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  1. #1
    Player Karbuncle's Avatar
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    Mar 2011
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    On the Topic of RDM Magics

    Well, We all know the RDM melee thread. Its ripe with discussion for the RDM melee community and ideas (inbetween the bickering)!

    So why not a Mage Equivalent? To be clear. This is not an insult nor satire of the other thread, I Simply believe both aspects of the job should have a thread dedicated to it.

    I want you guys to post your ideas/Reasons/Helpful Abilities/Traits that will make the MAGE in Red Mage better. Any ideas/Abilities you think would really help RDM as a Magic based class!

    I'll start! Basically my ideas wouldn't be the super-est broken ones, But something that might realistically fit the RDM job.

    Job Abilities:

    Ability 1
    Next Spell casted will be "Quick casted".
    Recast: 3 minutes
    Duration: Next Spell

    Ability 2
    Increases Magic Accuracy and Magic Critical hit Rate for spells.
    Recast: 5 mintues
    Duration: 3 minutes
    *Increases Magic Accuracy by 15 and M.Crit.Rate by 15

    Job Traits

    Trait 1
    Increases Potency of Enfeebling magic spells.
    RDM:30/50/70/90
    Potency of Enfeebles Increased by 3% per stage. Duration of Enfeebles increased by 10seconds per stage.

    Trait 2
    Increases the Effect of Enhancing Magic Spells
    RDM:50/75
    Potency of Buffs enhanced by 2% Each Stage. Regen/Refresh not effected.

    --------------------------------------------------------------



    These Traits and Abilities won't make RDM Wtf-amazing (Except for Job Trait II, If you think about Haste being 19% for RDMs instead of 15%!). But they work for RDM, in a sense, Enfeebling and Enhancing Experts. (right?)
    (10)
    Last edited by Karbuncle; 07-30-2011 at 09:41 AM.

  2. #2
    Player Greatguardian's Avatar
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    Mar 2011
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    Ha, 19% Haste may be a biiiit broken (and simultaneously gimp every other mage in the game). I'd definitely take 10% Duration per upgrade, though. That seems to be the direction the Devs are leaning as far as reducing support casting burden goes. I doubt anyone would complain about casting Haste less often.

    Making Quick Cast a selectable JA rather than a random trait would be vastly preferable, too. It would drive me absolutely bonkers to QM proc and cast a spell in my Idle gear. It'd essentially be a waste of MP.

    I'd really just appreciate an increase to maximum debuff potency at this point, though. It's a problem a lot of jobs are facing, really. Potency caps were built around level 75, where hitting cap was actually decently difficult on some/most things and for some/most people. A steady increase in player stats and available gear without an increase to maximum dMND is odd. SE already addressed some of this with their tweaks to maximum buff potency, so I'd imagine that a tweak to maximum debuff potency is forthcoming.
    (3)

  3. #3
    Player Rayik's Avatar
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    Apr 2011
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    230
    Character
    Rayik
    World
    Cerberus
    Main Class
    RDM Lv 95
    Quote Originally Posted by Greatguardian View Post
    Ha, 19% Haste may be a biiiit broken (and simultaneously gimp every other mage in the game). I'd definitely take 10% Duration per upgrade, though. That seems to be the direction the Devs are leaning as far as reducing support casting burden goes. I doubt anyone would complain about casting Haste less often.

    Making Quick Cast a selectable JA rather than a random trait would be vastly preferable, too. It would drive me absolutely bonkers to QM proc and cast a spell in my Idle gear. It'd essentially be a waste of MP.

    I'd really just appreciate an increase to maximum debuff potency at this point, though. It's a problem a lot of jobs are facing, really. Potency caps were built around level 75, where hitting cap was actually decently difficult on some/most things and for some/most people. A steady increase in player stats and available gear without an increase to maximum dMND is odd. SE already addressed some of this with their tweaks to maximum buff potency, so I'd imagine that a tweak to maximum debuff potency is forthcoming.
    I'd like to think we're headed in that direction. They removed the Fast Cast cap (unless I'm mistaken), which is a step in the right direction for every mage job in general. I'd shudder to think the hard caps in place are going to stay that way with 9 more levels to go. It's just speculation at this point, but yes, removing (or at least significantly raising) the caps would be a big help.
    (0)

  4. #4
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Lots of good ideas here, but I'd like to reply to something I noticed.

    Quote Originally Posted by Greatguardian View Post
    Ha, 19% Haste may be a biiiit broken (and simultaneously gimp every other mage in the game). I'd definitely take 10% Duration per upgrade, though. That seems to be the direction the Devs are leaning as far as reducing support casting burden goes. I doubt anyone would complain about casting Haste less often.
    Perhaps adding these as job traits would be good, or perhaps not (would 4% extra Haste be broken?), but the Red Mage AF3+2 set, and the AF3 cape already augment duration, and while they aren't as amazing as the 3x duration bonus Composure does on self, it does all add up to a 1.65x duration on people you cast on.

    Quote Originally Posted by Greatguardian View Post
    I'd really just appreciate an increase to maximum debuff potency at this point, though. It's a problem a lot of jobs are facing, really. Potency caps were built around level 75, where hitting cap was actually decently difficult on some/most things and for some/most people. A steady increase in player stats and available gear without an increase to maximum dMND is odd. SE already addressed some of this with their tweaks to maximum buff potency, so I'd imagine that a tweak to maximum debuff potency is forthcoming.
    Again, maybe this would be a good change, particularly with Mind caps being increased, but between Saboteur and AF3+2 set effects, you get a straight 10% buff to enfeebling effects in general, and an additional 20% to duration and effect if you use Saboteur.

    -

    All that said, Blink II, Stoneskin II and Haste II would all be welcome additions, but SE should give them to both Red Mage and White Mage, and to emphasize that Red Mage is the better Enhancer, make these spells rely heavily on Enhancing Magic skill, including Haste. (I admit, I have a bit of an agenda here, part of it being to punish people who burn a White Mage mule and bring it to events then complain when it gets all their drops.) Having undercapped skill would ideally make Haste II about as effective as Haste. Even more ideally, the recast on the spell won't be 20 years, especially if you don't have Fast Cast or you have Composure up.

    While we're at it, perhaps Red Mage should get a boost to Enhancing Magic Skill ranking from B+ to A- or higher. Having Scholars be able to Light Arts their way to equal skill is never something enjoyable. Alternatively, give Red Mage a job trait that boosts Enhancing Magic by a set number.
    (0)

  5. #5
    Player Daniel_Hatcher's Avatar
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    Mar 2011
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    San d'Oria
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    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Economizer View Post
    All that said, Blink II, Stoneskin II and Haste II would all be welcome additions, but SE should give them to both Red Mage and White Mage.
    I disagree, Every job has it's own spells to capitalise on the jobs strengths. SE keep saying RDM is the Enhancer when it has less Enhancing spells than most other jobs, and they're always self-target only.

    Blink II, Stoneskin II and Haste II if added should be RDM alone. If they're into giving WHM anything since they've decided to give them AoE give them Hastega and that's it.

    While we're at it, perhaps Red Mage should get a boost to Enhancing Magic Skill ranking from B+ to A- or higher. Having Scholars be able to Light Arts their way to equal skill is never something enjoyable. Alternatively, give Red Mage a job trait that boosts Enhancing Magic by a set number.
    I think an addition as said on this forum before via Merits would be good and still allow people to customise their RDM..

    Enhancing Magic effect -- 1->5
    Enhancing Magic duration -- 1->5 (Each rank increases duration by 10%)

    I agree about the A- rank
    (0)

  6. #6
    Player
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    Magical Critical hit rate intrigues me. I know it's in place for nukes(via some gear like wise strap), but how would it work on non-damage spells, or would it just be a dud when proccing on those?
    (0)

  7. #7
    Player Supersun's Avatar
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    It's been mentioned before but Rdms REALLY need some form of spell to actually hinder a monsters TP attacks. Kinda silly that Rdms can't even significantly touch the most dangerous part of most fights.
    (1)
    Last edited by Supersun; 07-30-2011 at 06:55 PM.

  8. #8
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    I've always been partial to the idea of dual element nukes, provided they're at all possible given FFXI's mechanics. As I see it, they could either follow the combinations we see for level 2 skillchains (though we don't have something to cover the second parts from Fusion and Compression) or do something like Ice+Water, Wind+Lightning, Fire+Earth. The effects is something I can't flesh out for the life of me, though...

    Note: To clarify before someone comes and tells me "butz thatz BLMs speshulti!1!one!", not necessarily. I would limit it to a tier below your current highest tier. We currently have tier IV nukes, so the combined spells would therefore be tier III at the highest. On a concept level, a RDM is not a classically trained mage per se. He'd be more the guy that at times does have to make stuff up on the fly to live to see another day on the battlefield, often relying on unorthodox methods to reach those ends. I'd say combining two elemental spells into one spell would count as unorthodox.

    It is also an offshoot from another idea I had that allowed a RDM to combine several spells into a bigger spell, though I fear that would be pretty much impossible given FFXI's mechanics for magic.
    ----------------------------------------

    Something else I wanted to present was something to boost healing without cure V, which has been the cause for debate. My idea for it would either a trait or a short-cooldown JA that would tack on an extra amount of HP healed over time when using cure spells. The problem is that traits are kinda unreliable and button-spamming on a JA is kinda meh. Another option would be to tie it to a mage-oriented stance, provided certain things come into play to preserve balance.
    (0)
    Last edited by Duelle; 07-30-2011 at 07:05 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  9. #9
    Player Hyrist's Avatar
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    May 2011
    Location
    Windurst
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    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Supersun View Post
    It's been mentioned before but Rdms REALLY need some form of spell to actually hinder a monsters TP attacks. Kinda silly that Rdms can't even significantly touch the most dangerous part of most fights.
    This seriously. Having no way to directly counter the most dangerous aspect of opponents, or even really truely mitigate the usage like we can normal attacks (with slow, paralyze, blind, etc) Is really, really annoying. Especially when they start releacing bosses who's spells or even normal attacks count as TP moves, or status effects that are on an Aura.

    That completly bypasses RDM mechanics as they stand now, and a way to occasionally prevent TP moves or even just lenghen their use/delay would really be a boon for the job.

    That said, RDM's Buffing game is sorely in need of a complete overhaul. It's long since been a standing complaint that single-target buffs are just not an adaquate job passtime. It's tedious for no reason, especially when pratically every other buffer job or those who can buff the party do so to the ENTIRE party automatically or have tools to allow them to spread so with ease.

    Pair this off that most of the Buff spells on Red Mage are self-target only and everything about RDM's buffing side SE said on that Manifesto was pretty much false.

    While 'Aura' abilities might be a solution to this, I think it's a bit farther from the base Red Mage mechanics then I personally feel comfortable. But simply giving Ga versions of of some of our root buffs (Phalanxga, Enspellga, Hastega) Would not be too much to ask. The fact that these are pretty much SMN exclusive just dosen't register as a valid reason to keep them away from RDM's spell list. I was rather upset that our Gain Spells are neither acessionable nor natively AoE while WHM could do so easily.

    Also we could use buffs of greater variety. (Seriously, Brave at 2hr ability for Scholar?) Right now I think SE really just dosen't know what to do with this job class.

    The only other Solution I can think of is to really abandon the buff path, and give us a wider variety of debuffs that improve preformance on all ends. (Magical Critical rate up on the target, Magic Defense down, Crit rate/damage higher on opponent, etc.) Which would also be ok, but if this is the path they choose to take for Red Mage, then we're going to need a general performance boost for situations in which we're dealing with multiple enemies that die quicker. (Which was where I was directing our melee buff with anyways so perhaps that works out.)
    (0)

  10. #10
    Player Eeek's Avatar
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    Mar 2011
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    365
    The 2nd Job Trait seems a bit overpowered as it would overshadow buffs from other mages like Haste and rival a WHM's fully-merited Shellra V. I do like Krabnuckle's 1st proposed Job Trait, though. It meshes well with SE's vision of RDM as a master enfeebler/enhancer.

    It's all for naught though if RDM's enfeebles still won't land on the highest-tier NMs. I know SE mentioned this problem in the Manifesto - they need to adjust enfeebles cast by main-job RDMs so that they'll actually land on all mobs from trash mobs up to the highest-tier NMs. It's asinine that my RDM isn't that much better than my BLM at landing enfeebles. As part of its niche, RDM should be able to enfeeble mobs that the other mages cannot.

    RDM also generally needs a wider array of Enfeebling and Enhancing spells as the game progresses to 99.

    I also like Krab's proposed Job Abilities. A Quick Cast seems like a perfectly logical progression from Fast Cast, but like Greatguardian mentioned, all it would do, as a Job Trait, is annoy RDMs as they end up casting spells in their Fast Cast set. While not amazing, Quick Cast would be somewhat useful as a Job Ability. The 2nd Job Ability would give RDMs a little more leniency in situations like using a MND Club/Shield in favor of a staff for a more potent Slow II or Paralyze II.
    (0)

    -- Fan of Abyssea and FFXI's New Direction --
    -- THF - DNC - BLM - RDM --

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