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...



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