers, and Vermedica would be able to replace them. Likewise Versuna (though BRD can remove a debuff, so...). When I say I think it's a near perfect Job already, I mean it. I'm honestly not sure what there is to change/add at this point...
Last edited by Renathras; 11-26-2023 at 06:32 PM. Reason: EDIT for length
It is absolutely fine to think like this. It seems like most players widely agree that this class is near perfect with it's current gameplay loop. Even the more creative solutions being thrown at the dart board mostly emphasize that less is more when it comes to changes in 7.0. Thoughts on changing enchanted reprise are being echo'd similarly through out this thread. If any forum browsing devs happens to see this thread, they have to pick up on that, right? right??
But yea, just some upgraded animations would make me perfectly happy, if they changed hardly anything about the class, I wouldn't cry. I do think that downtime resource management are what holds it back in ultimates, but yet again if they kept it the same I wouldn't cry.
I am a relatively new RDM, so im sure many of you know it far more than i, but one irritation i have found is that we dont have any way to generate mana stacks at range. The resulting skills are usable up to 25 but the generators are not.
There are times you get forced to move mid combo due to mechanics and what are you to do? Lose the stacks generated or stand there doing nothing?
Yes obviously some times that a learn the fight better issue but not always.
I dont really have an answer for that i mean having Fletche maybe be part of it or some not spammable ranged attack that can supplement the melee?
Just a newbie rdm thought, lol





This is why Corps-a-corps and Dispgagement have two charges. You can save a charge of each for upcoming mechanics or adds chases without losing any uses over the course of the encounter.
Error 3102 Club, Order of the 52nd Hour
It will ultimately come down to fight knowledge, going into melee to build up to Verholy/Verflare is very much how RDM works at its core, and letting RDM do that from range doesn't feel particularly Red Mage-like. The end result would end up being bloat as we ultimately want to avoid it or it would feel clunky as the mana stacks are more or less tied to the combo, so having an odd ranged skill that breaks the combo but still gives a stack (or the ranged skill generates a mana stack and then you only do a 1-2 combo in melee) wouldn't feel right.
The best thing to do is practice; because you only need 50|50 mana for the melee burst, if you know you can't go in melee range for mechanic reasons, continue your filler until you know it's safe. Melee is also your most mobile phase as the combo alone is 5s of free movement, and the finishers at higher levels add another 7.5s of mobility onto it. It feels really good when you can get that last combo hit in and use Displacement just as an AoE is going off.
Don't worry, we've all been there before, zoom in for a melee, get the first hit off, and now suddenly have to get out or become a floor tank.
I'm considering the finalized red mage changes for Dawntrail and overall win compared to this list we all made. Thanks Square!
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