This is a What If thread on Rdm on changes / visions of Rdm we have
It's theoretical thread so no Ps2 limits or any of that aply here, we are going by the if we could would it work.
Ill Start of with my own idea i resently had on a total change of how rdm work that might be cool.
Rdm has allways been said to be a mix off War/Whm/Blm but master off none
But what if that wasnt true.
What if Rdm unlike all other jobs, could be even more defined by Sub job choice and gear.
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To explain the idea:
At level 40 Rdm Gets a new trait active only on rdm main Called Sub Job enhancment
what it would do is give the rdm a difrent Sub job scaling then other job's,
At level 40 u would normaly have level 20 SJ as long as it's levled that high, but with this trait active instead of 1/2 level u get 2/3 level of main job on SJ, making the level 40 have SJ of level 26 ( all the .1 .3 etc levels are taken out so u do not get level 26,6 but clean level 26)
This would let the Red mage Get access to far more trait's magic and ability's then u normaly get making the choice of Sub job more defining onwhat king of red mage u are.
For instance Rdm/whm 99/66 would have acces to all of whm spells up to 66 allowing it to focus on healing since that is what u are chosing as focus.
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This brings me to the second Part wich is Gear defining the Red Mage.
What if AF 1/2/3 Was changed compleetly and remade for this new rdmm, Each Focusing on a difrent SJ aspect and further giving rdm ability to enhance and focus on one type style with a swap of gear,
The change would be a complete rewrite on current stats and adding a new set bonus to each AF set, one for each AF defining a special Style of the War/Whm/Blm style allowing rdm with a gear swap to come closer to each of the 3 job's but with it's own strenghts.
The 3 set's would have 1 focused on Enspell/Haste/DA/Tp/acc and with SJ bonus effect if u chose War/Drk/Nin/Blu
The bonus is a set bonus requiring at least 2 pieces to activate and add's something from the SJ choice, Choice of war could add Shield skill boost turning ur shield skill from F to C and Sword to A- skill.
Having a Drk SJ would give u Dark magic skill A- and Sword A-
Etc
The healer/enhancing set would Focus on stats that boost mnd/healing/Enhancing/Regen/divine /Refresh/Mdb
The SJ set Bonus would come from Whm/Sch/Dnc/Pld
Example of Bonus : Whm SJ would give Healing magic A- Enhancing magic A-
Sch SJ would give Staff Skill F and nothing more because book give B all over.
Pld SJ would give Shield A- Divine B+
The Elemental mage/Debuff set would focus on fast Cast/Int/Mab/enfeebling/Mac/Refresh
The SJ set bonus would come from Blm/Sch/nin/Blu
Example of bonus : Blm Sj would give Staff skill C Elemental Skill A-
Sch Sj would give Staff skill F and nothing more because book give B all over.
Blu Sj would give Blue Magic skill E and Sword A-
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That brings me to the third part witch would be Rdm only ability of SJ swap on the run.
It swaps ur SJ but ur limited to choosing one of the AF set's SJ jobs of Blm/Sch/whm/drk/pld/blu/nin/war/dnc and has an initla recast timer of 5 min but can be merited down.
Changing SJ with this ability does not reset hp/mp but u r left with what u had.
This would allow for SJ swap with gear swap on the fly adding to versability.
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That brings me to the fourth part wich is merit change.
This is a big swap out.
Most of curent merits get removed, spell's go on scrolls
Group one all are removed but Convert Recast.
Added instead are
Magic Accuracy : first tier adds +4 , the rest of the meritts adds +2 for evry meritt
As for the rest of group 1 we steal 1 from each job Rdm is a mix of
From War : Double attack rate merit
From whm : Bar spell effect merit
From Blm : Magic Potency Merit ( this one is for all element, Blm should get same)
Group 2 Has all the spells removed and tuned to scrolls
Enfeebling Potency : start at 4+ first merrit then boost by 2+ evry merit
Temper Effect : start +2% then goes +2,+1,+1,+1 for rest of merits
All for one Recast : ( will be explained later, Ability) reduces 1min evry merit to total of 5 min of the 10 min timer
One for All recast : (will be explained later,Ability) Reduces 1 min evry merit to total of 5 min of the 10 min timer
Enhancing Potency : Starts with a +5 then adds +3,+3,+2,+2 for total of +15 potency
Refresh/regen Potency : each merit adds +2,+1,+1,+1,+1 to refresh and +5,+3,+3,+2,+2 to regen for total of +6 to refresh and +15 on regen spell's
Now for the Big change : Rdm Job merits gets special 3 sets from witch u can choose witch is active.
So u can have 3 changable sets of 2 group 1 and 2 group merrits set in, that can be swapped when ur not in level sync or combat adding more switchability to rdm.
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And that brings me to part 5, new ability's for rdm
Ill start explaining the 2 from merrit group 1 first
All for one ( taken from musketeer theme ) Takes all posetive buff's in 30"Aoe range from Party/alliance members and sticks em on u, for the easy run in hit fast.
The ability cost u 1/8 of ur mp instant in use.
The ability share's timer with one for all ability
One For all ( Also from musketeers ) Gives all Buffs on u to party/alliance members in 40" Aoe Range ( does not give ability's like compsure or favors) wether its ur own enhanced superior buff's or songs or dice or smn buff's as long as they are on u as u use the ability they become as if recently cast on all that recive it
The ability cost 1/3 of ur mana pool, cannot be used if below
Then there's the new Trait from gear:
Manaeater : like souleater but instead of HP it eats 1% mp for enspell hit or spikes activated, it can be further boosted with more of same trait then it gains 0,5% more mp drain for each added trait.
Manaeater Doubles enspell and spikes effect evry 5 mp eaten so if u have 1000mp and just 1 manaeater trait u get 3x the dmg out of enspell and spike.
This makes it posible to boost the dmg effect 2 ways, 1 get bigger mana pool, 2 get more traits.
Manaeater Would be on all Af set's but have Difrent augements making use of it for specific purpose of set.
Elemental cast and debuff set would have trait that allows manaeater to triger on element cast and debuff's by taking 2x mana cost of spell, each trait would further increase effect.
Debuff spells get a chance to break through imunity's, further enhanced if used with sabatour.
Healing set Would have it Double mana cost on enhancing for double effect
Healing would get a 1,5x manacost for 1,5x boost in amount healed
Anyways i hope the hide boxes helped make the wall more readable.
Tell me what u think or post ur own What if on Rdm as u see it.