Red Mage got buffs, and that makes me happy.
Red Mage is Best Mage.
Red Mage got buffs, and that makes me happy.
Red Mage is Best Mage.
Having fun with a job??
Must be next in line for a rework
Last edited by Azurarok; 03-26-2025 at 11:36 AM.
Oh you are having fun with your job? Don't worry, let me fix that.
- Verfire, Verstone, Verthunder II, Veraero II and JoltI/II/III have been removed because managing procs might cause issues for future encounter design
- Veraero, Verthunder and Impact are now instantcasts
- Acceleration now increases potency of Veraero and Verthunder instead of giving procs
- Melee combo can now be executed from up to 25y range because melee uptime for future encounter design might become an issue
- Melee "combo" is actually just pressing the weaponskill once and you get all three marks filled.
- Fleche is now 60s and Contre Sixte is 120s to line up with 2min meta
- Corps-a-Corps and Displacement have their potency removed. Engagement deleted. Can't have you do damage with movement tools.
- Prefulgence & Vice of Thorns gain +100 potency each
- Reprise removed
You're welcome. The summoner job almost felt lonely for a second.
Maybe its because I am only playing red mage casually or for prog, but I would almost argue that red mage has now more complexity to it than blm.
No you are right. We are now at a point were Red Mage is the most Difficult Caster in the game and deamm... this realization makes me wanna quit this Dance Dance Revolution themed Final Fantasy game.
Red Mage has always been best mage. There are the odd deniers who are salty they're not Red Mages, which is understandable. Red Mage being available and not being Red Mage must inherently be frustrating.
I remember when I picked up red mage cuz it was the easiest one back in shadowbringers, slowly working my way up to learn black mage and fall in love with the job.
I liked both casters but caster as a whole is less appealing when theirs only one that i kinda like.
Last edited by Rithy255; 04-19-2025 at 09:53 PM.
I agree with this on a fundamental level. Movement tools should *not* have a potency IMO.Oh you are having fun with your job? Don't worry, let me fix that.
- Corps-a-Corps and Displacement have their potency removed. Engagement deleted. Can't have you do damage with movement tools.
You're welcome. The summoner job almost felt lonely for a second.
Also, Red Mage is still Best Mage.
Eh, like with on tanks I enjoy diversity. Some movement tools should deal damage, but they should then be capped in other ways to prevent them being used for DPS purposes, their damage should be "flair" and "style", not a meaningful gain.
Like on tanks I had the idea:
* Paladin has no gapcloser, instead Holy Circle is a ranged AoE now for ranged pull purposes and both it and Holy Spirit and Clemency can be cast while moving, PvP style.
* Dark Knight has damage on Plunge. Plunge is what the slide upgrades into if you use Unmend. With Unmend being a GCD and a damage loss, you'd not want to do this for damage purposes unless you need the actual gapcloser.
* Gunbreaker stays as-now, being the only one left with a truly non-damaging gapcloser. I'd however make them able to use all their abilities from 25y, with a secondary ranged firing animation (same effect, just different animations).
* Warrior has a strong AoE damage dealing gapcloser. A leap. Downside: It's GCD. You won't ever use that for DPS purposes unless you had to disengage anyways and need to jump back in. Literally.
This could be done likewise on DPS. Some DPS could have damaging gapclosers, but they'd be GCDs or locked behind other effects to prevent them being used rotationally. One good example here would be Dragoons, who really should gapclose on some GCDs, being jumps.
Red Mage in particular has two damage oGCDs already, so there's definitely no need to also have two more. Could always remove damage from them, remove engagement, and tweak the damage and CDs of Fleche and CS to equal out the overall damage profile. Thing then is that the flipback of Displacement is so large that in most fights you can't use it at all, which is super annoying. In an ideal world we had a way to select that distance (same thing for Dragoon, btw), doing a "short" vs a "long" flip. But yeah in theory I could see a purely movement-based implementation of these, there's existing abilities to take over and rebalance, and that'd give Clarity of Purpose™️ to each skill. But I could also alternatively even see them as GCDs, seeing their animations extended, adding even more visual flourish to them, yum, then making them GCDs and heavily increasing the damage.
Last edited by Carighan; 04-19-2025 at 04:26 PM.
The scariest thing it that SE might actually do at least some of that at some point :')Oh you are having fun with your job? Don't worry, let me fix that.
- Verfire, Verstone, Verthunder II, Veraero II and JoltI/II/III have been removed because managing procs might cause issues for future encounter design
- Veraero, Verthunder and Impact are now instantcasts
- Acceleration now increases potency of Veraero and Verthunder instead of giving procs
- Melee combo can now be executed from up to 25y range because melee uptime for future encounter design might become an issue
- Melee "combo" is actually just pressing the weaponskill once and you get all three marks filled.
- Fleche is now 60s and Contre Sixte is 120s to line up with 2min meta
- Corps-a-Corps and Displacement have their potency removed. Engagement deleted. Can't have you do damage with movement tools.
- Prefulgence & Vice of Thorns gain +100 potency each
- Reprise removed
You're welcome. The summoner job almost felt lonely for a second.
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