At least the skill actually has an effect of its own and isn't one of those "press this skill to activate the actual skill" skills.
At least the skill actually has an effect of its own and isn't one of those "press this skill to activate the actual skill" skills.



I really think they should remove MP and replaced it with a real new gauges for healers.
BLM could have its own MP gauge since it's the only jobs that actively plays with it.
RDM&SMN can just get rid of the cost, if anything MP cost stops them from trying a fast GCD.
Healers could have something else to manage, maybe cleric stance in a new form.
Beyond BLM, I doubt anyone finds MP management funny or engaging.
Nowadays LD is basically just a death recovery tool, because even as a res MP backup is a bit worthless for 2 reasons: 1) Healers don't have to spend GCDs to heal most of the requirements, so there's a lot of spare MP 2) For High End, rezzing is pointless in many stages of the fights because how often we have body count mechanics
But it's the most important BLU ability.
The Refresh spell name is right there for RDM SE.
I'd really wanna see some of the fun animation the abilities could have. Plus it could give meaning back to Aetherflow and Energy Drain for SCH and SMN. And you could add something interesting to SGE to make it stand out.
For SGE maybe something like this:
Aether Battery
Spell
Cast:1.5s (Instant if you wanna make it a movement ability)
Recast: 60s
MP Cost: 0
Effect: Restores X MP to self.
Additional Effect: Doubles the damage potency of the next spell cast (or next Dosis spell if SE does not feel spicy)
Additional Effect: Restores HP to targets under the effect of Kardion granted by you.
Cure Potency: 170 (more if they wanna have it as a funny potent Kardion heal too)
Last edited by LynxDubh; 05-26-2024 at 07:14 PM. Reason: Name change and numbers adjust
i think the last thing they shoild do is putting the mana regeneration into your normal rotation. they did that with other stuff. its convenient but also makes it so boring abd meaningless

I wish resource management was its own little mini-game apart from damage rotations. I agree that if Lucid Dreaming was replaced with MP being slapped on buttons you press anyways, then there's really not much added.
For example, RDM purposefully unbalancing their White/Black Mana to get access to a special sword combo that deals less damage than standard but regenerates more MP. WHM entering some Cleric Stance kind of mode that reduces their healing potency significantly but their damage spells become MP positive. AST having the Ewer card of course. BRD having a song that only grants MP regen to party members. SCH with Energy Drain, or maybe Selene's usage of the Fey Gauge.
We could also tie some melee jobs' actions to MP, like Ninjutsu costing half of the MP bar instead of being on charges, or the old 'Fists of' stances constantly draining MP, or even just generic oGCDs like Equilibrium. I think things like that could encourage more job interactions with each other and feel fun.
It still just becomes part of the rotation though.

In a vacuum, I suppose. But, especially when it comes to healers, how much of that resource you'll be able to hold on will depend on the encounter, the team's composition, and the party's skill level.
A RDM in a hardcore party might be able to push more for the MP expensive, high damage routes if the team's AST loads them with Ewer, or if the BRD is singing their MP song. A RDM in a prog party would probably be throwing out Verraise more often, needing to resort on the route that earns them more MP.
I wasn't around for it, but I hear a lot that the problem with resource management in ARR was that the party depended too much on the BRD to be playing their resources song, and to regain resources you'd have to stand around and do nothing. I think a healthier design would be that jobs have a resource they have to manage, with an option to either use higher value tools that cost more resources or moderate value tools that costs less or gains resources. This way, you have more agency over your resources, but the most optimal paths would require more teamwork.
Of course, resource management highly depends on encounter design (which they said they were focusing on this expansion). I think something similar to Coils calls for more attrition-style gameplay that supports resource management.




Lucid works fine for WHM. Mana management is not the same like it was in ARR and HW but it is still there to some degree and with Thin Air WHM also has another tool to manipulate MP consumption.
I want to keep it! Making it automatic would just further dumbing down the job and removing one of the last things you actually have to keep an eye on and decide when to press Lucid and when not. Keeping it on CD is not always the best solution.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
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