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View Full Version : What if : Rdm was fundementaly difrent



Lastranger
11-10-2011, 09:24 PM
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:




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This brings me to the second Part wich is Gear defining the Red Mage.





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That brings me to the fourth part wich is merit change.





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And that brings me to part 5, new ability's for rdm




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.

cidbahamut
11-10-2011, 10:48 PM
I think I'd quit Red Mage. It'd also be unbalanced as all get out.

CapriciousOne
11-11-2011, 02:21 AM
I myself would love many of those changes as a few of them i already mentioned like the accuracy and potency merits. I doubt we see it though because people will whine the job is overpowered YET AGAIN. Still I would love it and would make my soloing experience far better as I would be even less dependent on the bs playerbase RDM party dynamic, but they are insistent on making you dependent on others it seems.

Daniel_Hatcher
11-11-2011, 03:23 AM
Some of these ideas are good the rest are a little over-powered.

Also I don't think we'll see any Temper potency until tier 3 due to the level we learn Temper, and the current merits are for 75.

Personally:

1. Our Enhancing should have been A- at the minimum the moment SCH came out.

2. I like the "One for All" JA, but it'd need a better name. Also reduced to 1/4 your MP.

3. Enhancing Potency would be argued it's over powered. Doing it 1% per trait wouldn't remove the complaints but wouldn't warrant a gimp after it.

4. I'd also like "Augments Composure" as a merit. 20% for first merit, 10% for any additional ones. That'd be like what 110% the Duration without the eAF+2 boots or cape (My math sucks to work it out with the boots and cape)?

(They could do it just Enhancing Magic Duration but they probably wouldn't as it'd work for the RDM too)

Crimson_Slasher
11-11-2011, 03:17 PM
Like i said before, id like to see a self-contained buff-up-fighter. Some arguments are "well if rdm was only a DD then where is the party support?" But that can be said for all DD jobs, yet some (Like rng with its new Decoy/bounty shot and shadowbind, blu's diffusion/diamond hide.) do offer party utility, but little, while offering more in the way of direct damage.

Personally though im the sort that wants to see all jobs having two ways of operating. Making it so if situations change, X job can change to better provide support instead of just sit there watching, but again, SE will always make a mob too dangerous to fight head on (xibalba has a doom aura for example) or at all in some cases. I do like what we have now but i agree, if fundamentally different id like to see it more buff up, debuff and attack! Though i wouldnt mind seeing some other things like a def-down aura, they dont want us to have auras to prevent debuffs, but why not auras to create debuffs! Though thats a bit recycled i guess...

I guess they could bring in some sorta geomancy sorta content, i had thought it as a direct job introduction, but my idea was taking a page from dnc, making a job that uses tp in less than 100% incriments to inflict magical, elemental damage, not ultra-potently, but enough to work, could then fling 2-3 tp-based nukes, then follow with a ws for example. But the disadvantage of this i see is people would want to make rdm use daggers almost full-time. Still could be interesting. But i dont see it happening.

saevel
11-11-2011, 06:40 PM
If Red Mage was fundamentally different then it wouldn't be called Red Mage.

ShadowViper
11-17-2011, 02:48 AM
Not sure if its fundamentally different but things i would change up with RDM is:


1. A- enhancing skill
2. A- sword skill with same ws's as blu
3. Give all enfeebs/enhancing magic to rdm first
4. ALL aoe enfeebs/enhancing forms rdm only, add more enhancing ga's like haste, stoneskin and phalanx
5. Make Dia divine again, using the same mechanics as bio for the dot, and having it more of a WHM spell

Reasoning:
1. By SE's own words, "Since enhancing magic is an area that red mages excel at," and the fact both whm and blm have an A+ and A- magic skills for their specialties, it would make sence to clearly define rdm's mage roles into Enfeebling/Enchancing categories, while WHM stays Healing/Divine, and BLM Elemental/Dark roles.

2. As for the melee side of it and comparing us closely to BLU, I dont see how rdm with A- skill and the ws's would make us overpowered. Stat/Gear/Trait wise BLU's still have the better melee mage. Doing this would allow RDM to front line w/o all the bickering that comes from the anti RDM-Melee side of the fence and should squash the whole melee debate, those that want to can and those that don't want to don't have to. And it would allow us to be positioned for other party functions (see reasoning 4.)

3. It makes sense that blms get nukes and dark magic and whm cures/divine before rdm but never understood how we are the enfeebler/enhancer class getting them behind these jobs. Again this is done to clearly define our mage role.

4. OK, So if WHM's A+ Healing magic gets the aoes, and BLM A+ Elemental magic gets the aoes, why is it that RDM doesn't naturally get any AOE past diaga (refer to point 5). All aoe enfeebs and enhancing should be RDM only spells this would include the ra's, boosts and spells like sleepga/breakga. This would keep continuity and give RDM more of a specific mage role, and like brd who is also used for crowd control with songs RDM would also be the go to job for mob enfeebling. Some may argue that RDM naturally having sleepga would be OP but how is that different than BLM having it who then can AGA/JA nuke that group of mobs and kill it alot faster than rdm could ever possibly dream of. As for the ra's this sorta goes with the point 2, if rdm is more front line this would allow them to keep up the ra's/boosts w/o risking the whm who in the past had to always run in to do this. As for enhancing, like enfeebling, RDM should be getting a larger variety of AOE spells such as stoneskin, haste and what not again this gives RDM more of the focus of the Enfeeb/Enhancer magic job and this also can be useful while a rdm is front line.

Point 4 gives RDM more of a party specific role in game and allows BLM and WHM to focus on their specialty roles of nuking/healing. And both these jobs can still accomplish alot of these aoe's by subbing rdm (like rdm does now while subbing either WHM or BLM) or by subbing /sch and using strategems.

5. Dia and Bio are polar opposites and originally dia was Divine; it was changed because SE wanted RDM to start off with it, with point 3 and RDM getting Enfeebs before the other 2 starting mage jobs RDM could start with poison or something other than dia. Also remove dia/bio t3 merit spells and diaga from RDM and give them to the right jobs. This has never fit continuity and now is the time to fix it.

saevel
11-17-2011, 09:58 PM
You do realize Dia is currently the best enfeeble in the game? You'd be throwing it away for some situationaly useful spells based on mechanics designed by people who made sneak attack work from the front.

The rest of what you wrote is ok, keep Dia an enfeebling spell and give us Dia IV.