View Full Version : Red Mage - Quick Magic
LeaderofAtlantis
03-18-2011, 08:20 PM
Now that "Quick" has made its FFXI appearance, why not make it a high level Red Mage job trait? It could have a low activation rate (3-5%) so as not to be so overpowering, but based on Chainspell, it seems this is a latent skill Red Mage should possess.
Seriha
03-18-2011, 08:35 PM
Downside is you'll probably wind up casting spells that depend on some kind of potency in fast cast gear. If it's not something constant or controlled, no thanks.
cidbahamut
03-18-2011, 10:35 PM
Native Fast Cast is good enough, no need to dabble with random number generator traits, and a JA would pretty much defeat the purpose while stepping on Scholar's toes.
Supersun
03-19-2011, 08:36 AM
If Quick Magic is a JT, everyone gets mad because now they end up casting our spells in fast cast gear instead of potency gear due to the random nature of it.
If it's a JA it virtually serves no purpose besides being a cool new toy that's really only useful for weakened raises and double magic bursts.
Kwate
03-19-2011, 09:16 AM
I agree, this should be a JT or JA for RDM, it shouldn't only be enjoyed in abyss.
Protey
03-19-2011, 09:23 AM
If Quick Magic is a JT, everyone gets mad because now they end up casting our spells in fast cast gear instead of potency gear due to the random nature of it..
what spells are you referring to where you'd be casting in fast cast gear instead of potency gear that it'd make a difference?
Supersun
03-19-2011, 09:58 AM
Some people macro fast cast gear at the beginning of their spell to reduce the casting time then macro into potency gear while the spell is casting so when the spell fires they receive the full benefit of the spell while still keeping the reduced casting time. This especially helps nukes where you need your nuking gear to gain the full benefit of the spell, yet that reduced casting time can make all the difference especially when soloing. If Quick Magic was a JT suddenly your nuke might fire off in your fast cast set which would reduce the potency of that nuke quite a bit.
Protey
03-19-2011, 10:17 AM
ah nukes, forgot about those. couldn't think of anything else that it would apply to. i never nuke when i solo (unless i need to proc grellow, then i just cast in fast cast gear cuz i care more about getting the spell off as quickly as possible and returning to melee) and in parties i'm either casting in fast cast for procing grellow or i don't nuke cuz things die too quickly and we have to wait for blue/red procs
Seriha
03-19-2011, 10:23 AM
Nukes, cures, and enhancing magic that you'd want more skill or duration boosting would all suffer from this, yes. When /NIN, an instant Ichi when you have a Ni shadow up would waste a cast, too.
Protey
03-19-2011, 10:50 AM
cures i'm full fast cast, since mp is never an issue. enhancing, never need to worry about recast except stoneskin but i cast that in fast cast anyway (cap it naked). i never cast ichi when i still have a ni shadow up...that's what stoneskin/phalanx/aquaveil are for if for some reason i can't cast ichi in time (which is like never with all the fast cast we have). but with saboteur slow + paralyze... usually can just stick on ichi to ichi.
Kwate
03-19-2011, 11:32 AM
Well everyone is saying no Cure 5, it'll gimp the WHM, fine, give RDM Quick, enfeebles and fast cast is RDM's specialty......
lets take it to the next level.
LeaderofAtlantis
03-19-2011, 11:55 AM
I was unaware that you only needed fast cast gear on at the start of the cast (Galka, not a mage yet really). I just posted as an idea. I kept the activation rate low so as not to cause problems with balance, but perhaps a JA that lasts for 2 spells (like it does on FFVI - 2 actions while everyone else is frozen).
Supersun
03-19-2011, 12:51 PM
You need it on at the start of the cast for the reduced casting time. You still need it for the completion of the spell if you need the reduced recast (which you should probably be wearing haste gear for anyway).
LeaderofAtlantis
03-19-2011, 01:30 PM
You need it on at the start of the cast for the reduced casting time. You still need it for the completion of the spell if you need the reduced recast (which you should probably be wearing haste gear for anyway).
I use Haste + Fast Cast gear to help with Utsusemi recasts on THF and PUP and with Utsusemi and other magic recasts on PLD. I'm not a red mage, but I just had an idea and wanted to see what a wider group beyond my immediate in game friends, thought about it.
Which brings me to 1 other idea I had based off Celes' ability in FF VI - Runic Blade. Basically give it a 10 minute recast, but with a sword drawn, the RDM can force an offensive spell cast by an enemy to be drawn into their sword and the RDM can recover some MP from it. It can either be the full amount of MP used to cast the spell, or a percentage of it.
Seriha
03-19-2011, 03:48 PM
I'm not averse to the idea, but a 10m timer is too much. 3m maybe, 5m tops. A lot of high end spells, if based on the MP cost, would be at least 150 MP back. I think the bigger question is if it would totally negate the spell being cast (on anyone) or if you'd have to be hit by it. The negation would be the bigger perk, really, but then Stun and Silence double for that effect in varying ways.
LeaderofAtlantis
03-19-2011, 04:00 PM
I'm not averse to the idea, but a 10m timer is too much. 3m maybe, 5m tops. A lot of high end spells, if based on the MP cost, would be at least 150 MP back. I think the bigger question is if it would totally negate the spell being cast (on anyone) or if you'd have to be hit by it. The negation would be the bigger perk, really, but then Stun and Silence double for that effect in varying ways.
If you've played FFVI, it negates the spell completely. Now the downside in that game is that Celes draws cure spells her way as well and negates them. The 10 minutes is for balance because, as you said, it's instantly recovering 1 spell's worth of MP and negating that spell. I guess 5 minutes won't hurt the balance much though.
Duelle
03-19-2011, 05:27 PM
If you've played FFVI, it negates the spell completely. Now the downside in that game is that Celes draws cure spells her way as well and negates them. The 10 minutes is for balance because, as you said, it's instantly recovering 1 spell's worth of MP and negating that spell. I guess 5 minutes won't hurt the balance much though.Given the dev's tendency to give nerfed versions of such things, I would say 3 mins would be acceptable, provided the ability halved spell damage received and allowed the user to absorb half of the MP cost of the spell. Otherwise I can see spells that are meant to kill a player cheesed through Runic Blade. Still a nice idea and would love the un-nerfed version, though.
ManaKing
03-20-2011, 06:25 AM
I like Duelle's idea, because it involves some level of risk. Knowing when to use your abilities is important and makes for interesting game play.
Example, using Runic Blade against a -Ga spell might instantly kill a RDM. But, if you already had Stone skin, Shell, and Phalanx up, you might survive and it would be a great way to provide damage mitigation for your party. As an added bonus, Shadow users and Pet users would love you.
We already get magic defense bonus to help with this. I wouldn't mind elemental or magic reduction shields being made more important for RDMs job as they would aid in our role as a magic tank.
A personal twist would be that you wouldn't gain MP back from the spell cast. Instead you would get a proportionate magic attack bonus for a set duration.