My best guess as to what was going on in this reveal is that Jolt and Impact have been upgraded and have new animations now. The aoe sword combo now only costs 50/50 mana instead of 60/60. Manafication doesn't give any mana now, instead it just allows you to use three enchanted sword strikes without spending any mana. And we have two new off-global abilities, the red rose whip thingy that was used after embolden and the crystal rain ability that was used after resolution. It looks like they didn't add yet another finisher to the RDM burst so that's nice.
Red Mage's updates are pretty clear-cut Jolt II upgrades to III Moulinet now its own separate three-part combo and costs 50 instead of 60 Manafi now gives a buff that lets you do either Enchanted Melee combo We didn't see Fleche or Contre Sixte so I think the new vines and big blue rose attacks are upgrades for them, but the blue rose does look like Impact so it could be an Impact upgrade also new finisher spell after Resolution
On the contrary. The last skill they used is Fleche. That's not a GCD. It gives no mana. The new skill is actually the vines sword attack they gain from using embolden.
That wasn't an AoE finisher. RDM's finisher is already AoE. That was just Impact 2. They didn't do the finisher there. Rather they were showing off the new animations for Moulinet as you use it repeatedly.
Fairly sure the blue impact was just an accelerated impact, or impact itself gets a boost to impact 2 or whatever the number is. You always have verholy/flare after 3 mana stacks, they just didnt use it to show off news stuff. (Unless they did change it for DT, which would be interesting)
@@dumbsterdives I dunno, veraero got an upgrade in EW to veraero 3, same with verthunder. just looked like veraero 3 to me. do agree on jolt getting an upgrade tho
So like...I know they just absolutely nailed how red mage played on release, but it does kind of disappoint me that it essentially plays exactly like it did in Stormblood. We just get some minor QoL and yet another finisher every expansion.
Maybe I'm in the minority here, but I'm perfectly fine with that as long as the new finishers still look cool every time. So far so good in that regard.
@@ShermTank7272you're not alone the thing with RDM is that it came out perfect how do you fix or upgrade that. The e only thing I could think of is using your verholy and verflare combos to fill up jewels granting mini buffs to RDM building up to a nuke because that expands on the whole balancing mana part of the RDMs identity in ffxiv but do you think the player base want RDMs to have more nukes we blind them already why arm us with more.
@@toomanyinterests2271 What I would like to see them do is play around more with the mana system red mages have as a way to upgrade it. Right now you get a free proc if using verflare/verholy based on if what you use is lower in mana gage. Lets have more things like that where you get a bonus effect based on what mana type is higher or lower. For example, have a trait to upgrade acceleration so if you use it on verthunder/veraero then it deals some additional potency if that mana gage is higher or generates double mana if it is lower in addition to what it does already. I find that the mana gage in red mages and the idea of needing to keep them close but not completely balanced really interesting but very underutilitized. Seems like a great way to upgrade the class while keeping their core identity.
@@toomanyinterests2271 I would like to see them do more with the mana gage as a way to upgrade the job. Already you get a free proc from verflare/verholy if it has lower mana when using it, so lets do more with that stuff. For example, have a trait that upgrades acceleration to give an additional effect to verthunder/verareo if white/black mana is lower/higher. As a red mage main, I find the concept of balancing 2 gages to be close but not completely equal really interesting but very underutilized. Seems like a good way to upgrade the job and keep its core identity.
@@toomanyinterests2271 I would like to see them do more with the red mage job gage. We already get a free proc from verflare/verholy if used when black/white mana is lower. Lets have more things like that. For example, a trait to upgrade acceleration to give an additional effect (eg additional potency, more mana generation, etc.) to verthunder/veraero if the mana that spell generates is higher or lower. The concept of balancing 2 types of mana but not letting them be exactly the same is really interesting but very underutilized, despite being part of the core job identity. Seems like a pretty good way to go about upgrading red mage in a way that is unique to it.
Fortunately it's not another combo finisher. GCDs give a very faint yellow aura around the caster. all oGCDs have a swirly blue aura around the caster. While it's rude for them to put it after the combo finisher, they probably did it since the trailer wouldn't be as flashy without the swordplay combo included, but if it ended with Resolution, it wouldn't be as climactic.
i really dont think this is a finisher because it specifically gives a whopping 0 gauge compared to the others giving i think 4-5 each finisher after verholy/verflare i think they are called. i know a lot of people from what ive been hearing are saying new jolt/contre sixt but i think its just another combo action with manafication
I used to really enjoy Rdm, it for once felt good in FFXIV after years of them messing it up in FFXI. However, after Stormblood it felt like they really pulled back on the upper damage output of the job. While it was fun in practice, it just didn't feel very rewarding and came across as the reason being due to having the ability to quick raise party members (IE a 'utility tax'). This caused it to over all be the weakest of the magic damage dealers for a really dumb reason. Suddenly Rdm was in the same spot Brd was put in for so long since 2.0 release (in 1.0 brd was fairly strong), but worse off as what little other utility rdm did provide just wasn't worth the endgame slot of other DPS with higher output and other utility options to boot. I am hoping they tweaked rdm enough to offset some of the complaints many of us have had for a while about the job, and no..they aren't all upper limit damage issues. It also had to do with getting screwed out of manafication due to transition changes or interrupted mid combo just to loose the chain during a transition or untargetable phase of the fight where other jobs could either reset their combo or even build gauge during these interruptions.
I don't think that final attack is another addition to the melee combo, I think completing a combo gives a use of an enhanced Fleche/Contra Sixte. Maybe both of those skills get turned into what that last move is.
Rdm won me over, how they havent made the class to compilacted and still has some unqiuness to it. Plus the aspect you can be a parties hope in savage, him and pictomancer have my excitment.
Nah, you're pretty much right there: Red Mage is a "bad mage". I played RDM from the start, meaning as soon as I hit lvl50 on my first job I switched to RDM and it has been my main ever since for both normal content and raiding. I cant remember why, but as some point I switched to SMN, just to see how that plays (I think it was during P6S...). And me playing and practicing RDM for years at that point did less dmg as when I played SMN - a job that I had only rudimentary experience with -.- So yeah, "bad mage": its very frustrating to practice a job only to realise that you only need a fraction of that effort put into another job and still get higher numbers -.- I hope they fix that... And no, I dont care about that lore-wise RDM is the weakest caster. If they would go striktly according to the lore, Machinist would be weaker than both Bard and Dancer -.-
My best guess as to what was going on in this reveal is that Jolt and Impact have been upgraded and have new animations now. The aoe sword combo now only costs 50/50 mana instead of 60/60. Manafication doesn't give any mana now, instead it just allows you to use three enchanted sword strikes without spending any mana. And we have two new off-global abilities, the red rose whip thingy that was used after embolden and the crystal rain ability that was used after resolution. It looks like they didn't add yet another finisher to the RDM burst so that's nice.
Red Mage's updates are pretty clear-cut
Jolt II upgrades to III
Moulinet now its own separate three-part combo and costs 50 instead of 60
Manafi now gives a buff that lets you do either Enchanted Melee combo
We didn't see Fleche or Contre Sixte so I think the new vines and big blue rose attacks are upgrades for them, but the blue rose does look like Impact so it could be an Impact upgrade also
new finisher spell after Resolution
On the contrary. The last skill they used is Fleche. That's not a GCD. It gives no mana.
The new skill is actually the vines sword attack they gain from using embolden.
That wasn't an AoE finisher. RDM's finisher is already AoE. That was just Impact 2. They didn't do the finisher there. Rather they were showing off the new animations for Moulinet as you use it repeatedly.
Fairly sure the blue impact was just an accelerated impact, or impact itself gets a boost to impact 2 or whatever the number is. You always have verholy/flare after 3 mana stacks, they just didnt use it to show off news stuff. (Unless they did change it for DT, which would be interesting)
jolt and veraero were also different, so i think our base spells are just getting upgraded across the board
@@dumbsterdives I dunno, veraero got an upgrade in EW to veraero 3, same with verthunder. just looked like veraero 3 to me. do agree on jolt getting an upgrade tho
So like...I know they just absolutely nailed how red mage played on release, but it does kind of disappoint me that it essentially plays exactly like it did in Stormblood. We just get some minor QoL and yet another finisher every expansion.
Maybe I'm in the minority here, but I'm perfectly fine with that as long as the new finishers still look cool every time. So far so good in that regard.
@@ShermTank7272you're not alone the thing with RDM is that it came out perfect how do you fix or upgrade that.
The e only thing I could think of is using your verholy and verflare combos to fill up jewels granting mini buffs to RDM building up to a nuke because that expands on the whole balancing mana part of the RDMs identity in ffxiv but do you think the player base want RDMs to have more nukes we blind them already why arm us with more.
@@toomanyinterests2271 What I would like to see them do is play around more with the mana system red mages have as a way to upgrade it. Right now you get a free proc if using verflare/verholy based on if what you use is lower in mana gage. Lets have more things like that where you get a bonus effect based on what mana type is higher or lower. For example, have a trait to upgrade acceleration so if you use it on verthunder/veraero then it deals some additional potency if that mana gage is higher or generates double mana if it is lower in addition to what it does already. I find that the mana gage in red mages and the idea of needing to keep them close but not completely balanced really interesting but very underutilitized. Seems like a great way to upgrade the class while keeping their core identity.
@@toomanyinterests2271 I would like to see them do more with the mana gage as a way to upgrade the job. Already you get a free proc from verflare/verholy if it has lower mana when using it, so lets do more with that stuff. For example, have a trait that upgrades acceleration to give an additional effect to verthunder/verareo if white/black mana is lower/higher. As a red mage main, I find the concept of balancing 2 gages to be close but not completely equal really interesting but very underutilized. Seems like a good way to upgrade the job and keep its core identity.
@@toomanyinterests2271 I would like to see them do more with the red mage job gage. We already get a free proc from verflare/verholy if used when black/white mana is lower. Lets have more things like that. For example, a trait to upgrade acceleration to give an additional effect (eg additional potency, more mana generation, etc.) to verthunder/veraero if the mana that spell generates is higher or lower. The concept of balancing 2 types of mana but not letting them be exactly the same is really interesting but very underutilized, despite being part of the core job identity. Seems like a pretty good way to go about upgrading red mage in a way that is unique to it.
New spells that I can make out: Jolt 3, Impact 2, Rose thorn AoE after Embolden, and a new part to the "finisher" combo.
The last spell is actually an oGCD. RDM has a faint yellow aura for GCDs and a swirly blue aura for oGCDs.
@@arielchanter Ah, awesome! Thank you. :D
For dawntrail, we get ANOTHER MF FINISHER
PENTA FINISHER IN 8.0 LETS GOOOOOOOOOOO
According to (censored) it's just an ability that takes the place of manafication after you've used manafication.
Fortunately it's not another combo finisher. GCDs give a very faint yellow aura around the caster. all oGCDs have a swirly blue aura around the caster. While it's rude for them to put it after the combo finisher, they probably did it since the trailer wouldn't be as flashy without the swordplay combo included, but if it ended with Resolution, it wouldn't be as climactic.
i really dont think this is a finisher because it specifically gives a whopping 0 gauge compared to the others giving i think 4-5 each finisher after verholy/verflare i think they are called. i know a lot of people from what ive been hearing are saying new jolt/contre sixt but i think its just another combo action with manafication
Im absolutely down for rdm to just keep getting flashy finishers added to our burst combo. Love red mage so much
Jesse Cox taught me there was a RDM AOE combo ._.
I used to really enjoy Rdm, it for once felt good in FFXIV after years of them messing it up in FFXI. However, after Stormblood it felt like they really pulled back on the upper damage output of the job. While it was fun in practice, it just didn't feel very rewarding and came across as the reason being due to having the ability to quick raise party members (IE a 'utility tax'). This caused it to over all be the weakest of the magic damage dealers for a really dumb reason.
Suddenly Rdm was in the same spot Brd was put in for so long since 2.0 release (in 1.0 brd was fairly strong), but worse off as what little other utility rdm did provide just wasn't worth the endgame slot of other DPS with higher output and other utility options to boot. I am hoping they tweaked rdm enough to offset some of the complaints many of us have had for a while about the job, and no..they aren't all upper limit damage issues. It also had to do with getting screwed out of manafication due to transition changes or interrupted mid combo just to loose the chain during a transition or untargetable phase of the fight where other jobs could either reset their combo or even build gauge during these interruptions.
I don't think that final attack is another addition to the melee combo, I think completing a combo gives a use of an enhanced Fleche/Contra Sixte. Maybe both of those skills get turned into what that last move is.
I wonder if that crystal move at the end is upgraded Fleche
Rdm won me over, how they havent made the class to compilacted and still has some unqiuness to it. Plus the aspect you can be a parties hope in savage, him and pictomancer have my excitment.
Nah, you're pretty much right there: Red Mage is a "bad mage". I played RDM from the start, meaning as soon as I hit lvl50 on my first job I switched to RDM and it has been my main ever since for both normal content and raiding. I cant remember why, but as some point I switched to SMN, just to see how that plays (I think it was during P6S...). And me playing and practicing RDM for years at that point did less dmg as when I played SMN - a job that I had only rudimentary experience with -.- So yeah, "bad mage": its very frustrating to practice a job only to realise that you only need a fraction of that effort put into another job and still get higher numbers -.- I hope they fix that...
And no, I dont care about that lore-wise RDM is the weakest caster. If they would go striktly according to the lore, Machinist would be weaker than both Bard and Dancer -.-
So there will be no upgraded animation for verstone and verfire ? Thats sad....😢