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  1. #1
    Player ManaKing's Avatar
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    Mar 2011
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    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Idk about matching the current enspell. It would be extra steps that might be unnecessary. It seems like more of an excuse to get enlight and endark, than to be functional to the RDM.

    But i'm very much in favor of the teamwork aspects of it.

    Being a nuke delivery system for higher tier casters would be an aspect of RDM I would enjoy and I think everyone else would enjoy as well. I've put some of that in RDM melee... but that thread is super long so ill dig it out and post what i put there so we can compare notes.
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  2. #2
    Player ManaKing's Avatar
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    Character
    Iocus
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    Phoenix
    Main Class
    RDM Lv 99
    Write up on Runic:
    Job Ability _ Runic _ Recast timer between 2 - 5 minutes.

    The next damaging, offensive spell cast in 30 yalms of the RDM is absorbed by their weapon. The next melee attack will apply the spell as an additional affect. The damage is at full potency from the caster + any additional magic attack bonus that the RDM has.

    This would only work on magic schools that the RDM has natively. No Blue Magic. No monster abilities. No Ninjitsu. No Summoning magic, unless it is a spell that is Elemental Magic, such as Fire IV from Ifrit. The spells source can either be a member of your alliance (pets included) or an enemy that your alliance is engaging.

    The JA doesn't go on cooldown until the spell is dissipated by using it or canceling the buff. That way you can't use Runic back to back.


    The idea is a combination of Chrono Trigger mechanics and Celes' Runic from FF6. I see Runic as a different application of Convert. Taking one thing and channeling it into another.

    It would make RDM into a spell catalyst for higher tier nukers. We would be able to take another casters Nukes and deliver them to the Mob without the casters gaining hate. Instead we would get the hate. We would also get more use out of magic attack bonus gear, because it would help us further enhance the damage of the spells.

    We would also be very effective again caster type mobs, so we would have a niche. I personally love the idea of a RDM being the last thing another mage wants to take on 1 V 1, because we are Duelists and Warlocks. We cheat, we bend the rules, and we aren't afraid to get our hands dirty to win. We will even take your own magic, and turn it against you.

    I think other mages would love a hate free delivery system for their Higher Tier magic. I designed the idea around more teamwork for RDM and giving it a desirable position in a party.
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  3. #3
    Player Duelle's Avatar
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    Quote Originally Posted by ManaKing View Post
    The next damaging, offensive spell cast in 30 yalms of the RDM is absorbed by their weapon. The next melee attack will apply the spell as an additional affect. The damage is at full potency from the caster + any additional magic attack bonus that the RDM has.
    I agree with the idea, though I would split it into two.

    Runic Absorb (or Draw) for absorbing the spell and Runic Release (or Strike) for releasing the damaging spell. Absorbing the spell through Runic Absorb would give you the status buff Containment, which lasts 10 seconds and then wears off (or if you want to be really mean, damages the Red Mage after the 10 second period is up). Runic Release would ensure the hit is guaranteed, because making it rely on the next melee swing won't help much if you're stacking+MAB gear since then you're not wearing standard +Acc stuff.
    I personally love the idea of a RDM being the last thing another mage wants to take on 1 V 1, because we are Duelists and Warlocks. We cheat, we bend the rules, and we aren't afraid to get our hands dirty to win. We will even take your own magic, and turn it against you.
    Oh, so I'm not the only one who thinks a RDM would be the type of guy to bend every rule that separates melee and mage if it came down to it. A path that favors improvisation more often than not, so to speak.
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    Last edited by Duelle; 06-10-2011 at 02:53 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.

  4. #4
    Player ManaKing's Avatar
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    Mar 2011
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    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I will stress that my version of Runic is only for nukes, spells that cause damage. If it wouldn't give TP with occult Accumen, it won't be affected by runic. Runic would be a Job Ability, so it would be instant cast. I don't think that timing Runic effectively should be a problem, just a skill for RDMs to work on. Good RDMs will be able to pick the spells that they want to interact with. Bad ones will still be bad.

    To me, timing your Runic activation and making sure your party knows how play with a RDM is important and adds to good game play. If you have an idiot in the group that keeps casting nukes after you have done a call macro that asks for ONLY BLM to cast, then deal with the unskilled person so we can have some legit team work again. If the mob is messing up your casts, then that is part of the game. Get someone with a stun, maybe 2.



    Duelle, as usual, brings up a good point. For simplicity's sake, I would say that your next attack can't miss, but what about a compromise? What if the 2nd ability wasn't called Runic Release and was called Soliloquy? The kit would be something of a middle ground for where I think we both stand on that idea.

    The full idea being that you can use Runic to pre cast a nuke and you use Soliloquy to deliver it and open conditions for Magic Bursting.

    You get your required spell for MB, I get the ability to choose where that spell comes from. We both get use out of our MBB and look pimp doing it.

    You can still use Runic defensively to block spells and you can still use Runic during battles(skill and teamwork required).


    Soliloquy thread (http://forum.square-enix.com/ffxi/th...DM-job-ability.)


    Quote Originally Posted by Duelle View Post
    Oh, so I'm not the only one who thinks a RDM would be the type of guy to bend every rule that separates melee and mage if it came down to it. A path that favors improvisation more often than not, so to speak.
    Stacking 6+ enfeebles on the same mob was never playing fair. I've never thought of trying to get a fair fight out of a mob. For most of the length of this game, mobs that gave you decent XP, would beat you mercilessly. It's only recently that has changed. I personally want mobs to require team work again. I was hoping we would get some more challenge soon, AND that RDM would be ready for it.
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    Last edited by ManaKing; 06-11-2011 at 03:09 AM.

  5. #5
    Player Merton9999's Avatar
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    Mar 2011
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    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    I like this version of yours in terms of how the damage is applied. It's simpler and achieves the same purposes. My intent with matching the enspell was twofold:

    1. Allows players to know what spells of theirs can be absorbed. Not only does this clue them in against unintentional absorption (maybe they were trying to mb or sc), but it also minimizes an accidental absorption. So say the BLM starts casting Burst II, you pop Runic, then the SCH starts casting Water V. The intent would be to absorb the Burst II but you'd get the Water V if there was no way to "direct" it. Enspell is a way to do this.

    2. I love your concept of turning the mob's spells against them, but without a limit on what spell you could absorb you essentially have a reflect for all of the mob's elemental spells. Enspell limits you to one element at a time. Although, with your 2-5 minute recast I doubt the all-element reflect possibility would be overpowered. But again with the enspell, if others are paying attention they can see what you intend on absorbing, and maybe skip the Stun on that element. Then you'd be free to give a shorter cooldown.

    I'll admit I'd look for any way to have Enlight and Endark, but the enspell requirement was intended to be a lot more.
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  6. #6
    Player Raksha's Avatar
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    Raksha
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    Lakshmi
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    SCH Lv 99
    This would definitely be a PLD type ability if it were implemented. Realistically though it'd be a buff sorta like blink/stoneskin that absorbs the next magic damage that hits you.
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  7. #7
    Player Daniel_Hatcher's Avatar
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    Character
    Alvian
    World
    Phoenix
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    MNK Lv 12
    Quote Originally Posted by Raksha View Post
    This would definitely be a PLD type ability if it were implemented. Realistically though it'd be a buff sorta like blink/stoneskin that absorbs the next magic damage that hits you.
    The actual job that uses Runic was a Rune Knight, which was very similar to RDM far more so than PLD.
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  8. #8
    Player Raksha's Avatar
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    Raksha
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    Lakshmi
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    SCH Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    The actual job that uses Runic was a Rune Knight, which was very similar to RDM far more so than PLD.
    Except she could wear heavy armor. I always considered celes to be more of a PLD than anything. Although since she had native damage spells she'd be more akin to DRK.

    Either way it doesnt matter. This (the op) is basically just cover for magic damage, and it'd be a PLD ability (possible rdm could get it too though, see shield mastery)


    Quote Originally Posted by ManaKing View Post
    I'm betting they only read OP.
    Yeah i'm at work didnt have time to read the whole thing

    If you want PLD to get a new ability, then give them an AOE spell or JA that works like stone skin, but for magic damage only.
    I dont particularly care about pld getting a new ability, but the way you presented runic in the op is a pld ability, not rdm.

    After going back and reading the new runic ability I don't really have an opinion on it, it seems too complicated to actually get implemented.
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  9. #9
    Player Duelle's Avatar
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    Quote Originally Posted by Raksha View Post
    Except she could wear heavy armor. I always considered celes to be more of a PLD than anything. Although since she had native damage spells she'd be more akin to DRK.
    On a concept level, magitek knights (which is basically what Tina/Terra and Celes are) are rather close to Red Mages.

    The reason Paladins have cover is because of cecil who made it a staple ability for PLDs in FFIV. Runic and Cover have nothing to do with one another. That's not even going into how one belongs to a knight and the other belongs to a magic swordsman. PLD is of the former, RDM is of the latter (refresh-whoring notwithstanding).
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    * 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.

  10. #10
    Player Raksha's Avatar
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    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Duelle View Post
    On a concept level, magitek knights (which is basically what Tina/Terra and Celes are) are rather close to Red Mages.

    The reason Paladins have cover is because of cecil who made it a staple ability for PLDs in FFIV. Runic and Cover have nothing to do with one another. That's not even going into how one belongs to a knight and the other belongs to a magic swordsman. PLD is of the former, RDM is of the latter (refresh-whoring notwithstanding).
    Justify it however you like. Cover is a PLD ability because that's what tanks do. Magic cover would be the same way.

    Not that some random wiki is a reliable source, but:
    http://finalfantasy.wikia.com/wiki/Celes_Chere

    Celes's abilities are similar to Terra's. She has all-around high stats and equips swords, maces, some daggers, heavy armor, some hats and robes, and all shields. She also has access to female-specific equipment. Celes and Terra have almost identical equipment draws, except for the Cotton Robe, and their respective ultimate weapons in the Advance release - while Terra uses the Apocalypse, Celes wields the Save the Queen. Celes's ability is Runic, which negates the next magical ability used and heals Celes of an amount of MP equal to that ability's MP cost. As she is rescued from prison when she joins the party, Celes joins wearing only a Hair Band.

    Along with Terra, Celes is the second party member to be able to learn magic without equipping Magicite. Compared to Terra, Celes' spells are more defensive in nature,and she learns more status spells while Terra learns more damaging spells. She also learns Ice element spells, contrasting with Terra's fire spells.
    Anyway, i'm not gonna argue ff6 with you. The version of runic presented in the op is more PLDs flavor. Not saying that it's a bad idea or that RDM shouldn't get it or anything like that, i'm just being pragmatic. If SE implemented as in the OP it would be a PLD ability.
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