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  1. #1
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    Sep 2011
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    Rebalancing and Redesigning Red mage (Suggestion)

    This is my third update to this thread, I decided instead of making a new one, or it being ignored in the RDM forums that I would adjust this one. Let me know what you think.

    The Remaking of Red Mage Level 1-99


    Overall Adjustments


    1.)Raise Red mage Elemental magic to B+ and Healing magic to B-
    -The reason why I think that Healing and Elemental magic should be raised is to help Red mages use stronger nukes and cures since they basically won't have access to the endgame nukes nor cures.

    2.)Changes to Enspells
    -Make Enspell II similar to Enspell I
    -Don't allow scholars to Accession it.
    -Ok so basically we know that if Red Mage is ever gonna be able to fight in the frontlines they will need to provide some type of support in the frontlines to allow them to stay there, and a Idea that many Red Mages have is to basically make it similar to Sambas in the context of it being a buff on Red mages that puts a debuff on the monster that allows party members to inflict the enspell damage on the enemy. I think this would be a great boost to Red mages in the frontlines, but in order for this to work the debuff or how I call it "Enchanted" debuff needs to wear off quickly if the Red mage stops attacking. (Players will need to pick between this or Dancer Samba.)

    3.)Red mages should gain access to the following Weaponskills Natively
    -Red Lotus Blade (Swords)
    -Vorpal Blade (Swords)

    Traits
    I feel that currently the Trait list that Red mage has is unbalanced; they have a bunch of mage traits yet no melee traits so I decided to redesign there whole trait list. Also some of you might think some traits are useless but remember Red mage is a mixture of Warrior, White mage, and Black mage and while they share traits with the mages they share nothing with Warrior so the idea is to balance out there trait list with Physical and Magical traits. (Some will be gone)

    -Level10-Fast Cast
    -Level15-Magic Attack Bonus
    -Level20-Magic Defense Bonus
    -Level25-Clear Mind
    -Level30-Fast Cast II
    -Level35-Attack Bonus
    -Level40-Magic Attack Bonus II
    -Level45-Magic Defense Bonus II
    -Level50-Fast Cast III
    -Level53-Clear Mind II
    -Level55-Magic Fencer (NEW)-Increases the Red mage ACC/ATK by 20% when under the effect of a enspell.
    -Level60-Fencer
    -Level70-Clear Mind III
    -Level75-Fast Cast IV
    -Level80-Magic Attack Bonus III
    -Level85-Magic Defense Bonus III
    -Level88-Fast Cast V
    -Level90-Fencer II
    -Level95-Critical Attack Bonus
    -Level99-Doublecast (NEW)-You have a 10% chance of the next cure or nuke you cast to be casted again. (Only takes MP for the first time that the spell is cast, the doublecast spell is free.) (Doesn't work on buffs or debuffs only cures and nukes.)


    Job Abilities

    -Level40-Convert
    -Level50-Composure-Remove ACC bonus for balance purposes. (Magic Fencer-solves ACC problem)
    -Level80-Saboteur
    -Level95-Spontaneity


    New Spell List
    Some spells were removed especially the AOE spells because In older FFs the Specialist were the ones that had AOE magic RDM never had them.

    Level1-Dia
    Level3-Cure
    Level4-Stone
    Level5-Barstone
    Level5-Poison
    Level6-Paralyze
    Level7-Barsleep
    Level7-Protect
    Level8-Blind
    Level9-Barwater
    Level9-Water
    Level10-Barpoison
    Level10-Enthuder
    Level11-Bio
    Level12-Aquaveil
    Level12-Barparalyze
    Level12-Enstone
    Level13-Baraero
    Level13-Slow
    Level14-Aero
    Level14-Cure II
    Level14-Enaero
    Level15-Deodorize
    Level16-Enblizzard
    Level17-Barfire
    Level17-Shell
    Level18-Barblind
    Level18-Silence
    Level18-Enfire
    Level19-Fire
    Level20-Enwater
    Level20-Blaze Spikes
    Level20-Sneak
    Level21-Barblizzard
    Level21-Gravity
    Level22-Enlight
    Level23-Barsilence
    Level23-Blink
    Level24-Endark
    Level24-Blizzard
    Level25-Barthunder
    Level25-Invisible
    Level25-Sleep
    Level26-Cure III
    Level29-Thunder
    Level31-Dia II
    Level32-Dispel
    Level33-Phalanx
    Level34-Stoneskin
    Level35-Stone II
    Level36-Bio II
    Level37-Shell II
    Level38-Raise
    Level39-Barvirus
    Level40-Ice Spikes
    Level40-Water II
    Level40-Enthunder II
    Level41-Refresh
    Level42-Enstone II
    Level43-Barpetrify
    Level44-Enaero II
    Level45-Aero II
    Level46-Poison II
    Level46-Enblizzard II
    Level46-Sleep II
    Level47-Protect III
    Level48-Cure IV
    Level48-Enfire II
    Level48-Haste
    Level50-Fire II
    Level50-Enwater II
    Level52-Enlight II
    Level53-Bind II (Stronger than Bind + Doesn't wear when attacked)
    Level54-Endark II
    Level55-Blizzard II
    Level57-Shell III
    Level58-Plague (Lowers MP and TP overtime)
    Level60-Shock Spikes
    Level60-Thunder II
    Level63-Protect IV
    Level65-Stone III
    Level67-Water III
    Level68-Shell IV
    Level69-Aero III
    Level71-Fire III
    Level73-Blizzard III
    Level75-Thunder III
    Level75-Bio III (Merit)
    Level75-Blind II (Merit)
    Level75-Dia III (Merit)
    Level75-Paralyze II (Merit)
    Level75-Phalanx II (Merit)
    Level75-Slow II (Merit)
    Level77-Stone IV
    Level77-Protect V
    Level78-Baramnesia
    Level79-Amnesia:Target Cannot use Abilities nor TP skills.
    Level80-Water IV
    Level80-Enthunder III (Addition effect:Lightning DOT)
    Level81-Gain-VIT
    Level82-Refresh II
    Level82-Enstone III (Addition effect:Earth DOT)
    Level83-Addle
    Level84-Enaero III (Addition effect:Wind DOT)
    Level84-Gain-MND
    Level86-Fire IV
    Level86-Enblizzard III (Addition effect: Ice DOT)
    Level87-Gain-CHR
    Level87-Shell V
    Level87-Break
    Level88-Enfire III (Addition effect: Fire DOT)
    Level89-Blizzard IV
    Level90-Gain AGI
    Level90-Enwater III (Addition effect: Water DOT)
    Level92-Enlight III (Addition effect: Light DOT)
    Level93-Gain STR
    Level94-Endark III (Addition effect: Dark DOT)
    Level96-Gain DEX
    Level99-Gain INT
    Level99-Debilitation (Ultimate spell) (Severe hampering of attributes)
    (5)
    Last edited by Brightshadow; 09-24-2011 at 01:41 AM.

  2. #2
    Player Zatias's Avatar
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    Mar 2011
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    San d'Oria.
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    Character
    Zatias
    World
    Asura
    Main Class
    DRK Lv 99
    I didn't read through everything but most of what was said here is making stuff more unbalanced.

    Also Composure is triple the duration, not double.

    Might comment more when my brain decides to work.
    (1)

  3. #3
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    That was an awful lot of text to just say "Make Composure better (but actually worse, since it can not be maintained full-time), make Saboteur a stance, add more tiers of stuff, and give Red Mage four tiers of a useless trait."
    (6)

  4. #4
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    I didn't read through everything but most of what was said here is making stuff more unbalanced.

    Also Composure is triple the duration, not double.

    Might comment more when my brain decides to work.
    I don't believe it might be unbalance but everyone has there opinion, what my goal is to take Red Mage back to its root, and make it more useful at what its already useful at.

    That was an awful lot of text to just say "Make Composure better (but actually worse, since it can not be maintained full-time), make Saboteur a stance, add more tiers of stuff, and give Red Mage four tiers of a useless trait."
    I know that in a way I did make Composure worst, but I balanced it out by making it useful in other areas as well. In addition Saboteur as a stance would be much better than the way it is now plus with the Magic Warlock trait it would be great. As for the spells well my goal is to take Red mage back to its roots, as well as give them that unique feature that makes them different from others mages especially the Scholars.

    Anyways I have to go for now but ill answer other posts later.
    (0)

  5. #5
    Player Bubeeky's Avatar
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    Mar 2011
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    Windurst
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    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I generally like what you have, but I think the issue is that at 75, you had a few rdms (from what I understand as I wasn't a rdm then or now lol) that made rdms seem god-like, because they could solo just about anything in game. I'm sure that the problem is that SE is scared of having that again, with one job being the king of content without needing any other job's support. What sucks about that for RDMs is that there really isn't a solution or answer if that is the case

    Having said that, I would love to see RDM get its own niche, or make enfeebles far more powerful if that is what their niche is supposed to be.
    (3)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  6. #6
    Player Zatias's Avatar
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    Mar 2011
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    San d'Oria.
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    Character
    Zatias
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Brightshadow View Post
    One of the biggest issues that contribute to Red mage falling back on there magic rather than also meleeing is that SE basically stopped allowing Red mages to equip good melee gear while they could still equip great mage gear. In my opinion this should be resolved as soon as possible.
    W.Turban, Goliard Body, Dusk Gloves+1, Calma Trousers, Dusk Feet +1. That's plenty of decent melee gear that RDM can equip.

    It can also equip Atheling Mantle and the basic melee Peacock Charm, Brutal Earring, Accuracy Rings. The gear isn't the problem, it's RDM's weak melee and limited weaponskill access.

    RDM has always done better in the back lines within groups. Solo stuff, you're also using your mage abilities.

    I like the OPTION to melee as RDM however, no matter how gimp it may be. I just wont come as melee RDM when my party wants me as a DD.
    (3)
    Last edited by Zatias; 09-10-2011 at 05:18 AM. Reason: my brain doesn't work

  7. #7
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    Don't we have a subforum for this sort of thing to get buried in?
    (4)

  8. #8
    Player Tamoa's Avatar
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    Mar 2011
    Location
    Norway
    Posts
    1,061
    Character
    Tamoa
    World
    Asura
    Main Class
    SAM Lv 99
    Quote Originally Posted by cidbahamut View Post
    Don't we have a subforum for this sort of thing to get buried in?
    That's what I was thinking aswell.
    (2)

  9. #9
    Player Rearden's Avatar
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    Jun 2011
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    458
    Character
    Rearden
    World
    Lakshmi
    Main Class
    PUP Lv 1
    Quote Originally Posted by Tamoa View Post
    That's what I was thinking aswell.
    I was thinking the same.
    (0)

  10. #10
    Player Gokku's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    481
    the amount of traits alone is an insta never going to happen.
    rdms current trait list. Am mount of Traits 20
    your list has 27

    now breaking down your list VS all other jobs with same traits.

    You've given it the same level Fencer as a War * never going to happen its the king of all things offensive.* and done so at an earlier level then war.

    you added pld's Defense bonus *why i have no idea def means nothing*

    Reduced 5-10 levels off MDB and MAB * puts blm spells in the same level range as rdms*

    the attack boost traiti is meh they might give you guys it anyways by 99

    "magic" traits fencer/ warlock would be abused by your infinite loop JA swap.

    either way you missed the big glaring hole in melee red while trying to mooch fencer.

    Combat Skill Ratings
    Skill Skill Ranking
    Dagger B
    Sword B

    you'll need at least the A- other jobs have in that category or an obscene amount of ACC in gear to make up for the once 25 levels A tank skills got to the now 35 each A rank gets each 5 levels. let alone the attack lost.

    not gonna point out any more glaring holes in your logic , but you should have posted this in the rdm section.
    (2)

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