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  1. #1
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    Overall I agree. That said, I don't want a time built resource like xeno or misery. I'd rather something like RDM gets two new spells: Vermisery and Verfoul. Share a 1 minute ish cooldown. Generate 50 white mana and 50 black mana respectively. 3 second cast. Cannot be dualcasted. Not a targeted spell, instead it's an AoE over you like Holy on WHM so you can cast without a target.

    The idea is this: You know a boss is gonna disengage for 45 seconds and will come back just in time for a burst window. You build 50 black mana before he jumps away. Do the trio, 2.5 seconds before boss comes back you start casting Vermisery, boss comes back, vermisery finishes casting, gives you 50 white mana, bam you have enough mana to use your melee combo and stay aligned. This way RDM has another bit of skill expression, leans more into the "jack of all trades" theme, and has a way to keep up with extended downtime fights while still feeling distict and not having another "resource that auto builds over time" like so many other jobs.
    (0)

  2. #2
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    681
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    If they were to get a dot, even if its very very unlikely, it should be instant cast and also off-gcd. It shouldn't mess with the existing flow of the gcds.
    (3)

  3. #3
    Player
    LoadedVirus's Avatar
    Join Date
    Feb 2022
    Posts
    57
    Character
    Kaiya Loinnir
    World
    Ravana
    Main Class
    Gunbreaker Lv 99
    I think Esuna would be cool to have, really lean into the dps support jack of all trades role.
    (1)

  4. #4
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    I'm still not a fan of how they categorize the DPS of Rdm. I still feel that it is being forced a little too low on DPS given the build of the job. Now, if asking for more DPS is a hard no, then why not give it a little better versatility to make sense of why it is where it is. At least with jobs like Dancer and Brd I can rationalize where it is very easily, but with Rdm I run into conflicts, mainly due to duration of buffs (all of them) and the fact that one of its key points of being lower on the DPS totem ('rezmage') being moot once a group is far beyond the progression stage. The most harm done to rdm actually comes to the player base meta of how well it times up with the 2min, how much damage it puts out over all, and if it fits for building LB3.


    I would much rather that manification didn't give a time dependent buff and it was just a straight number buff (IE doesn't wear off after a certain time, and rather from use). This is mainly due to how the job is currently built along with various fights having transitions that cause inopportune down time where other jobs have a way of building up to the fight continuing. Rdm is just sitting there, waiting or wasting manification buff as the transition happens. This means it builds it further to the manarush meta of the job.


    Acceleration I feel still should be 3 uses instead of 2 simply because the over all procs are too random which can offset how mana builds up in practice compared to on paper. Can count too many times where buffs are lining up but my mana isn't due to numerous lack of procs. If not another charge, then at least reassess how procs for Verfire/Verstone should occur, or frequency % increase as levels increase. Those screaming "Ugh that increases damage" yes, and no. Even then the minuscule increase in damage isn't so unbalanced it breaks the placing of rdm still. Might make that gap a little smaller, but Smn and by far blm will still out damage the job.



    Magick Barrier duration increase. I feel that this, going along the versatility feel of the job, should have a longer duration than 10 seconds, possibly 20 seconds or a dramatic decrease in reuse time as 10 second buff on 120 second cool down isn't all that great when the buff is a -10% magic damage +5% healing recovery. If SE is going to say our DPS is in line with our versatility at least make us feel like we are more versatile beyond just having dual cast and Veraise.
    (2)
    Hmmmm......

  5. #5
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Just please no more finishers. Scorch was fine and felt like an appropriate end, with Resolution it feels like we are just throwing out finishers for the sake of it. If we keep this up 7.0 will have us with 4 finishers and by 8.0 five if they just keep slapping them on the end of the combo.
    (5)

  6. #6
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by SieyaM View Post
    Just please no more finishers. Scorch was fine and felt like an appropriate end, with Resolution it feels like we are just throwing out finishers for the sake of it. If we keep this up 7.0 will have us with 4 finishers and by 8.0 five if they just keep slapping them on the end of the combo.
    I agree, Scortch does feel like more of a finisher than Resolution even though it comes before it. Maybe they did that on purpose or something? While writing a story, a resolution should not be as impactful as the stories climax? (lol imagine if scortch was named climax)
    (0)

  7. #7
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    681
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    Quote Originally Posted by SieyaM View Post
    Just please no more finishers. Scorch was fine and felt like an appropriate end, with Resolution it feels like we are just throwing out finishers for the sake of it. If we keep this up 7.0 will have us with 4 finishers and by 8.0 five if they just keep slapping them on the end of the combo.
    "Welcome 20.0. A new thing we are adding to red mage is... a new finisher! So now you have a 17 hit finisher combo!"
    (1)

  8. #8
    Player
    Vejj's Avatar
    Join Date
    Aug 2013
    Posts
    261
    Character
    Vedel Vao
    World
    Lich
    Main Class
    Fisher Lv 90
    The Red Mage is currently playing really comfortably and not as sweaty as all the melee classes. What the Red Mage really doesn't need is a new finisher or new OCD abilities. Much more Quality of Life additions like a melee attack that doesn't consume 5/5 mana but instead stacks, and as suggested by someone else, deals more damage when a certain amount of Dark and Light mana is reached. Let it still be 5/5, but they shouldn't be consumed.

    I would also like it if the damage from our dashes and jumps were removed, so that they no longer necessarily enter our rotation, and we can really use them as intended - as a combination for our melee finisher.

    Otherwise, provide opportunities for us to build White and Dark Mana more quickly so that after all the openers and activation of any cooldowns, we don't completely plummet in damage output.
    (0)

  9. #9
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    91
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Vejj View Post
    The Red Mage is currently playing really comfortably and not as sweaty as all the melee classes. What the Red Mage really doesn't need is a new finisher or new OCD abilities. Much more Quality of Life additions like a melee attack that doesn't consume 5/5 mana but instead stacks, and as suggested by someone else, deals more damage when a certain amount of Dark and Light mana is reached. Let it still be 5/5, but they shouldn't be consumed.

    I would also like it if the damage from our dashes and jumps were removed, so that they no longer necessarily enter our rotation, and we can really use them as intended - as a combination for our melee finisher.

    Otherwise, provide opportunities for us to build White and Dark Mana more quickly so that after all the openers and activation of any cooldowns, we don't completely plummet in damage output.
    It seems a lot are sharing a similar sentiment. More finishers being added to the combo is largely being seen as less of a necessity. I like how you mentioned the movement skills should not deal damage. I agree. They add more ogcd clutter for miniscule damage gains. In otherwords, movement skills don't feel good as damage skills, yet for some reason they are. They would be much better as utility and clearing their potencies could lessen the Ogcd clutter in the opener.
    (0)

  10. #10
    Player
    kayll's Avatar
    Join Date
    Jun 2023
    Posts
    99
    Character
    Kayll Ava
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Fix caster HP, and RDM HP especially seeing as they have no personally mitigation, there is basically no argument's for their continued lower HP pools.
    Being the only one to die to unavoidable raid wide damage is getting really old.
    The fact that I want the level 100 capstone ability to be a personal shield is depressing.
    (1)

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