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Aliron
03-09-2011, 06:35 PM
This is mainly to see what kind of spells you would like to see RDM get or any other mage job while we're at it.

First off I would like to see the spell 'Quick' which would grant or enhance multi-attack traits ie: Don't have Double Attack, you now get a proc rate of Enhance Skill/25, Already have Double Attack or Triple Attack its proc rate gets boosted by Enhance Skill/40
Now for those that aren't in melee, but use spells or abilities, it grants a cast and recast time halfed trait like fast cast same proc rate as above
Second: 'Fleet' Basically... its Flee only castable on others or self
Third: 'Transfer' Transfer the spell cost to target party member Tier I 20mp, Tier II 100mp, Tier III 200mp

Vraelia
03-10-2011, 03:06 AM
I'd like to see RDMs get Endrain I and II and Enaspir I and II. <.<

Vraelia
03-10-2011, 03:12 AM
Also, since we only have Blaze, Shock and Ice Spikes....I'd like to see RDMs get more Spike Spells.
(Aqua Spikes (Water), Terra Spikes (Earth) ect) I, also think it was kinda weird that SE only put in three Ele Spikes instead of the rest.

Mojo
03-10-2011, 03:24 AM
Cure V makes the top of my list.
Quick would be interesting. Either a buff that granted some % of Quick magic procs (Atma of Apocalypse), or guaranteed that the next spell cast would be a quick magic proc. None of that multi hit crap.

Yekyaa
03-10-2011, 04:00 AM
Cure V (or an equivalent increase to healing magic of some sort), Raise II (both for obvious reasons discussed in another thread that I hope we don't rehash here)
native Flash might be useful

I'll vote for the 2nd version of Quick listed here (possible Quick Magic proc percentage up).
That combined with the item (and possibly more later) that allow for Quick Magic % augment, it would make a viable augment.
Quick Magic proc on Raise is always handy seeing as how we don't have Raise II yet.

Quetzacoatl
03-10-2011, 04:34 AM
I'd love to see Quick.

I would also love to see Confuse. The effect would work in the same manner as Paralyze, where if it procs, it'll hit itself. Imagine a triple-attacking mob do that. Hopefully it can be a Thunder-based Debuff too, so we can have all kind of elements covered in our enfeebling.

Daniel_Hatcher
03-10-2011, 04:52 AM
I'd love to see Quick.

I would also love to see Confuse. The effect would work in the same manner as Paralyze, where if it procs, it'll hit itself. Imagine a triple-attacking mob do that. Hopefully it can be a Thunder-based Debuff too, so we can have all kind of elements covered in our enfeebling.

I was hoping for that when I read the spell Addle was coming... Needless to say, I was disappointed.

Syncopnix
03-10-2011, 07:33 AM
Technically if you think about it, Rdm has more than just the Three Spikes spells. I would consider Ice, Fire and Shock Spikes a Offensive Spike and Blink, Stoneskin and Aquavail "Wind, Earth and Water" as a Defensive Spike. That leaves Light and Dark. Which for whatever reason Pld and Drk have Exclusive Rights too, Along with their New Enspells.

Daniel_Hatcher
03-10-2011, 07:58 AM
Technically if you think about it, Rdm has more than just the Three Spikes spells. I would consider Ice, Fire and Shock Spikes a Offensive Spike and Blink, Stoneskin and Aquavail "Wind, Earth and Water" as a Defensive Spike. That leaves Light and Dark. Which for whatever reason Pld and Drk have Exclusive Rights too, Along with their New Enspells.

I can see why with DRK being the master of Black Magic, and PLD supposed to be the master of Divine Magic.

Lancil
03-10-2011, 08:05 AM
As a whm, I would personally love to get hastega; or at the very least get "double cast" to speed things along.

Daniel_Hatcher
03-10-2011, 08:08 AM
As a whm, I would personally love to get hastega; or at the very least get "double cast" to speed things along.

Didn't squareenix say doublecast (a RDM ability I may add) was impossible to implement.

Hastega would be nice, but I think on a whole it's too far gone to come. Ga always came with the single spell. Hastega II however is possible if they add Haste II.

rog
03-10-2011, 08:44 AM
Didn't squareenix say doublecast (a RDM ability I may add) was impossible to implement.

If they did, then they were lying.

Babygyrl
03-10-2011, 09:03 AM
i want cure V and freaking Reraise.. whats the point of getting raise if we cant even raise our selves!? haste 2 would be nice.. some spell that increases melee damage would be nice too.. that's for rdm only not ga or anything

Vraelia
03-10-2011, 01:18 PM
Didn't squareenix say doublecast (a RDM ability I may add) was impossible to implement.

Hastega would be nice, but I think on a whole it's too far gone to come. Ga always came with the single spell. Hastega II however is possible if they add Haste II.

Hastega II...I can see Garuda getting for a SMN-only spell. Haste II would be nice to have. o.o

Vraelia
03-10-2011, 01:22 PM
i want cure V and freaking Reraise.. whats the point of getting raise if we cant even raise our selves!? haste 2 would be nice.. some spell that increases melee damage would be nice too.. that's for rdm only not ga or anything

Me too, to Cure V. In Abyssea, Cure IV is simply not enough curing, when MNKs has literally 5k+ HP. And for Reraise, I want this too. ; ;

Vraelia
03-10-2011, 01:23 PM
If they did, then they were lying.

Rog, what are you implying? RDMs are going to get Double Cast? Or something similar to it?

Vraelia
03-10-2011, 01:39 PM
And, as for Stoneskin, Blink and Aquaveil being 'Spikes', that is incorrect. Ice, Blaze and Shock spikes deal damage to enemies. Aqua, SS and Blink doesn't. Regardless of how you think of them being classified Defensively or Ofensively.

So, therefor, SE should add in Terra Spikes to inflict Earth Damage as well as having the effect of Slow. Just like Ice Spikes having the ability of inflicting Paralyze. And there needs to be a Water Spikes and Air Spikes.

Water - Does Water Damage plus decrease an enemies ACC upon hitting you, while it is active.
Air - Deals Aero damage and lowers the enemies EVA upon hitting you, while it is active.

Or something like that.

Blink, SS and Aquaveil does not do additional effects as well.

Duelle
03-10-2011, 03:12 PM
Quick sounds like something that might do too much for one spell. I'd probably split it into Saber (double attack) and Quick (triple attack) with the proc rate as stated in the OP.

Something I've kind of wanted was also a way to condense certain self buffs to reduce casting self-buffs in combat. Like say casting three or four spells at the same time.

Aliron
03-10-2011, 06:42 PM
Going along with the Spikes idea, the other side of the coin, the defensive spells could be as follows: For ice, a spell called Refract which provides an evasion boost, fire spell called Might which would boost STR or damage, and finally Lightning would provide Reflex which could boost parrying

Trangnai
03-10-2011, 07:54 PM
Why make this just a spell wishlist? We could just post everything we would like to see here.

Self-Target Spells:
- Quick: Enhances Double Attack Effect
- Tier III Enspells - With the addition of Enlight and Endark, there should be no reason we can't have elemental enspells with similar Mechanics, thought honestly, i have no clue what we would do with them sense our original enspells would once again be better.

Enhancing Magic:
- A Single Target form of Auspice


Enfeebling Magic:
- Plauge

Aura Spells:
Something that I'm pretty sure has been discussed by people sense Avatar's Favor was released, possibly before then as well, basically the principle would be that would increase curtain stats for the party members Surrounding the red mage. Fire being attack and so on and so forth.

Job Abilities
- Instacast - Allows your next spell to cast Instantly (This would basically be our form of Divine/Elemental Seal, Except we would get it 90+ to prevent Abuse and subability)

Job Traits:
- Enhancing Affinity - Enhances Attack and Accuracy when under the effects of an Enspell. Enhances Sword Enhancement Spell Damage. (We should get this trait in several tiers as we level up, perhaps starting at level level 30. Then Going 15,30,15 for a total of 4 tiers at level 90)

Vraelia
03-10-2011, 09:08 PM
I'd seriously would love to have RDMs get a Demi Spell. And a Reflect Spell.

Vraelia
03-10-2011, 09:17 PM
I'm sure this is most likely going to be talked about as being BLM's Spell but...I'd like to see some sort of form of 'Pain' spell.

From FF 8, you can 'Draw' Spells from enemies/Draw Points. Pain let's you cast multiple stats effects by either hitting the enemy or casting Pain on it.

I think this would be cool to have that in this game, besides JUST Bad Breath or whatever.

And, where is Curse? And Confuse? And Ultima? Where are all those awesome spells that we loved so much in other FFs? SE needs to seriously add those spells in this game. Full-Life, Full-Cure, ect.

I'd totally be happy if we gotten 'Merton'. XD

Daniel_Hatcher
03-10-2011, 10:22 PM
With Instacast, if they did add it, maybe do it as a trait instead, using a job ability itself would slow the spellcasting down.

Jeanluke
03-10-2011, 10:40 PM
Like the double cast idea so befitting for Rdm.

Jeanluke
03-10-2011, 11:34 PM
Rdm -> Pain and other multiple enfeeble spells. Also like the "Double Cast" idea Lancil.

Syncopnix
03-11-2011, 03:09 AM
I can see why with DRK being the master of Black Magic, and PLD supposed to be the master of Divine Magic.

I honestly don't even care TBH, they can keep them. Pld's and Drk's spikes would be nice but i wouldnt count on it. What good what Dread Spikes do for Rdm anyways. A good rdm shouldn't even be taking a lot of dmg anyways lol. And im sure you could probably come up with some dumb crazy way to make it usefull but im not going to worry about it cause i know that is very unlikely that they would ever get it. As far as the Enspells goes, it would make sense in my mind, but really i dont think anyone would use them.

Rdm is Supoose to be a Fencer Acording to SE. Why Screw them out of Some Enspells. Oh wait the mainstream population of FFXI uses rdm as a Healer/Slave. RDM/BLU FTW... :p

Vraelia
03-11-2011, 03:36 AM
I honestly don't even care TBH, they can keep them. Pld's and Drk's spikes would be nice but i wouldnt count on it. What good what Dread Spikes do for Rdm anyways. A good rdm shouldn't even be taking a lot of dmg anyways lol. And im sure you could probably come up with some dumb crazy way to make it usefull but im not going to worry about it cause i know that is very unlikely that they would ever get it. As far as the Enspells goes, it would make sense in my mind, but really i dont think anyone would use them.

Rdm is Supoose to be a Fencer Acording to SE. Why Screw them out of Some Enspells. Oh wait the mainstream population of FFXI uses rdm as a Healer/Slave. RDM/BLU FTW... :p

A good RDM that is soloing and actually knows their job, should know that Enspell damage adds up quite nicely. So, yes, a experienced RDM would indeed use Enspells. And I encourage SE to add in a 3rd Tier of it for us RDMs.

Daniel_Hatcher
03-11-2011, 04:13 AM
I honestly don't even care TBH, they can keep them. Pld's and Drk's spikes would be nice but i wouldnt count on it. What good what Dread Spikes do for Rdm anyways. A good rdm shouldn't even be taking a lot of dmg anyways lol. And im sure you could probably come up with some dumb crazy way to make it usefull but im not going to worry about it cause i know that is very unlikely that they would ever get it. As far as the Enspells goes, it would make sense in my mind, but really i dont think anyone would use them.

Rdm is Supoose to be a Fencer Acording to SE. Why Screw them out of Some Enspells. Oh wait the mainstream population of FFXI uses rdm as a Healer/Slave. RDM/BLU FTW... :p

Sadly RDM has been kicked hard where melee combat is concerned. They're supposed to be a fencer/duelist yet have had limited good weapons until recently, rubbish parrying, not so great melee equipment, lack of the Fencer job ability and none of the good Weaponskills.

I would love to see SquareEnix work on this aspect on RDM but I doubt it will happen.

HazyEvo
03-11-2011, 05:32 AM
Cure V and RR1 would be awesome, but I doubt we'll get RR :/

GERM
03-11-2011, 07:01 AM
Technically if you think about it, Rdm has more than just the Three Spikes spells. I would consider Ice, Fire and Shock Spikes a Offensive Spike and Blink, Stoneskin and Aquavail "Wind, Earth and Water" as a Defensive Spike. That leaves Light and Dark. Which for whatever reason Pld and Drk have Exclusive Rights too, Along with their New Enspells.
these aren't spike these are just defensive spells spikes are exactly that damage done in return of a physical hit.. what makes these unique is that they are active for a certain amount of time not a certain amount of damage or hits .. blink needs more shadows at higher levels.. so there are offensive and defensive spells of different elements but only 3 spike spells.. i would like to see better proc on shock spikes though.. doesnt seem to proc at all most of the time..
would like to see chicken or frog spells.. yes I want to turn my enemy into a frog or chicken.. then use fire and have fried chicken... hey it could happen..
And the enlight and endark spells I dont know why RDM wouldnt have those since it has the natural ability of those skills (divine and dark) at least at one time IDK if its still that way I dont remember anymore..
I would like to see aero spike causing silence or something like that.. even just add proc to the spells that blm has like frost or burn ect.. would be good

Vraelia
03-11-2011, 08:41 AM
these aren't spike these are just defensive spells spikes are exactly that damage done in return of a physical hit.. what makes these unique is that they are active for a certain amount of time not a certain amount of damage or hits .. blink needs more shadows at higher levels.. so there are offensive and defensive spells of different elements but only 3 spike spells.. i would like to see better proc on shock spikes though.. doesnt seem to proc at all most of the time..
would like to see chicken or frog spells.. yes I want to turn my enemy into a frog or chicken.. then use fire and have fried chicken... hey it could happen..
And the enlight and endark spells I dont know why RDM wouldnt have those since it has the natural ability of those skills (divine and dark) at least at one time IDK if its still that way I dont remember anymore..
I would like to see aero spike causing silence or something like that.. even just add proc to the spells that blm has like frost or burn ect.. would be good

I'm sorry I had to laugh at people who think Stoneskin, Blink and Aquaveil are 'Spikes.' Lols. But for the Aero Spikes, Germ...for causing Silence...that's a terrific idea. That's better than what I put. I would love to see this too, now that you said so. XD

Supersun
03-11-2011, 10:32 AM
I support Earth Spikes if they inflict petrify :P

noodles355
03-11-2011, 12:32 PM
FYI This Insta-cast thing people are tallking about is already in the game. It's called Quick Magic and it's available on an Atma. I would like to see it as a high-level job trait for Red Mage.

As for spells, stop asking for reraise. Don't be a cheapskate - go and buy a reraise earring. They're like 30k if that.

Virus would be a fun spell, and useful too. Aside from that Hastega just to make life easier, and Cure V, because Cure 4 sucks.

Trangnai
03-11-2011, 02:44 PM
FYI This Insta-cast thing people are tallking about is already in the game. It's called Quick Magic and it's available on an Atma. I would like to see it as a high-level job trait for Red Mage.

As for spells, stop asking for reraise. Don't be a cheapskate - go and buy a reraise earring. They're like 30k if that.

Virus would be a fun spell, and useful too. Aside from that Hastega just to make life easier, and Cure V, because Cure 4 sucks.

Yes, But a trait would be broken, at least, outside of abyssea. but then again apperently noone care about outside of abyssea. and Quick-Magic Existing just proves that they can do it.

Supersun
03-11-2011, 04:24 PM
Wouldn't a trait being broken depend entirely on the % that the trait gives you?

Trangnai
03-11-2011, 04:45 PM
Wouldn't a trait being broken depend entirely on the % that the trait gives you?

I guess your right, but idk being able to cast so quickly without any drawbacks seems kinda iffy if you ask me, in abyssea it seems fine because abyssea is FFXI: God Mode.

rog
03-11-2011, 04:47 PM
The drawback is that you cast in fc gear every time it procs. And if you don't precast fc gear, then you lose that fc when it doens't proc.

noodles355
03-11-2011, 04:58 PM
5-10% Quick Magic would not be broken.

Do you know how awesome Quick Magic is? It's so awesome that no mage takes Atma of the Apocalypse over any other atma inside abyssea. It's so good no mage uses it.

rog
03-11-2011, 05:15 PM
5-10% Quick Magic would not be broken.

Do you know how awesome Quick Magic is? It's so awesome that no mage takes Atma of the Apocalypse over any other atma inside abyssea. It's so good no mage uses it.
Well, it is pretty useful, it's just not as useful as 50 mab, etc.

Vraelia
03-12-2011, 02:28 AM
On my RDM, I always go Atma of the Minikin Monstrosity, Apocalyspe and Allure. Out of all the Abyssea Parties I've been in, they never wanted me to nuke. Only heal, so I always pick those Atmas.

As for Earth Spikes dealing Petrify,that would be cool, but I'd prefer Slow instead of Petrify. o.o Since Ice does Paralyze, it would make sense that Earth would inflict Slow.

Zeargi
03-12-2011, 03:05 AM
Why make this just a spell wishlist? We could just post everything we would like to see here.

Self-Target Spells:
- Quick: Enhances Double Attack Effect
- Tier III Enspells - With the addition of Enlight and Endark, there should be no reason we can't have elemental enspells with similar Mechanics, thought honestly, i have no clue what we would do with them sense our original enspells would once again be better.

Enhancing Magic:
- A Single Target form of Auspice


Enfeebling Magic:
- Plauge

Aura Spells:
Something that I'm pretty sure has been discussed by people sense Avatar's Favor was released, possibly before then as well, basically the principle would be that would increase curtain stats for the party members Surrounding the red mage. Fire being attack and so on and so forth.

Job Abilities
- Instacast - Allows your next spell to cast Instantly (This would basically be our form of Divine/Elemental Seal, Except we would get it 90+ to prevent Abuse and subability)

Job Traits:
- Enhancing Affinity - Enhances Attack and Accuracy when under the effects of an Enspell. Enhances Sword Enhancement Spell Damage. (We should get this trait in several tiers as we level up, perhaps starting at level level 30. Then Going 15,30,15 for a total of 4 tiers at level 90)

Many of these things seems over-powered, and just unneeded. The Tier III and Quick would be nice, and as I'd like to see, the en-spells effect the enfeebling spell that matches their element (Slow -> EnStone), the same way a COR's shots do. Auspice gives enlight and an ACC boost, if I'm not mistaken. Why would you want a spell that gives enlight if you want enlight to begin with? Plague on the other hand would be a good thing, BLU gets it with Delta Thrust and Lowing, and as it stands Addle is the only fire based enfeebling spells Players get besides Burn which I don't really count...

Red Mage has never been about AoE or Auras, that dips more so into the Stormsurge that SCHs get and would be more suited to them.

Instacast - seems a little broken, a 10+ min recast timer would make it almost pointless to use, a 5 or less min recast would make it un-Godly. A Double Cast (Which I hear is impossible) would be more likely a route to take where you'd chose two spells and they'd share one cast timer [taking the longer of the two as the default] and then casting one spell followed instantly by the other, give the "Instant Cast" illusion that most people want, but not being too game breaking.

Also RDM gets Composure which gives an ACC Bonus and extends spells, there are also equipment pieces that enhance the DMG for En-Spells but if you're saying the Tier I will still out weigh the others this trait [Enhancing Affinity] should also be effected by the Tier of spells you use.

Phafi
03-13-2011, 01:36 AM
1) Cure V
2) -ga enfeebles (Paralyga, Bindga, Sleepga, Graviga, Dispelga, Silencega, Addlga etc)
3) Other enfeebles (Curse, Virus, Confuse, Berserk, Toad)
4) Barspells (Barlight and Bardark, Bardoom..?)

Genralzod
03-13-2011, 01:50 AM
My Wish list:
EnDark I & II
EnLight I & II
BarDark ('ra for WHM)
BarLight ('ra for WHM)
Plague
Curse
Amnesia
Earth Spikes (Slow or DEX down effect)
Water Spikes (Poison or STR down)
Wind Spikes (Silence or VIT down)
Dark Spikes (dread effect or Blind or ATK down effect)
Light Spikes (Flash or DEF down)
[also add a debuff (INT down or Amnesia or Addle) to blaze spikes otherwise they still useless]
Banish 1-4 (RDM needs divine spells, otherwise dump the native skill)

also please Ungimp Phalanx2 its weaker than Phalanx1, or at least give me a reason to cast it on myself let alone unlocking it at all.

Javir
03-13-2011, 05:53 AM
Double Spell could be possible using the BLU set spells concept and dual wield.

Each set would contain two spells with a combined cast time augmented by some formula so it's not actually twice the casting time. Maybe 1.5x the longest casting time. Then just lock it down to Light magic can't be cast at the same time as dark magic and both spells must be able to affect the same target at the same time. This could also help with the Cure IV not being enough. double Cast 2 and 4 or 3 and 4. Anyhow, you'd go into the double cast ability which lets say had a 30sec-1min cool down (considering both spells still use recast times too).

Though I argue Cure V should also be gained. Ultimately WHMs have the tools to maintain their stability with /SCH or /RDM. They just need to learn you don't spam Cure V and VI outside abyssea. I have both RDM and WHM at 90, so I feel confident in this. Though WHM should gain Stoneskin from Curagas too. I also argue WHM's cost for cures should be lowered, as another balance. Make it part of either Solance or misery and stackable with Light Arts.

I liked the idea of enspells being boosted for RDM and when RDMs have enspells on it should be like Auspice in giving extra accuracy.

And for every status affect in the game, RDMs should be able to cast a spell for it, or something similar too it. Dia and Bio for example already give a defense/attack down respectively so those are covered. Blind for Accuracy down so they don't need another accuracy down (gotta let BLUs have something!). But Curse, Amnesia, etc.

Phafi
03-13-2011, 06:03 AM
also please Ungimp Phalanx2 its weaker than Phalanx1, or at least give me a reason to cast it on myself let alone unlocking it at all.

5/5 phalanx 2 with composure lasts 12 minutes, phalanx lasts 9.

Neisan_Quetz
03-13-2011, 06:07 AM
Currently at high enhancing skill for level 90 (410) Phalanx 2 and Phalanx 1 have the same cap on damage assuming 5/5 Phalanx 2.

Phafi
03-13-2011, 06:09 AM
Currently at high enhancing skill for level 90 (410) Phalanx 2 and Phalanx 1 have the same cap on damage assuming 5/5 Phalanx 2.

you only need 350 skill to cap phalanx 2 (with 5/5) and 320 for phalanx 1

Supersun
03-13-2011, 07:26 AM
I thought they uncapped phalanx and after a certain skill level phalanx and phalanx II changed formulas to be identical so they negate the same amount of damage.

Neisan_Quetz
03-13-2011, 08:00 AM
It's uncapped, the formula was increased for 360+ skill, and at 410 skill, both have the same damage negation.

Also the formula on wiki is not quite correct, 360 and 370 kill produce same strength phalanx 1 iirc. I changed it to note that, and someone erases my edit, FML.

Ophannus
03-13-2011, 12:33 PM
For some reason I imagine Quick being a movement speed spell since SMN just got an AoE speed boost BP for Garuda that gives 'Quickening' I'd imagine RDM would get one since we don't have any teleportation spells like BLM/WHM.

A JA that makes the next spell instant cast with no recast called 'Double Cast' would be nice for things like rapid sleeps or Raises or double MB nukes. Another spell I would love to see could be 'Counfound', lowers targets Magic Defense which would be nice for nuking.

Duelle
03-13-2011, 02:55 PM
Many of these things seems over-powered, and just unneeded. The Tier III and Quick would be nice, and as I'd like to see, the en-spells effect the enfeebling spell that matches their element (Slow -> EnStone), the same way a COR's shots do.The issue is finding balance in something that procs from auto attack, which is very tricky. I would be more for creating an ability subset (which is what COR basically has in their shots) to work that mechanic in. It would deal with our lack of melee-related JAs while adding something that suggests we should stand in the front.
Red Mage has never been about AoE or Auras, that dips more so into the Stormsurge that SCHs get and would be more suited to them.I can see no other way to reduce the casting load that prevents us from standing in the front as things currently are. I've always held the stance that auras are warrior/paladin archetype territory, but I am willing to make an exception if it'll open up more focus on front-lining (provided there's no revamp that would remove refresh and haste entirely from the equation when the RDM is melee'ing in the front, of course).
Also RDM gets Composure which gives an ACC Bonus and extends spells, there are also equipment pieces that enhance the DMG for En-Spells but if you're saying the Tier I will still out weigh the others this trait [Enhancing Affinity] should also be effected by the Tier of spells you use.Said gear happens to be on stupidly rare NMs (Bune), on content people will screw each other over or not do at all (Abyssea Grauberg zone boss), or not really worth it due to being overly situational (Fencer's Ring).

If you were referring to tier II enspells, those need to be re-designed from the ground up because they currently serve no real purpose.

Panthera
03-13-2011, 03:17 PM
I'm really hoping for Haste II, and I think we'll get it. Also, I think they should lift the restriction on Accession + Haste/Haste II. It's just silly that Garuda can do AOE Haste, but Red Mages cannot, that most every other spell can be AOE, but not Haste. Just why?! Doing Haste on each player one-at-a-time is just tedious list keeping that detracts from gameplay rather than adding to it.

Supersun
03-13-2011, 04:03 PM
I do agree that hasting one at a time is tedious, but Accession Haste is a bad idea. I mean what real reason do we actually have to be inside the party at that point? Refresh, yeah, not likely.

Also, what do you mean it's silly that garuda, the avatar of wind, can AoE haste, but Red Mage, the job with only 1 AoE spell cannot :P

(That and Haste II is REALLY not necessary. Rdm's haste burden is almost finally lifted entirely, and I do not want to go back to being the Haste *****)

Panthera
03-13-2011, 06:26 PM
I mean what real reason do we actually have to be inside the party at that point? Refresh, yeah, not likely.

Doesn't that beg the question of why it's necessary to be in the same party to cast a spell on someone in the first place?

Why are some spells party specific, and others not? One can Blindna an alliance member, but not Erase a Drown effect. There is no logical reason for this.

Party specific spells restrict party setups, and inhibit game play. SE was smart enough to remove the party-specific restriction from Dancer Waltzes, so there's no reason a Red Mage shouldn't be able to Refresh an Alliance Paladin as well as Haste them.

Allowing Red Mages to AOE Haste alliance members would not disrupt game balance any more than any other allowing them to AOE any other spell, Refresh included.

Supersun
03-13-2011, 07:46 PM
The issue isn't that it would let us haste alliance members. The issue that we no longer even need to be in the alliance to do it.

Zeargi
03-14-2011, 01:20 AM
The issue is finding balance in something that procs from auto attack, which is very tricky. I would be more for creating an ability subset (which is what COR basically has in their shots) to work that mechanic in. It would deal with our lack of melee-related JAs while adding something that suggests we should stand in the front.

Basically, it boils down to Player base views. Adding more JAs won't make people say: "Hey! Totally sweet! Don't stand back there and cast, come up here and hit this." It'll be the same as it was for SMN. Run in, use your buff and then get your butt back to the rear and keep casting. I mean sheesh, look at BLU, It has two more JAs then we do, and those two are merited and may not even be used by a particular BLU, and yet they're still seen as a DD.

Personally, I don't care either/or to stand in the front line in a party. Maybe a boost to Sword and Dagger Skill will give the DMG results you want, open up the full list of WS to use. If people don't want you melee like you did in Valkurm Dunes, they're going to make it happen. RDM can Solo just as many NM, BCNM, and other things in the game.

As for proc'ing with melee hits, it doesn't have to always hit the same as an add effect on a weapon as is, and of course it'd be focused. No debuff, then the proc won't happen, and the same with En-II the longer you use it the more effective it becomes until the debuff wears, which eventually will happen.

You want to get RDM to the front line, then there needs to be something to add to compliment what we already do best. Saboteur was a prime example of such things.


I can see no other way to reduce the casting load that prevents us from standing in the front as things currently are. I've always held the stance that auras are warrior/paladin archetype territory, but I am willing to make an exception if it'll open up more focus on front-lining (provided there's no revamp that would remove refresh and haste entirely from the equation when the RDM is melee'ing in the front, of course).

The auras you talk of, you mean Holy Circle, Warding Circle, and Ancient Circle? Because they're only so useful, giving a "Killer Trait" is a situational need. I mean there's also War Cry, Rampart, Conspirator, and Blood Rage (Mind you I don't play many melee jobs as is so there maybe more... when I level them, I'll look.) which are also helpful, but what aura would you give RDM? Would it again change players minds and let you melee, because if I'm not mistaken, the above abilities work as an AoE and once it's in effect you don't have to stand near the person. Which would then go back to what I said earlier.


Said gear happens to be on stupidly rare NMs (Bune), on content people will screw each other over or not do at all (Abyssea Grauberg zone boss), or not really worth it due to being overly situational (Fencer's Ring).

If you were referring to tier II enspells, those need to be re-designed from the ground up because they currently serve no real purpose.

I know well and good about Stupid NMs, had to hunt Shikigami Weapon for 2 Weeks to finally get my first Yin Yang Robe, but if it's something you want, and you feel it's worth the time to get, then you're going to find the time to do so, or pray that SE makes a trial exclusively for RDM and their En-Spells. As for En-II, I use them all the time, it's like a constant Ninja Elemental Wheel Effect. Of course I'd like to see them hit more than once since they can only be used my main RDM regardless of the new level cap, but I can see why they don't allow it.

Raksha
03-14-2011, 01:31 AM
The issue isn't that it would let us haste alliance members. The issue that we no longer even need to be in the alliance to do it.

How would this be any different than it is now?

Also: Change haste so it cant be cast on members outside the alliance. /problem.solved /not.that.hard

rog
03-14-2011, 02:21 AM
How would this be any different than it is now?

Also: Change haste so it cant be cast on members outside the alliance. /problem.solved /not.that.hard
Why do you want to nerf haste...?

Please tell me that was a joke.

hollowsgrief
03-14-2011, 05:33 AM
Death spell!!! I mean after all drk gets it on a scythe, and smn gets it with odin (i know it wont ever happen but dont hate on my dreams!)

Protey
03-14-2011, 05:54 AM
if a death spell were ever implemented it would be a blm only spell just like in the original FF

Duelle
03-14-2011, 06:06 AM
Basically, it boils down to Player base views. Adding more JAs won't make people say: "Hey! Totally sweet! Don't stand back there and cast, come up here and hit this." It'll be the same as it was for SMN. Run in, use your buff and then get your butt back to the rear and keep casting. I mean sheesh, look at BLU, It has two more JAs then we do, and those two are merited and may not even be used by a particular BLU, and yet they're still seen as a DD.BLU is heavily protected by game mechanics, which is why it hasn't been completely crammed into the role of healer.

All it would take is a mechanic in place to ensure the RDM is still there hitting things. On the topic of using an ability to land some sort of effect on the mob, you could probably make it a 10 second duration with time extentions on the effect being granted for ever melee hit the RDM lands. That'd be a decent starting place.
Personally, I don't care either/or to stand in the front line in a party. Maybe a boost to Sword and Dagger Skill will give the DMG results you want, open up the full list of WS to use. If people don't want you melee like you did in Valkurm Dunes, they're going to make it happen.Clear-cut options would prevent that. The further removal of excuses to not let a RDM melee would also go a long way.
RDM can Solo just as many NM, BCNM, and other things in the game. Irrelevant in a game built from the ground up on partying. Melee needs to become something more than just a solo toy.
You want to get RDM to the front line, then there needs to be something to add to compliment what we already do best. Saboteur was a prime example of such things.As I mentioned in the melee thread, to build on enfeebling I'd want to see enfeebling tied more to melee. All Saboteur did was further reinforce back-lining.
The auras you talk of, you mean Holy Circle, Warding Circle, and Ancient Circle? Because they're only so useful, giving a "Killer Trait" is a situational need. I mean there's also War Cry, Rampart, Conspirator, and Blood Rage (Mind you I don't play many melee jobs as is so there maybe more... when I level them, I'll look.) which are also helpful, but what aura would you give RDM? Would it again change players minds and let you melee, because if I'm not mistaken, the above abilities work as an AoE and once it's in effect you don't have to stand near the person.I misread that as similar to an idea I saw a while back that would allow certain buffs (Refresh, Regen, Haste) be castable on self as an aura effect for a set duration, thus negating the need to cycle spells. That's make for one less excuse to keep the RDM form meleeing, specially since it's not like you need specific gear to cast any of that.
I know well and good about Stupid NMs, had to hunt Shikigami Weapon for 2 Weeks to finally get my first Yin Yang Robe, but if it's something you want, and you feel it's worth the time to get, then you're going to find the time to do so, or pray that SE makes a trial exclusively for RDM and their En-Spells. As for En-II, I use them all the time, it's like a constant Ninja Elemental Wheel Effect. Of course I'd like to see them hit more than once since they can only be used my main RDM regardless of the new level cap, but I can see why they don't allow it.There's a notable difference between gear that compliments what a job can already do and gear that helps a job do something to acceptable levels. Enhancing Sword and Chimeric Fleuret are a kick to the stomach to most Red Mages because both are stupidly difficult to get and are the only worthwhile swords that actually build on Red Mage melee. Enhancing Sword alone was more a status symbol than anything else because of the low drop rate and the fact it dropped from Bune. If there were a line of other swords that had similar stats built in (kind of like BLU and the ton of BLU-specific Kilij that were made just for them) this wouldn't be much of an issue.

Protey
03-14-2011, 06:26 AM
Enhancing Sword and Chimeric Fleuret are a kick to the stomach to most Red Mages because both are stupidly difficult to get and are the only worthwhile swords that actually build on Red Mage melee

This is wrong. Almace/Badelaire +2 are awesome for boosting rdm melee... way farther than enhancing/chimeric. Hi2u 2.5k+ WSs.

Ustav
03-14-2011, 01:47 PM
And, as for Stoneskin, Blink and Aquaveil being 'Spikes', that is incorrect. Ice, Blaze and Shock spikes deal damage to enemies. Aqua, SS and Blink doesn't. Regardless of how you think of them being classified Defensively or Ofensively.

So, therefor, SE should add in Terra Spikes to inflict Earth Damage as well as having the effect of Slow. Just like Ice Spikes having the ability of inflicting Paralyze. And there needs to be a Water Spikes and Air Spikes.

Water - Does Water Damage plus decrease an enemies ACC upon hitting you, while it is active.
Air - Deals Aero damage and lowers the enemies EVA upon hitting you, while it is active.

Or something like that.

Blink, SS and Aquaveil does not do additional effects as well.

Fire spikes do not have any addition effects too. Also why would water spikes decrease the mobs acc??? Acc is associated w/ the thunder element. If anything it would be something along the lines of plague or poison

Zeargi
03-14-2011, 03:29 PM
BLU is heavily protected by game mechanics, which is why it hasn't been completely crammed into the role of healer.
BLU is actually as really good healer when needs to be.



All it would take is a mechanic in place to ensure the RDM is still there hitting things. On the topic of using an ability to land some sort of effect on the mob, you could probably make it a 10 second duration with time extentions on the effect being granted for ever melee hit the RDM lands. That'd be a decent starting place.

Like I've been saying... En-Spell III


Clear-cut options would prevent that. The further removal of excuses to not let a RDM melee would also go a long way.

Easy fix, start the party...No one can complain what you do if you're the party leader. Or just start meleeing anyway, and cast spells as you normally would. I mean, I can most definitely still cycle spells while I melee. Heck, I've been playing two characters at the same time for God only knows how long. Again, it's Player Views, you can't change them if you don't put forth the effort to do so. I love PUP, it's a great job. It's very much like the RDM in the fact is can be the Jack-of-All-Trades. Do PUPs get invites? Usually No. Why? Because people that don't play them, have no real clue what it is they can do. And often time it's the bad players of a job that prevent the advancement you want. Going back to PUP, during a party, the group was shocked at the fact that I was doing what I was and actually dealing some numbers. One even when so far as to tell me that he was leery of having one in the party because the last time one was there he did nearly nothing to help either DMG wise or support.


Irrelevant in a game built from the ground up on partying. Melee needs to become something more than just a solo toy.

I'm sorry, but if you're worried about the party then you shouldn't be complaining about being asked to cast spells over running a sword through something. BRD often times becomes a puller and a buffer; they run back and forth casting their songs on the party then jump in from time to time to hit for mediocre damage. At least with our en-spells we can still deal decent damage over the course of time. The reason why I pointed the fact out that RDM can solo was for a good reason. It's got the potential to do more, it's not really lacking too much. It can cast Protect, Shell, Phalanx: the same as a PLD, which mind you; does often times horrible DMG. It can heal and debuff the same as a WHM, and cast the offensive magic the same as BLM. Do we do all of them great? No, but we shouldn't be able to. A quick macro to swap gear will give a boost to healing and black magic, another swap to help with meleeing here and there.


As I mentioned in the melee thread, to build on enfeebling I'd want to see enfeebling tied more to melee. All Saboteur did was further reinforce back-lining. I misread that as similar to an idea I saw a while back that would allow certain buffs (Refresh, Regen, Haste) be castable on self as an aura effect for a set duration, thus negating the need to cycle spells. That's make for one less excuse to keep the RDM form meleeing, specially since it's not like you need specific gear to cast any of that.

You really think that it'll move you closer to the front if you radiate any of those? SMN can do this as is. They can give Evasion boost, Double Attack, Magic Evasion, Crit. % Boost, Def. Boost. All of which get stronger over time, do most of them use those? No, hardly. They use Regen, Refresh, Magic Acc. Boost, and Magic Att. Boost. And where do they stand... in the back with the mages.


There's a notable difference between gear that compliments what a job can already do and gear that helps a job do something to acceptable levels. Enhancing Sword and Chimeric Fleuret are a kick to the stomach to most Red Mages because both are stupidly difficult to get and are the only worthwhile swords that actually build on Red Mage melee. Enhancing Sword alone was more a status symbol than anything else because of the low drop rate and the fact it dropped from Bune. If there were a line of other swords that had similar stats built in (kind of like BLU and the ton of BLU-specific Kilij that were made just for them) this wouldn't be much of an issue.

If you believe that either of those sword are the sole reason you move up to "acceptable levels," then your faith in them is completely far too high. Shikigami Weapon is just as hard, if not harder to hunt than any of the other Job specific NM drops. And while Refresh, Blood Pact Delay -, and Avatar Enmity+ are nice, in the long run the Austere's set with it's BP Delay-, SMN Magic Skill +, and Prep -1 is still just as good and less of a hassle to get. As a SMN, for the most part and the longest time, you didn't even see that Refresh unless you had Carbuncle's mitts and all the other -Prep stuff. Which even then, was only for Carbuncle that you'd get MP back. All of the Elemental Swords from the Trial of the Magians can bolster a RDM in some form or fashion. If it's too much of a pain to fight Bune, SE has made it more than easy enough to go down a more casual route. A +5 or +7 on En-Spells isn't all that great in the grand scheme of things when you can get: +20 to ATT and +9 STR or +15 ACC and +9 DEX. The only really great perk of the Enhancing Sword is that you can equip it to get both ACC and ATT boost at the same time long before level 75. But a lot of RDMs have sub NIN so eventually you'll be about to do the same with the Fire and Lightning Swords from the Trial (Duel Wielding, baby!)

Atomic646
03-14-2011, 05:55 PM
Seeing as whm has Cure 6 now, RDM and SCH need cure 5.

also would like to see a spell/s that grants Signet/Sigil/Sanction maybe 1 spell to each of the main healing jobs RDM/WHM/SCH?

Duelle
03-15-2011, 05:09 AM
BLU is actually as really good healer when needs to be.Indeed they are. That, however, never stops one from going to the front-line because of game mechanics. Specifically, they need to set their spells for their role in the front. Just like they need to set their spells to heal. That's what I meant when I say they are protected by game mechanics.
Like I've been saying... En-Spell IIIYou fix what is currently in-game, not toss in something brand new just 'cause.
Easy fix, start the party...No one can complain what you do if you're the party leader. Or just start meleeing anyway, and cast spells as you normally would. I mean, I can most definitely still cycle spells while I melee. Heck, I've been playing two characters at the same time for God only knows how long. Again, it's Player Views, you can't change them if you don't put forth the effort to do so. I love PUP, it's a great job.Cop out response. That's plainly unreasonable. Breaking the mold is what changes player views, and that's not something we as players can do.
Do PUPs get invites? Usually No. Why? Because people that don't play them, have no real clue what it is they can do. And often time it's the bad players of a job that prevent the advancement you want.Correction. PUP doesn't get invites because the automaton has a built-in cooldown for spells (that can be bypassed by ADA). If the automaton could actually cover for a real healer and had refresh, PUP demand would skyrocket. The job would (very much like us) get pigeonholed into healing, as well.
I'm sorry, but if you're worried about the party then you shouldn't be complaining about being asked to cast spells over running a sword through something.You're misunderstanding me. I said what I said because I hate seeing people bring up RDM soloing as an excuse to not change anything about the job. My stance is that other roles should open up to us in parties. We can't at the moment because groups benefit from having us do support and heals and gains next to nothing when we are in the front lines.
You really think that it'll move you closer to the front if you radiate any of those?I wasn't the one who came up with the suggestion. Personally, that would have to be something that came as part of a greater string of changes. That alone won't do it, but it does cut the cast burden significantly (which is the only reason I endorse that idea at all).
If you believe that either of those sword are the sole reason you move up to "acceptable levels," then your faith in them is completely far too high.They play off something that is truly unique to our class. I'm more peeved to see the developers go out of their way to make such weapons difficult to get. This would be moot if they tossed in a damage bonus to enspells as job trait or as baseline addition to composure.

PS: While cycling buffs from the front lines is doable, to me it isn't very fun. Not to mention spell casting cuts into our melee time.

Supersun
03-15-2011, 05:42 AM
If the automaton could actually cover for a real healer and had refresh, PUP demand would skyrocket. The job would (very much like us) get pigeonholed into healing, as well.

Not sure about you, but I sure as hell wouldn't trust that pup AI. I don't need a blindna when I'm in red HP XD.

Kuvo
03-15-2011, 11:47 AM
Cure 5 would be nice along with reraise but i think to make use of our divine magic skill and our lazy elemental skill maybe add the spell Ultima since it's considered none elemental in other FF games for rdm. Whm has Holy and BLM get AMs so we should get some kind of nuke. The damage output could either be the result of combining divine magic and elemental magic skill or if thats too powerfull maybe making it day dependant. Like on light elemental days the spell is based from divine magic and on the dark elemental days it's based off of elemental magic. Or just make it one of those skills bases.

I would also like to see: reflect, enspell 3s and enlight and endark, confuse, teir 2 spike spells for all elements, and a job ability that makes the next spell an aga for group refresh2 and haste. So many more but these are the ones i think SE could add without making RDM too powerful.

FioryGriever
03-15-2011, 02:47 PM
Read a lot of ideas that mirrored my own w/ various names, some had over powering effect but were valid ideas none the less.

JA:

Spell Surge: The next spell cast will be instant with no recast delay. Duration 1 minute or 1 spell. 3 minute timer. (I had thought this up based on SAMs Sekkanoki JA that mirrored its 2hr, also it'd go great w/ our MBB JT. Someone else beat me to it, posted the same thing basically w/ a different name.)

Crimson Seal (name doesn't matter): Applies an Elemental Affinity matching current En-Spell effect on the player. Effect: Instant. 15 Second timer. (This was born from our complaints about wanting to melee but also wanting to nuke etc. w/o losing TP from weapon swaps. Now as far as the values, i had in my mind 3 Magic Damage and 3 Magic Accuracy which would replace our need for HQ stave's, but wouldn't out perform Magian stave's +2. The timer i got from BRDs single target JA, seemed like the best way to deal w/ it being that you would want to swap En-Spells often. Not Perfect but would like feedback.)

JT: Fencer sure would be nice x.x~ Combat Casting would be useful too if we are to think about front-line RDM @ all. Really that's about it for JT, we've got a rather balanced setup as it is: only that a few JT don't seem logical w/ our current rolls and skills (looking @ you Shield Mastery)

Spells: K .. I dunno about everyone else, but I have an issue w/ weaker enfeebles of the same spell slot being able to be over-written by one w/ more potency. I've seen it too often where 1 RDM w/ either low skill/improper potency gear lands a spell, but the well skilled/equipped RDM cant over-write it w/ a stronger one. My reason for wanting this is looking @ Phalanx, can only be over-written w/ a more potent Phalanx... would like to see a fix w/ that, which would help on enfeebling skill ups instead of just spamming Dia spells <.<

Someone mentioned barrier, but a spell that just casts protect+shell seems wasteful instead make it Crit DMG Taken reduction or % chance and Magic Evasion, make it lvl 30 ish and base its potency on ENH skill (Dunno just had that pop up as a thought after reading that)

En-Spells seem a bit off imo. when looking @ DRK and PLD, seems like those were how it was meant to be. IDK how to fix En-Spells I've been tossing round ideas in my head but nothing that wouldn't seem broken.

I agree w/ posters about more Spikes Spells, would be an interesting addition to our combat arsenal.

I disagree w/ those who want Cure V and Tier III enfeebs, Cure V while being great inside abyssea which is the strongest argument for the spell at all imo, would just break too much outside of it. Tier III enfeebs? >.>; The ones we have now are barely useful w/ all the immune to "spell". I'd ask that Gravity land on the target if only to have the evasion down, Bind is tricky, short of making it another stun like spell in addition to the Bind Effect. I had thought it could insta paralyze the target 1 time which is unlike stun because it cant stop TP moves, and unlike Break which is just another Bind spell.

Diseasing an enemy would be great for helping slow down TP moves, had thought Contagion Transfer would be interesting too, transfer detrimental spells from player to target. Confuse seems great @ first except when i picture it I see the mob hitting another mob .. which isn't ideal @ all if it has to RUN to find a target linking more stuff <.< and Confuse making it hit itself seems silly but meh.

Beyond sword, shield, parry skill caps raised (and ffs new gear @_@.. which is a dif. topic) I can't really think of anything else @ the moment.

Looking forward to comments (both good and bad <.<) ~Fiory Janus Griever~

Vraelia
03-16-2011, 01:38 AM
I mentioned Barrier....It wouldn't JUST cast Pro+Shell. It will also increase the resistance to all elemental spells (as I had said before). And have you noticed that Protect V is 84 MP and Shell V is 93 MP? What if we had Barrier, and it costs like 100 MP? It would save us some MP. And plus, I mentioned this spell to let RDMs have some sort of good spell. Addle was ok, but I would like more RDM only spells.

-Tier III Enfeebling spells, is definitaley a must.
-Spike Spells is another must. We had the same old Spells for a long time now, it is about time we had an update.
-Cure V, also is a must. We are overdue for a new Cure spell. What was Cure IV to us? 41?
-Raise II, yet another must. It is disgraceful that we only have Raise I and we had it since 25 level.
-I am still saying RDMs should get a Demi Spell. Would be nice to have the enemy's HP halved or something rather.
-Merton would be another awesome spell to give to RDMs. I would like to have this spell based on Enhancing, Divine, Dark and Elemental. (Look back to FF3/6 please for this spell.)
-As much as past FFs had BLMs only to have this spell, but this would be awesome to give to RDMs as well...Ultima.
-Tier III Enspells, I am still wanting.
-Curse, I'd like to have for RDMs. Let it be an Enfeebling spell.
-Full-Cure, would also be nice to have. o.o (lols, doubt we'll ever get it..)
-Revivify for taking the Weakness after death away. (I think people would agree that we should have this, to let us get over the Weakness stage.)
-Our own kind of Ancient Magic? o.o Maybe?

This is all I can think of at the moment. o.o Lols.

FioryGriever
03-16-2011, 08:09 AM
Spikes spells i agree w/ adding the other elements, only other issue is to ramp up the dmg of them... don't really see the need to make Spikes II w/ only 9 lvls to go (besides merits of-course) same w/ Tier III En-Spells beyond giving them to us via merits, id hate to look forward to getting all those between spikes and en-spell.. and they could just rework the old ones to work similarly to En-Dark/Light which would be more ideal IMO

I'll stick to my views on Cure V and Tier III enfeebs, new enfeebs would be merit only and marginally better, but its the application for them that's the issue... NMs are immune to Gravity and Bind anymore by default, then immune to w/e spells next. I think more spells like Addle will do great, mentioned B4 a disease spell would rawk for keeping the enemy from TPing as much, would be nice to see Amnesia even if its a gimp effect like Break but when i look @ it Disease would be the easier of the 2 spells to apply, Curse as others have stated would be a BLM+DRK+BLU thing, Raise II is more of a convenience than a need (same w/ RR), a Direct Damage spell would be keen for RDM only.. Ultima would be nice, but ud have BLMs go mad even if they have Meteor or w/e mega spells they'll end up w/ 90+, and to be honest its unlikely seeing as our focus is typically enfeebs and enh. spells but one can hope >=)

Vraelia
03-17-2011, 05:46 AM
Another spell, I am thinking RDMs should get is Dispel II. Since mobs can cast Dispelga and take more than one buff away from us....I am wanting Dispel II to take 2-3 buffs away from the mob. Without having SCH subbed for AoE Dispel. o.o

DukeDudeston
03-18-2011, 10:13 AM
A lot of good ideas, I didn't read them all, but wow..
Dispell II! or even the same Dispelga that the mobs have.

I mentioned I would like to have RR (it will work out a LOT cheaper then having to buy RR earrings all the time)
and it will be nice for the RDM/BLM's out there.

KorPoni
03-18-2011, 11:12 AM
Also, since we only have Blaze, Shock and Ice Spikes....I'd like to see RDMs get more Spike Spells.
(Aqua Spikes (Water), Terra Spikes (Earth) ect) I, also think it was kinda weird that SE only put in three Ele Spikes instead of the rest.

There is technically. Fire: Blaze Spikes, Ice: Ice Spikes, Wind: Blink, Earth: Stoneskin, Thunder: Shock Spikes, Water: Aquaveil, Dark: Dread Spikes, Light: Not 100%, as there's a few light-based auras, like protect, shell, and a few others.

Dew
03-18-2011, 01:34 PM
Rdm spells they should get:

White Magic:
Haste II - Stronger version of haste.
Stoneskin II - Occ. absorbs damage taken instead of taking 0.
Reflect - Occ reflects single target spells on the mob that casted.
Cure V - It's about time we should get Cure V back.
En-Petrify - Has a chance of procing on hits.
En-Curse - Has a chance of procing on hits.
En-Poison - Has a chance of procing on hits.
En-Paralyze - Has a chance of procing on hits.
En-Slow - Has a chance of procing on hits.
En-Addle - Has a chance of procing on hits.
En-Toad - Has a chance of procing on hits.
En-Doom - High mp cost and really low proc rate.
En-Death - 999mp cost and really low proc rate.
En-Plague - Has a chance of procing on hits.
Banish I-III - We got divine skill why not.
Absorb-Fire - Occ absorbs fire damage.
Absorb-Ice - Occ absorbs ice damage.
Absorb-Thunder - Occ absorbs lightning damage.
Absorb-Wind - Occ absorbs wind damage.
Absorb-Water - Occ absorbs water damage.
Absorb-Earth - Occ absorbs earth damage.
Absorb-Light - Occ absorbs light damage.
Absorb-Dark - Occ absorbs darkness damage.
Absorb-Damage - Occ absorbs physical damage.
(Note with Absorb spells they don't stack.)
Reflect II - Occ will reflect aoe and single target spells.
Protect VI - No explanation needed.
Shell VI - No explanation needed.
Dia IV - Higher tier of dia.
Dia V - Higher tier of dia.
Diaga II - Aoe dia.
Diaga III - Aoe dia.
Stop - Occ stops an enemy.
Slow III - Higher tier of slow.
Paralyze III - Higher tier of paralyze.
Regain - 1 a tick regain similar to Sch.
Holy spikes - Deals light damage and occ flashs target.
Wall - Nulls damage taken from certain forms for a certain amount of time.
En-Regain - Drains tp from target with each hit.
Moogle - Turns target into a moogle.
Chocobo - Turns target into a chocobo.
Avalon - Gives Target Refresh, Regen, Regain, Stoneskin, Blink, Aquavail, and Phalanx effect. Duration depends on all skills combined. Potency goes up with every 500 skill levels. (Ex. You have Enf, Enh, Dark, Divine, Healing, Ele skills combined they are 1450. Meaning your potency raises 2 points for the refresh, regen, and regain and other effects.)


Black Magic:
Demi - Will half enemies hp if lands.
Bio IV - Higher tier of bio.
Bio V - Higher tier of bio.
Terra Spikes - Deals earth damage and occ petrifies target.
Aqua Spikes - Deals water damage and occ poisons target.
Gust Spikes - Deals wind damage and occ silences target.
(No dark spikes cause Drk has a dark based one already.)
Doom - Dooms target if it lands.
Blind III - A more potent version of blind that uses a flash like blind.
Aspir - Rdm should really get this in the 90s.
Drain - Same as aspir.
Gravity II - A more potent gravity effect that also has a change of halting the target.
Bind II - A potent form of bind that does not wore when target is hit.
Confuse - Chance of confusing the target if it lands.
Toad - Turns target into a toad.
Seal - Seals all magic, jas, and ws's of the target.
Amnesia - Puts amnesia effect on target.
Death - More likely to be a Blm spell if it ever comes out.
Ultima - Blm spell again probably.
Plague - Plagues the target.
En-Weapon - Changes your damage type(Slashing, Piercing, Blunt.)
Converse-MP - Converts some of damage taken into MP.
Converse-HP - Converts some of damage taken into HP.
Converse-TP - Converts some of damage taken into TP.
Disintegrate - If lands erases mob into nothing while absorbing all TP, MP, and HP from target.
Tempest - Converts DEF into damage on target. 10% mp - 50% of def, 25% mp 100% of def, 50% mp 200% of def, 75% mp 200% of def, 100% mp 300% of def.
En-Aspir - Drains mp from target with each hit.
En-Drain - Drains hp from target with each hit.
Dispel II - Higher form of dispel that will dispel all effects target has.(Includes ones that dispel can't take off. Ex. 2hrs)
Break II - Lands on more targets then break and will not wore from getting hit.

Vraelia
03-18-2011, 10:11 PM
There is technically. Fire: Blaze Spikes, Ice: Ice Spikes, Wind: Blink, Earth: Stoneskin, Thunder: Shock Spikes, Water: Aquaveil, Dark: Dread Spikes, Light: Not 100%, as there's a few light-based auras, like protect, shell, and a few others.

OMG! Amateur players. Stoneskin, Blink and Aquaveil is NOT Spikes. FFS. And Protect, Shell, and Auras are not Spikes either. <.< Everyone that actually knows their job would agree with me on this. lol

Fire: Blaze Spikes.
Thunder: Shock Spikes.
Ice: Ice Spikes.
Dark: Dread Spikes:
Light: Reprisal.

These are the only known 'Spikes.' And I am not talking about Auras either. I am talking about actual SPIKES. lols

Vraelia
03-18-2011, 10:15 PM
Again, I praise Dew's list. I would like to see though, Blink II and Aquaveil II. o.o

DukeDudeston
03-19-2011, 09:49 AM
OMG! Amateur players. Stoneskin, Blink and Aquaveil is NOT Spikes. FFS. And Protect, Shell, and Auras are not Spikes either. <.< Everyone that actually knows their job would agree with me on this. lol

Fire: Blaze Spikes.
Thunder: Shock Spikes.
Ice: Ice Spikes.
Dark: Dread Spikes:
Light: Reprisal.

These are the only known 'Spikes.' And I am not talking about Auras either. I am talking about actual SPIKES. lols

To be honest, I wouldn't say I am the best red mage on the planet.. and even I know that Protect, SS ect.. isn't a "spike" I always see a spike as a Defence spell, that deals damage, or lowers a stat ect, Protect doesn't do that, nor does SS or Phalanx, they absorb damage.. but they don't do damage.

Bejiita
03-19-2011, 10:26 AM
They are all elemental based Enhancing Magic spells. It doesn't say "X Spikes" but it is grouped with them all the same. Don't you think it's odd that only earth, wind and water were excluded from the 6 (not counting light and dark at the moment)? And then years later comes in Dread Spikes and Reprisal. That's Square Enix's obvious mindset. Would I like to see new (read: not tier2) elemental Enhancing Magic spells? Yes. Do I expect them? No. I wish Blaze/Frost/Shock Spikes did more damage based off their Enhancing Magic skill. Also Choke/Rasp/Drown Spikes could do their respective enfeebles as well, IF Blaze Spikes gets plague or addle.

krusnik213
03-24-2011, 10:58 AM
HASTEGA!!!! after all rdm is supposed to be the trump of enfeeb and enhancing while blm has ele and whm has healing, why does garuda get it and we dont

Supersun
03-24-2011, 01:04 PM
HASTEGA!!!! after all rdm is supposed to be the trump of enfeeb and enhancing while blm has ele and whm has healing, why does garuda get it and we dont

So it's not alright that the avatar of wind gets hastega, one of the best wind magics, but the job that is almost known for its lack of AoE spells, should get it instead.

Daniel_Hatcher
03-24-2011, 09:31 PM
So it's not alright that the avatar of wind gets hastega, one of the best wind magics, but the job that is almost known for its lack of AoE spells, should get it instead.

Nah, WHM should get it, and RDM Haste II. :)

Seriha
03-24-2011, 09:42 PM
Haste II as a spell should never come to exist. An ability for RDMs to improve Haste's effects SHOULD be considered, but I'm also of the camp that it shouldn't be a backline option.

Supersun
03-24-2011, 10:11 PM
No job should ever receive haste II. I'm sorry, but the first spell is broken enough as it is.

Merton9999
03-27-2011, 04:34 AM
Nothing new here, just adding my vote:

Spells
Diaga II-III : I'm jealous of mobs casting them.

Dia IV-V - I like how they look, and Dia III sounds constipated.

Reflect - I'd like a very short duration and have it dispelled after it processes, so you have to time it right. I would LOVE if this were implemented the way it works in FF Tactics!

Dispel II - For multiple buffs. Please make the chat log text say something better than "3 of <mob>'s effects are removed" :/

Confuse: I'd like a thunder-based enfeebling spell.

Cure V: My character looks atrocious in WHM AF3. I'm hoping this would overshadow WHM so I never have to stare at that ugly outfit again. I'd miss the Raise III sound effect, though.

Barlight/Bardark - Seriously.

Learn Grammar: This would be a spell that teaches the character's RL player how to use apostrophes in their forum posts and Jeuno shouts. I kid. This would be better for SCH.

Abilities and Traits

Fencer: I just don't want to read the complaints anymore.

Runic: Implemented as many others have explained it, because Celes rocks.

Doublecast - For that new tank who died because I got lazy and tired after 5 hours and let RR wear - gimme some Doublecast so he doesn't call me names. "Impossible to implement"? pfft.

Orenwald
03-28-2011, 10:52 PM
They should give RDM haste II as a self target so they can swing faster and get back into that melee scene... just sayin'

Swords
03-29-2011, 06:05 AM
I think it's general revamp thats in order. Several jobs have gotten it over the years for one reason or another mostly due to the strengths and weaknesses of how the game was designed when the caps were raised from 50 to 75 and again 90+. What worked well at 50 doesn't usually work as well at 75, and the same can be said now that RDM has lost all it's exclusiveness at 90. Which when the cap was 75 RDM still held onto things like Refresh and Haste, high level buffs, and had tier II enfeebles to contend the growing strength of SCH at the time.

However thats not the case anymore, the level cap rise has (or will) cause RDM lose access to it's exclusive/semi-exclusive spells leaving them with Protect/Shell IV/V and teir II enfeebles to stand out with. Just to make a point however, I'll go through some of the cons of how the system is broken when it comes to spell useage or melee.

Enspell II- The concept sounds solid on paper, however in order to lower resistance say like lowering a crabs Lightning resistance you have to use Enwater II which crabs obviously are strong to water based attacks. Additionally while the power Tier II Enspells are strong, you have to build up the amount of damage done, and since Tier II Enspells only affect the first hit off the main hand weapon it still makes them pale in comparison when it comes to using multi-hit weapons with Tier I Enspells.

Refresh I/II- The use of Refresh has somewhat squandered over the years with the introduction of Sublimation from SCH. Since Sublimation does not stack with Refresh, and many WHM and BLM have started using SCH as a subjob more religiously from it's Light/Dark Art bonuses it has effectively reduced the need for Refresh in general. Additionally, with the increased level cap every job has access to Refresh I now, and the use of Atma's give mage jobs near infinate MP pools to work with in Abyssea effectively eleminating almost all needs for Refresh.

Tier I/II Enfeebles- The general drawback to enfeebles nowadays is many new mobs are resistant to one or multiple status ailments. Otherwise most non-NM's or pre-Abyssea monsters die quickly, reducing the effectiveness of or the need for casting Enfeebles. Tier II Enfeebles also suffer from antoher drawback, being merited you have to put multiple merits into a Tier II Enfeeble to provide a difference over the Tier I Enfeeble forcing you to chose only a few.

Gear/Melee- This has always been disputed on RDM in the past for fear of overpowering them or the lack of oppertunity to melee from heavy spellcasting. On one aspect RDM has a ton of spells they would normally cast in any given day, however for many of the reasons listed above RDM is not utilized for its backline capabilities nearly as much anymore. On the other hand back when the cap was 75, RDM was purposely excluded for many melee based gear for fear of overpowering them. However, the raised level cap has left a larger gap in the amount of sword and dagger skill a RDM has versus a full time Damage Dealer job with a A-/+ rating. Since RDM has also been excluded from most (if not all) Doublet, Harness, and Scale type armors sets since the introduction of VNM's, it's further reduced any amount of melee capabilties RDM could benefit from, which disputes the idea of SE claiming to want to give RDM better frontline oppertunities and capabilities.

Now with the current situation RDM has a good oppertunity to become more of a Jack of all Trades type job that it was designed for in front and backline, however the oppertunity is a waste when the bar has been raised and we've been given the boot on any good boosts to our powers. I DO NOT think the anwser lies in giving us an even more spells to cast, however traits and gear that directly influence and increase both Melee and Magic capabilities in front and backlines and some readjustments to our current repetuar would give us a niche to stick our foot back in the door we've been kicked out of.

Karumac
03-30-2011, 12:43 AM
Can you just let RDMs wear the Aurore set?

Supersun
03-30-2011, 06:05 AM
Can you just let RDMs wear the Aurore set?

But then they'll never stop with the Pink Mage jokes D:

Daniel_Hatcher
03-30-2011, 06:58 AM
Can you just let RDMs wear the Aurore set?

Yuck, No. Just give us access to light/medium armour like we were originally meant to have access too.

Duelle
03-30-2011, 07:00 AM
Yuck, No. Just give us access to light/medium armour like we were originally meant to have access too.Problem is we don't have much in terms of transition gear into the abyssea levels.

I've always been interested in a revamp of RDM, but that might have to be moved to its own thread. Granted, there's only so much we can put in a spell wishlist.