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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    139
    Hm, I think the overall idea brings to much to the table with RDM, you're pretty much asking for enfeebles, enhancements, self buffs and anything to make them outshine other mage classes that may have an enhancement better then RDM.

    For a quick note RDM already has the unique spells of Addle and Refresh II, and I'll just note Gravity II though it could prove to be useful having 2 gravities to use.

    Blind= Mind Break
    Dia= Scorching Light
    Bio= Scorching Darkness
    Dispel= Recall
    Paralyze= Palsy
    Poison= Venom
    Silence= Faithless
    Sleep= Night Terror/Nightmare
    Slow= Time Distortion
    Bind= Halt

    Alright so, what I see SE wanting to do with RDM is make enfeeble spells that are unique to RDM but not just higher tier enfeebles. With that in mind I came up with potential names for the following enfeebles.

    Mind Break:Same potency as blind but adds an amnesia effect, high recast

    Scorching Light:Same effect as dia 2 but lower light/fire/wind/thunder resist

    Scorching Darkness:same as Bio 2 but lowers dark/water/ice/earth

    Recall:Conjures the incantation of last enhancement foe used(can fail depending on buff)(Grants user with "Recall" effect)

    Retrieve:Uses Recalled spell on you or ally (Grants Target with Retrieve, ally can only have one Retrieve effect active if target is cast with Retrieve again it'll overwrite older effect)

    Palsy:Paralyze I effect that increased critical hit dmg recieved

    Venom:Poison II effect that lowers Att with each DoT(returns to normal upon wearing off)

    Faithless:Silence effect that reduces target magic defense drastically(lower duration then Silence)

    Night Terror/Nightmare:Single target sleep with DoT(low duration)

    Time Distortion:Slow I effect with reduced reaction time aka eva down, decrease
    odds of using TP moves and spells

    Halt:Freezes target in tracks all damage dealt to target during this period will not give mob TP

    So basically the concept I"m trying to go for is not just higher tiered spells but spells that are actually unique to their counterparts. I tried to create a fine balance between the potency of said spell and it's additional effect. Because of this you'll see that some spells have a lower potency then the higher tier that is offered to RDM. This is so that you are still encouraged to use those effects when needed.

    For some examples

    -You wouldn't use Scorching Light in a situation of a mob that has a natural high mag def where magic is somewhat useless. Instead you'll use Dia III and get the higher def down effect

    -Paralyze II is already a strong effect so making a higher tier would be OPed instead go for a Paralyze I effect that offers increased critical hit dmg taken. Because of this you wouldn't use Palsy in a situation where you are using magic instead you would stick Paralyze II on the mob. But with DD on the mob you may decide to use Palsy to increase the dmg the target takes when they are hit with a critical attack.

    -Night Terror/Nightmare is pretty much a copy of Diabolos move but it's only single target with no way to AOE it so it shouldn't' be OPed if coupled with a high recast. With it's low duration it can be used to add a little dmg to a mob to save time as long as said RDM has Sleep and Sleep II rdy once the mob wakes up

    -With Time distortion it's the same situation as Paralyze, you can't make the effect stronger without OPing it so instead give it the tier I potency but add the fact that it'll reduce the mobs chance of using TP/spells as well as lower evasion because of it's slowed reaction

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    But ya, if anything I think RDM should get spells that sound powerful, not just a tier III IV aga III IV and such. The 99 RDM should have spells that say, ya this is how a RDM does it lol. But ya I just thought of this off the top of my head, tried to balance it up as much as possible but I think it would offer RDM a greater range of enfeebles to use since that is what they are known for. It'll make them shine in the ability of specialized enfeebles but at the same time it won't discourage other enfeebles from being used as seen fit based on the situation.
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  2. #2
    Player Seiowan's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    113
    Quote Originally Posted by Airget View Post
    For a quick note RDM already has the unique spells of Addle and Refresh II, and I'll just note Gravity II though it could prove to be useful having 2 gravities to use.
    Addle is not unique. It's available to White Mage as well.

    The way I see Red Mage is as a master of enfeebles. That being said, the one direction SE should really go with the job is to flesh out that role and give it more purpose. They have a massive potential for being highly creative here, such as giving them genuinely unique enfeebles (Confuse, Doom, Curse, Zombie, Toad) or creating enemies which will respond directly to a RDM's unique talents, perhaps by giving Red Mage's a Job Trait that allows them to cast enfeebles on targets which are otherwise immune to such effects.

    This is a powerful solo job which has been sadly neglected in teams since Abyssea's release for teamplay. There are literally thousands of ideas floating around which would greatly enhance the job without overpowering it or destroying the game balance. SE just needs to be more attentive in listening to them.
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