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  1. #1
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99
    I agree that RDM needs some twerking to get put back on the table in terms of end-game, but as a mostly casual player (I still do plenty of endgame with a shell, but I ultimately log in to relax), I would like to see more canonical RDM like abilities and spells.

    X-Magic / Doublecast / Quadra-magic
    This was always a cool ability that sparked my interest in the older FF games in the series. While I understand RDM isn't the best nuker to begin with, this would still be a fun ability to be had. I ASSUME (that means I don't know the mechanics of the code that is used and how this could be implemented. Just putting that out there before people start yelling about it.) that it could be implemented just like Double Shot for RNG. Perhaps even a double-attack trait for magic that has a percent chance to proc.

    Melee
    I know what you're thinking. RDM + melee? luluzluzlulzulz. No. RDM is a swordsman as much as a PLD is a swordsman. They should definetely have a buff to their physical prowess. Whether this is through a buff to enspell damage/effect or through straight skill increase.

    Parry
    They're a swordsman, and so typically a swordsman would parry. I think it would be pretty rad for them to get a trait that ISN'T dual wield, but allows them to equip a parrying dagger in the off-hand. Think of it like how a strap functions for 2-handed weapons. The off-hand dagger would not attack, but greatly increase the chances of parrying.

    Fast-cast
    RDM is supposed to be the king of fast cast. Quick magic could be a trait native to RDM to compete with SCH's abilities. I understand some jobs can use equipment or atmas to utilize this, but a RDM could have a much higher proc chance with this.

    Enspells
    Since my Mystic Knight idea was kind of thrown in to Rune Fencer, I think RDM would benefit from En-spells with different effects. At the very least a 3 minute or so ability that adds an additional effect to en-spells along the lines of Enstone: adds additional effect Slow, Enthunder: additional effect Stun.

    Crowd control
    RDM could also benefit to have more crowd control resources. Perhaps an improved Bind. Old school enfeebles like Confuse. An intimidation spell, or a spell to lock an enemy's focus on the RDM while they kite it. (Old school Kirin kiting ftmfw).

    Okay, I forgot to submit this earlier this morning. Forgive me if someone else happens to mention something like I have. Probably shouldn't get in a FFXI forum at work.
    (11)
    *Dinah logs in to the official forums. Dinah's faith in hume-anity declines by .9*

  2. #2
    Player Trangnai's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Rivicus
    World
    Asura
    Main Class
    RDM Lv 99
    X-Magic / Doublecast / Quadra-magic
    I sadly say I believe Spontaneity will be the closest we ever get to this. The ability to have a spell insta-cast 100% of the time then be able to prep another spell right after is nice, however alot of people agree that the recast is a little long, while I understand allowing us to use this ability constantly may be a little overpowered. I don't see why, if they ever add new job merits lowing the recast of this a little can't be an option for those who wish to insta-cast more often.

    Melee
    I agree that the melee role of the Red Mage has been greatly neglected, and if improved properly we could see a great change in rdm's role in EG content. Enspell buffs and better gear access are the first things that come to mind, the primary focus should be to allow additions to our support role while on the front lines. Not only make our DDing more potent (because its not just a little behind, its decades behind, I don't mind not being as strong as DDs but we need a boost) but also add debuffs through enspells or other means that require us on the front line to access, however don't make that our only option as a role, let backline rdms have some fun too.

    Parry
    Nice idea, but I wonder how they would implement it, having access to tactical parry would be nice as well, and alot more useful then shield mastery.

    Fast-cast
    The one place I havent seen many issues is our spell casting speed, this however doesn't mean we cast faster then other jobs. While I don't feel any boost to fast cast is needed. It seems like SCH gets a lil too much of our casting ability. However if this is only throught the use a Stratigems I don't see an issue as SCHs have to be careful on how they choose to use them do to resource management.

    Enspells
    This is something I can get onboard with, This makes rdms enspells a viable debuff resource to have on the front lines, I would also like to see a buff to our overall enspell damage. Seeing as we have half of our non AF JSE buffing enspell damage but not providing anything good outside of that. If enspells our where our damage output is supposed to be coming from buff it by giving us a trait that adds additional damage.

    Crowd control
    Yes, alot of people still wish to have rdm in this role, but its not useful due to lack of resources and requiring a spacific sub job to fill this role. Access to Bindga and Graviga would be nice, even if we still must limit Sleepga to /blm.



    Alot of people argue over weather rdm should have a front line or a back line role, I feel that rdm would benifit from the ability to have both, depending on the situation. however this requires us to have destinct resources that are dependent on ether the front or the back line. and the party should be able to adjust to whats needed/play style.

    If a Situation arisies where rdm is better on one role then another they should be able to switch and play the best role they can play in that point in time. This diversity would allow players to plan ahead and use rdm instead of having a dedicated DD switch to a Dedicated Mage and so on and so forth. At least thats part of how I see it. For example, blu is able to switch roles simply by swaping spells, there only penalty is a 1min cooldown to cast there spells, while they get access to all other pros immediately.
    (6)