Red mage has been my new main. It just feels so good. I've mained pal,drk and drg. then ninja and viper at 100. Switching to red mage was such a refreshing change. It just feels right and it's just so fun.
I'm on a journey to get every job to 100 - and DPSes take the longest, so I really needed a guide to Red Mage leveling. Thank you so much for this video - I'll get through duties so much quicker with these rotation tips.
I always forget about swiftcast and only recently started remembering to use acceleration in my opener. Now i know how to use them properly Your guides have been so helpful to me especially as someone whos never played mmos or mobas
Bruh, I was looking for this video yesterday and only found the one you made a year ago, also your voice has changed a lot , seems like you had more of an ASMR voice back then lol thank you for updating this
My girlfriend stated about Red Mage glams that "A Red Mage outfit doesn't have to be red, but it does have to fashionable." What defines a Red Mage's look is more about having the right kind of style and flair. So long you have that my friend, you can do Red Mages the world over proud wearing any colour. My own Red Mage glam is dyed perl white. Now I don't think I'm gonna be doing Red Mages the world over proud with how lackluster I perform at the job, but they will at least be nodding in approval at my outfit.
Great guide as always. I'm glad to see they didn't mess with it too much. This is unrelated to the video, it's just an idea what if there was a gamenode, where it was essentially a raid, but a ninth player was the boss? Like each job has a different set of mechanics they can cycle through based on their regular toolkit (so, like, for rdm, Dualcast would effectively be Double from hades, fleche might be a tb, and the burst might be a ton of raidwides. I just came up with this on the spot) I don't know how they'd actually design this, or how the duty would work, but I just know it'd be a chaotic mess
I find it interesting how you have Dualcast right from level 1, but don’t get Jolt until level 2, and don’t get Verthunder until level 4. Of course, with the Job starting at 50 this doesn’t really matter, since nothing I’m aware of syncs you below 4, a lot of the quirks of really really REALLY low level red mage only come up in Palace. But it’s interesting nonetheless
It is quite interesting! It would only make a difference if there was content that synced you down that far that gave you extra button spells or something I suppose! 😅
*watching this guide as I get prepared to finish M3S as rdm(my main) today* "ah yes just what I needed" no but fr I love the way you explain things - and also the french pronunciation 18:45 there is one usecase for reprise: its a damage gain over slow>fast spell (840 for 2x reprise vs 800 for jolt+verthunder/veraero(at least at 100, I think it's still a gain at other level ranges but I'm not sure)) so if you're about to kill but don't have 50 mana you can just spam reprise till it's dead/you're out of mana 24:00 wait a second so at 90 you just dont verfire/verstone????? what????? SE WHAT edit: oh okay it wasnt the case in EW but it's still wild lmao
Thank you! And yes that sounds right, reprise can be helpful for rounding out a fight - in retrospect i should have mentioned this! Good luck with your savage prog! 😊
I was leveling through dawntrail MSQ as redmage. I'd only noticed the actual potency difference at around the first dungeon. It feels like a sin to never use verfire or verstone. What I haven't had a chance to test yet, but what is also so strange about the Jolt III change, is that the overall potency increase and cursed non-proc usage will be optimal in DSR and TOP. Frankly I'm not sure I remembered for any endwalker alliance raids or normal raids. It's just so unwealdy that no-one expects it to stay... and yet we're months later!
@@ddfb494355 I got curious so I did the math on that(kinda casually because I didnt have the braincells) tldr at the end nonstop casting slow>long would take like 8mins 20 seconds if you had every proc of verfire/veraero(you need 100 casts for it to be worth so you get one combo) I'm getting stuff out of my head here but you get around 3 combos every 2 mins so just that bumps the total time to over 10 minutes(I don't remember the exact math, I think it was closer to 11) then one acceleration and one swiftcast every min so thats another minute added honestly this takes like 11~12 minutes to pay for itself and the payoff is a single meele combo, and thats assuming you *always* have a verfire/veraero proc, it'll take even longer with RNG I emphasize meele because you're losing 2k potency and the magic part of your burst does 2.1k, so you're basically only compensating that loss TLDR: technically if you're being fully optimal you use the first 100 procs... which will take 12~13 minutes, but fuck counting that while doing ultimate mechanics for a gain of a single 1,2,3 you're also operating at a loss until those 13 minutes and one death will just add even more time to that
@kyallokytty the times where actually using the procs end up being helpful in this weird level range tend to be cases where the few points of mana a few procs would give would result in you getting a melee combo you otherwise wouldn't 😊 This means that the specific niche case where it is considered beneficial could be for instance if when there is just enough time left in a fight for a full melee combo you find yourself at 45/50 for instance. There, five procs could have given you a melee combo 😁 Outside of these specific cases, as you sort of found yourself doing the math, it is far too big of an investment before it ever pays off, to always spend the procs 🤔😔
These kinds of videos really go to showcase that while RDM is a "perfectly designed" Job, in it's complexities there is an unsurprising amount of asterisks you need to put on seemingly minor parts of the kit, which shows that it is not as polished as it could be. The AoE melee combo is a single button, but the single target melee combo isn't for some reason in PvE specifically, since it _is_ actually a single button in PvP, this takes up space on your hotbar that could potentially be filled by new abilities. The AoE spell rotation being reversed in comparison to the single target spell rotation is another gripe, it sometimes throws off my muscle memory when having to switch between the two over and over inside Dungeons. Magick Barrier is an amazing piece of party mitigation that isn't available until _Level 86_ where it is thus inaccessible in a lot of older content where it'd be useful to have, specifically Ultimates like TEA and UWU, reminds me too much of DRK's Dark Missionary in that way. Your Dualcast gets eaten by Sprint, which it really shouldn't when the game _classifies Sprint as an Ability._ Grand Impact replacing _both_ Impact and Jolt III is annoying for when you find yourself in a situation where you want to save Grand Impact for later use, but want to cast Jolt III for initiating a Dualcast, why a spell called "Grand Impact" doesn't just replace "Impact" is a mystery to me. And of course the massive oversight that is Jolt 3 being _better_ than Verfire and Verstone for 10 entire levels.
One correction is that sprint is actually not classified as an ability, it is qualified as a "nothing" which is even jankier of an explanation, but it is actually not an ability which is the reason why it feels a bit unresponsive compared to some other actions, and why it breaks dual cast! 😅 Aside from that I understand those frustrations! And it's not like it justifies this jank with sprint!
@@CaetsuChaijiCh Yeah, I was going to say that Dualcast used to cancel if you did anything other than casting a Spell in Stormblood, which included performing an Auto Attack of all things, so there is a president for this to change in the future. "...of any action other than an ability, medicine, or Sprint." I say "medicine" because using something like an Ether also cancels your Dualcast, whereas you can use something like Displacement which launches you several feet backwards just fine. The logic doesn't check out, it's completely arbitrary.
Would you consider adding some sort of recovery priority list? It occured to me with the samurai video that if I’m trying to adhere to the rotation strictly and mess up (distance, misinput etc) I’m not sure how to realign to proper burst or how to adjust the burst to not gather even more problems for the future. Some jobs may not need this at all, but something like a pre-burst check list could be nice on every one.
It is a great idea, the long and the short of it is that using your cooldowns tend to be better than not, so if you go completely off track, using things on cooldown tend to still beat holding them. With that however, it often can make the recovery process very situational and so it can be hard to give specific advice. For the samurai case, I'm not joking when I say, you just have to use that meikyo shisui leading in the burst to "finish" your Midare setup, and then just work from there. You need to lose like 6 or so gcds before you have an alternative that isn't strictly worse (build a sen, hagakure and now you're realigned, but one Midare poorer) For red mage, they at least have a lot more flexibility in that you just kinda need a melee combo to make a burst decent. If you don't have that, you will probably be able to recover for the next burst at least! 😊
I was under the impression that for buffs where you wanted to fit two melee combos under embolden you had to start your combo five seconds before the burst. As in, weaving embolden after enchanted redoublement since that would allow you to fit two whole sets of magic finishers into your embolden window
It's a little confusing but simply put, as long as the final resolution is pressed before buffs end, it still counts, which means everything juuuust about fits if you set it up to about after riposte! It is quite finicky and in reality it might work better after zwerchhau for example! 😅
20:30 that's.... why every caster in this game cursed? SMN has a small amount of legacy pet jank with Radiant Aegis, BLM gains damage by clipping Transpose to skip Blizzard 2, BLU is BLU, and RDM has... this.
Man I love Red Mage but to this day it does my head in that, as a job which combines both Black and White magic: - it has two completely different Thunder and Aero spells (a single target and AOE each) - with the AOE version numbered II - which forces the single target version to upgrade from I (implicit) to III (explicit) - but does NOT have any Blizzard or Water spells If I were Mr. Job Designer-in-Chief you better believe I'd be down there with a red pen crossing out Verthunder II and Veraero II and replacing them with Verblizzard and Verwater ASAP. As a side note I would do something similar with White Mage, renaming Dawntrail's new Glare IV proc to a different spell entirely - Banish perhaps - so that if they ever wanted to upgrade Glare again they don't have to skip to Glare V. In fact, I'd also be renaming Glare III and Holy III to not skip II in the first place.
It be a surprise to learn, but the I, II, II, IV notation for spells is both only occurs due to localisation and a throwaway piece of ff14 specific lore, that using numeral denotation would be "simpler to understand". As apposed to the earlier mainline FF games where the spell is denoted by the suffix. Cure (I) - Cura (II) - Curaga (III) - Curaja (IV) In the earlier FF games these spells had different effects, and were not straight line upgrades. Cure was basic Cura was aoe Curaga was more costly but more potent and did aoe Curaja was the ultimate healing spell However you'll also notice that this is *NOT* consistant either. As again taking WHM as an example Stone II is a single target direct upgrade of Stone I as a single target simple cast. *shrug*
I enjoy how you pronounce displacement But Displacement is also just an English word As is engagement XD They’ll always sit in my head like that Either that or I can’t read
They have different meaning. In French, engagement usually means having an obligation. « J’ai pris l’engagement d’aller dîner avec ma mère. » It can also mean a skirmish in a war. A small battle part of a bigger one!
@Sentifray i believe in French these words are primarily used in the context of fencing and do mean similar things. Interestingly, in French, it is still called acceleration as well, so if I had been consistent I should've pronounced that French too! 😂
Whoo boy, Probably my favorite job to play in the entire game, but man, is it the red headed stepchild (get it red?) of the dev team. DT RDM is quite literally the best feeling to play version of the job bar none. I love grand impact, I love the manification changes, vice of thorns, should of been a upgrade to Contre Sixte and Fleche should of been two charges. I wish they'd just cave and make rdm be able to hardcast and move, but with a slower movement (like 50% slower while hardcasting something). But the biggest issue, ranged tax and utility tax is an archaic design philosophy that hasn't been really taken into account since like 2010 in MMO's. Why is the ability to rez is a punishment to the job that casts it when they have to spend a gcd to rez the person that died? They screwed up so why take it out on the RDM? They lose out on more potent attacks for having the spell in the first place then punished further for the cast and then even more for the giant chunk of mp that's gone. Even if not a soul dies in a fight, the RDM is STILL punished for simply having the spell, it's dumb. Magick Barrier is a niche defensive and Vercure is NOT even worth the mention here. Ranged tax in this game makes no sense as so many of the attacks and patterns in all aspects of this game do NOT make ranged any easier or making attack from anywhere a bonus. At absolute most ranged has a handful more options to keep uptime over melee, but the tax is way too aggressive and has always been.
They really need to change verfire and verstone I just feel nothing when I use them and it hardly impacts anything I don't know what they would change but I feel like a lot of things would help verfire and verstone feel interesting to use
Hmm that's a hard one. If they made them more impactful, then random chance could be more painful. On the other hand, the alternative is what you said 🤔
My sad problem with this is "5 seconds before starting, cast [slow spell]", mostly in that I'd have to cast before it appears the tank is ready on a boss in dungeons, and half the time before the ready check starts counting down in raids -- I'd almost be better off going Acceleration > Slow Spell, so I'm not spending ~2 seconds still casting while everyone else is starting up their "start-of-boss 2 min burst" routines. Mind, I'm also horrible about keeping acceleration on cooldown, but I also feel they could have just removed it entirely a couple expansions ago (starting with "the expansion we got RDM in, in the first place") and made Grand Impact a spell that has a chance to proc after every Impact/Jolt3, and RDM'd be better for it.
If you are in a more casual setting without pull timers I would simply recommend opening with jolt instead of the long precast! That doesn't solve some of the other issues though 😅
Patch Notes since release of this guide:
7.1 Patch Notes:
Verflare, Verholy, Scorch and Resolution all got potency boosts!
As a french speaker i must appreciate the efforts put in the prononciation of the spell's names. Excellent video moreover ❤
Thank you so much! 😄
The Displacement pronunciation killed me though 😂
the sprint consuming dualcast interaction not being fixed for 7 years is incredibly funny
In fairness, the tooltip for dual cast does say it goes away if you use a non ability action, and sprint isn't an ability (FOR SOME REASON) 😂
Somehow these guides always come out when I need some entertainment to go with my food and I'm gratefull.
That's awesome! And enjoy! 😁
Thank you for making these guides. It helps us sprouts a lot, trust me
I'm glad to hear that, thank you! 😊
As a native French speaker, I thank you for not pronouncing corps-à-corps as corpse-à-corpse!
It just sounds silly to pronounce it that way! 😂
Corpse! Aaah, corpse! 🤣
Red mage has been my new main. It just feels so good. I've mained pal,drk and drg. then ninja and viper at 100. Switching to red mage was such a refreshing change. It just feels right and it's just so fun.
I'm glad you're enjoying red mage! And I hope you continue to! 😁
I'm on a journey to get every job to 100 - and DPSes take the longest, so I really needed a guide to Red Mage leveling. Thank you so much for this video - I'll get through duties so much quicker with these rotation tips.
I'm glad my guide could help you! And good luck with that journey! 😄
Dawntrail made me considering trying RDM because BLM just isn't doing it for me anymore. Perfect timing! 👌
I hope the decision to switch works out!
I always forget about swiftcast and only recently started remembering to use acceleration in my opener. Now i know how to use them properly
Your guides have been so helpful to me especially as someone whos never played mmos or mobas
I'm glad to hear that! 😁 Thank you!
Bruh, I was looking for this video yesterday and only found the one you made a year ago, also your voice has changed a lot , seems like you had more of an ASMR voice back then lol thank you for updating this
Yeah the channel has also grown a lot since then! 😁
I love Red Mage (when I glam them up in Blue)
Relatable! I like to glam them in pink!
My girlfriend stated about Red Mage glams that "A Red Mage outfit doesn't have to be red, but it does have to fashionable." What defines a Red Mage's look is more about having the right kind of style and flair. So long you have that my friend, you can do Red Mages the world over proud wearing any colour.
My own Red Mage glam is dyed perl white. Now I don't think I'm gonna be doing Red Mages the world over proud with how lackluster I perform at the job, but they will at least be nodding in approval at my outfit.
Love my Red Mage with my Blue Glam and the Blue glowing Relic Weapon
Thank you so much for your hard work!!!
Thank you so much! 😄
Hey! And just as i decided to level Red Mage
Haha! Enjoy your journey! 😁
Great guide as always. I'm glad to see they didn't mess with it too much.
This is unrelated to the video, it's just an idea what if there was a gamenode, where it was essentially a raid, but a ninth player was the boss?
Like each job has a different set of mechanics they can cycle through based on their regular toolkit (so, like, for rdm, Dualcast would effectively be Double from hades, fleche might be a tb, and the burst might be a ton of raidwides. I just came up with this on the spot)
I don't know how they'd actually design this, or how the duty would work, but I just know it'd be a chaotic mess
That sounds pretty fun in a way! 😁
Sprint before you cast. Its a workaround
Yeah or alternatively make sure you spend the dualcast before you sprint if there is time for that!
I find it interesting how you have Dualcast right from level 1, but don’t get Jolt until level 2, and don’t get Verthunder until level 4. Of course, with the Job starting at 50 this doesn’t really matter, since nothing I’m aware of syncs you below 4, a lot of the quirks of really really REALLY low level red mage only come up in Palace. But it’s interesting nonetheless
It is quite interesting! It would only make a difference if there was content that synced you down that far that gave you extra button spells or something I suppose! 😅
Only thing that syncs you down that far is Palace of the Dead, but getting from level 1 to 2 is so fast the lack of Jolt is a non issue
*watching this guide as I get prepared to finish M3S as rdm(my main) today*
"ah yes just what I needed"
no but fr I love the way you explain things - and also the french pronunciation
18:45 there is one usecase for reprise: its a damage gain over slow>fast spell (840 for 2x reprise vs 800 for jolt+verthunder/veraero(at least at 100, I think it's still a gain at other level ranges but I'm not sure))
so if you're about to kill but don't have 50 mana you can just spam reprise till it's dead/you're out of mana
24:00 wait a second
so at 90 you just dont verfire/verstone????? what?????
SE WHAT
edit: oh okay it wasnt the case in EW but it's still wild lmao
Thank you! And yes that sounds right, reprise can be helpful for rounding out a fight - in retrospect i should have mentioned this!
Good luck with your savage prog! 😊
I was leveling through dawntrail MSQ as redmage. I'd only noticed the actual potency difference at around the first dungeon.
It feels like a sin to never use verfire or verstone.
What I haven't had a chance to test yet, but what is also so strange about the Jolt III change, is that the overall potency increase and cursed non-proc usage will be optimal in DSR and TOP.
Frankly I'm not sure I remembered for any endwalker alliance raids or normal raids. It's just so unwealdy that no-one expects it to stay... and yet we're months later!
@@ddfb494355 I got curious so I did the math on that(kinda casually because I didnt have the braincells) tldr at the end
nonstop casting slow>long would take like 8mins 20 seconds if you had every proc of verfire/veraero(you need 100 casts for it to be worth so you get one combo)
I'm getting stuff out of my head here but you get around 3 combos every 2 mins so just that bumps the total time to over 10 minutes(I don't remember the exact math, I think it was closer to 11)
then one acceleration and one swiftcast every min so thats another minute added
honestly this takes like 11~12 minutes to pay for itself and the payoff is a single meele combo, and thats assuming you *always* have a verfire/veraero proc, it'll take even longer with RNG
I emphasize meele because you're losing 2k potency and the magic part of your burst does 2.1k, so you're basically only compensating that loss
TLDR: technically if you're being fully optimal you use the first 100 procs... which will take 12~13 minutes, but fuck counting that while doing ultimate mechanics for a gain of a single 1,2,3
you're also operating at a loss until those 13 minutes and one death will just add even more time to that
@kyallokytty the times where actually using the procs end up being helpful in this weird level range tend to be cases where the few points of mana a few procs would give would result in you getting a melee combo you otherwise wouldn't 😊
This means that the specific niche case where it is considered beneficial could be for instance if when there is just enough time left in a fight for a full melee combo you find yourself at 45/50 for instance. There, five procs could have given you a melee combo 😁
Outside of these specific cases, as you sort of found yourself doing the math, it is far too big of an investment before it ever pays off, to always spend the procs 🤔😔
These kinds of videos really go to showcase that while RDM is a "perfectly designed" Job, in it's complexities there is an unsurprising amount of asterisks you need to put on seemingly minor parts of the kit, which shows that it is not as polished as it could be. The AoE melee combo is a single button, but the single target melee combo isn't for some reason in PvE specifically, since it _is_ actually a single button in PvP, this takes up space on your hotbar that could potentially be filled by new abilities. The AoE spell rotation being reversed in comparison to the single target spell rotation is another gripe, it sometimes throws off my muscle memory when having to switch between the two over and over inside Dungeons. Magick Barrier is an amazing piece of party mitigation that isn't available until _Level 86_ where it is thus inaccessible in a lot of older content where it'd be useful to have, specifically Ultimates like TEA and UWU, reminds me too much of DRK's Dark Missionary in that way. Your Dualcast gets eaten by Sprint, which it really shouldn't when the game _classifies Sprint as an Ability._ Grand Impact replacing _both_ Impact and Jolt III is annoying for when you find yourself in a situation where you want to save Grand Impact for later use, but want to cast Jolt III for initiating a Dualcast, why a spell called "Grand Impact" doesn't just replace "Impact" is a mystery to me. And of course the massive oversight that is Jolt 3 being _better_ than Verfire and Verstone for 10 entire levels.
One correction is that sprint is actually not classified as an ability, it is qualified as a "nothing" which is even jankier of an explanation, but it is actually not an ability which is the reason why it feels a bit unresponsive compared to some other actions, and why it breaks dual cast! 😅
Aside from that I understand those frustrations! And it's not like it justifies this jank with sprint!
@@CaetsuChaijiCh Yeah, I was going to say that Dualcast used to cancel if you did anything other than casting a Spell in Stormblood, which included performing an Auto Attack of all things, so there is a president for this to change in the future. "...of any action other than an ability, medicine, or Sprint."
I say "medicine" because using something like an Ether also cancels your Dualcast, whereas you can use something like Displacement which launches you several feet backwards just fine. The logic doesn't check out, it's completely arbitrary.
It feels like RDM is the most complex caster when it comes to optimization
In some ways I think many would agree! 😊🤔
Would you consider adding some sort of recovery priority list? It occured to me with the samurai video that if I’m trying to adhere to the rotation strictly and mess up (distance, misinput etc) I’m not sure how to realign to proper burst or how to adjust the burst to not gather even more problems for the future. Some jobs may not need this at all, but something like a pre-burst check list could be nice on every one.
It is a great idea, the long and the short of it is that using your cooldowns tend to be better than not, so if you go completely off track, using things on cooldown tend to still beat holding them. With that however, it often can make the recovery process very situational and so it can be hard to give specific advice.
For the samurai case, I'm not joking when I say, you just have to use that meikyo shisui leading in the burst to "finish" your Midare setup, and then just work from there. You need to lose like 6 or so gcds before you have an alternative that isn't strictly worse (build a sen, hagakure and now you're realigned, but one Midare poorer)
For red mage, they at least have a lot more flexibility in that you just kinda need a melee combo to make a burst decent. If you don't have that, you will probably be able to recover for the next burst at least! 😊
I was under the impression that for buffs where you wanted to fit two melee combos under embolden you had to start your combo five seconds before the burst. As in, weaving embolden after enchanted redoublement since that would allow you to fit two whole sets of magic finishers into your embolden window
It's a little confusing but simply put, as long as the final resolution is pressed before buffs end, it still counts, which means everything juuuust about fits if you set it up to about after riposte! It is quite finicky and in reality it might work better after zwerchhau for example! 😅
Did you remember to pick up a new Wonderous tails this week after turning your old one in?
I did! However I am falling behind on actually finishing them! 😂
20:30 that's.... why every caster in this game cursed? SMN has a small amount of legacy pet jank with Radiant Aegis, BLM gains damage by clipping Transpose to skip Blizzard 2, BLU is BLU, and RDM has... this.
Hopefully eventually these things will change 😂
@@CaetsuChaijiCh We can only hope 😬
Man I love Red Mage but to this day it does my head in that, as a job which combines both Black and White magic:
- it has two completely different Thunder and Aero spells (a single target and AOE each)
- with the AOE version numbered II
- which forces the single target version to upgrade from I (implicit) to III (explicit)
- but does NOT have any Blizzard or Water spells
If I were Mr. Job Designer-in-Chief you better believe I'd be down there with a red pen crossing out Verthunder II and Veraero II and replacing them with Verblizzard and Verwater ASAP.
As a side note I would do something similar with White Mage, renaming Dawntrail's new Glare IV proc to a different spell entirely - Banish perhaps - so that if they ever wanted to upgrade Glare again they don't have to skip to Glare V. In fact, I'd also be renaming Glare III and Holy III to not skip II in the first place.
It be a surprise to learn, but the I, II, II, IV notation for spells is both only occurs due to localisation and a throwaway piece of ff14 specific lore, that using numeral denotation would be "simpler to understand". As apposed to the earlier mainline FF games where the spell is denoted by the suffix.
Cure (I) - Cura (II) - Curaga (III) - Curaja (IV)
In the earlier FF games these spells had different effects, and were not straight line upgrades.
Cure was basic
Cura was aoe
Curaga was more costly but more potent and did aoe
Curaja was the ultimate healing spell
However you'll also notice that this is *NOT* consistant either. As again taking WHM as an example Stone II is a single target direct upgrade of Stone I as a single target simple cast. *shrug*
Since I unlocked rdm in stormblood, on content, to this day, I don't think I have ever used reprise.
I enjoy how you pronounce displacement
But
Displacement is also just an English word
As is engagement XD
They’ll always sit in my head like that
Either that or I can’t read
Don't worry, I'd say both are correct, but I like to use the French pronunciation! 😁😊
@@CaetsuChaijiCh out of curiosity
Are they the same word in French? Or do they have a different meaning?
They have different meaning. In French, engagement usually means having an obligation. « J’ai pris l’engagement d’aller dîner avec ma mère. »
It can also mean a skirmish in a war. A small battle part of a bigger one!
@Sentifray i believe in French these words are primarily used in the context of fencing and do mean similar things.
Interestingly, in French, it is still called acceleration as well, so if I had been consistent I should've pronounced that French too! 😂
@@CaetsuChaijiCh no worries XD
You know more about the language than I do
Wish I was smart enough to learn it, honestly
Hey man, I have a questionn, do you use a MMO mouse?
Yes I do, and I use it in part to access the right half of my hot bars 😊
Whoo boy, Probably my favorite job to play in the entire game, but man, is it the red headed stepchild (get it red?) of the dev team.
DT RDM is quite literally the best feeling to play version of the job bar none. I love grand impact, I love the manification changes, vice of thorns, should of been a upgrade to Contre Sixte and Fleche should of been two charges. I wish they'd just cave and make rdm be able to hardcast and move, but with a slower movement (like 50% slower while hardcasting something).
But the biggest issue, ranged tax and utility tax is an archaic design philosophy that hasn't been really taken into account since like 2010 in MMO's. Why is the ability to rez is a punishment to the job that casts it when they have to spend a gcd to rez the person that died? They screwed up so why take it out on the RDM? They lose out on more potent attacks for having the spell in the first place then punished further for the cast and then even more for the giant chunk of mp that's gone.
Even if not a soul dies in a fight, the RDM is STILL punished for simply having the spell, it's dumb. Magick Barrier is a niche defensive and Vercure is NOT even worth the mention here. Ranged tax in this game makes no sense as so many of the attacks and patterns in all aspects of this game do NOT make ranged any easier or making attack from anywhere a bonus. At absolute most ranged has a handful more options to keep uptime over melee, but the tax is way too aggressive and has always been.
wait.... wheres gibbet and gallows?
It's over in the reaper department!
They really need to change verfire and verstone
I just feel nothing when I use them and it hardly impacts anything
I don't know what they would change but I feel like a lot of things would help verfire and verstone feel interesting to use
Hmm that's a hard one. If they made them more impactful, then random chance could be more painful. On the other hand, the alternative is what you said 🤔
My sad problem with this is "5 seconds before starting, cast [slow spell]", mostly in that I'd have to cast before it appears the tank is ready on a boss in dungeons, and half the time before the ready check starts counting down in raids -- I'd almost be better off going Acceleration > Slow Spell, so I'm not spending ~2 seconds still casting while everyone else is starting up their "start-of-boss 2 min burst" routines.
Mind, I'm also horrible about keeping acceleration on cooldown, but I also feel they could have just removed it entirely a couple expansions ago (starting with "the expansion we got RDM in, in the first place") and made Grand Impact a spell that has a chance to proc after every Impact/Jolt3, and RDM'd be better for it.
If you are in a more casual setting without pull timers I would simply recommend opening with jolt instead of the long precast! That doesn't solve some of the other issues though 😅
sorry dude but this guide made RDM sound way more complicated that it actually is, i do not recommend