Nothing in it screams Ramza, either. He was nothing like that in the game or cutscenes.
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lol, that is such a beautiful character. Those characters whom are both beautiful and androgynous are very appealing. I'm not sure how SE always makes androgyny so darn appealing. It doesn't matter what gender they actually are. Would cuddle: 10/10.
If red mage was like that, I'd switch. It's kind of a shame that with all the swords in this game that no job wields like a fencer's foil. There is something about watching a fencer that seems so chivalrous and entertaining, even if the weapon itself wouldn't be all that effective against the monsters in this game.
Side note, SE, please make a Ramza costume as a veteran's reward. You'd get me to sub 6months in advance again lol.
KT must be on hard times to be collaborating with SE..
They've added some elements of Mystic Knight to Red Mage in the past (like elemental weapon attacks). I suspect they'd do something similar in FFXIV, too, if only because there's probably only room for one "magical swordsman" in the game's class space (though I suppose that didn't stop them in FFXI with both Red Mage and Rune Fencer).
The line between the two Jobs has always been blurry from an aesthetic point of view. While mechanically, they are very different, with Red Mage being more of a caster that happens to also be a swordsman, while Mystic Knight is a swordsman who happens to also be a caster (not unlike Dark Knight). However, the blurred lines between the two Jobs lends credence to the idea of a combined Red Mage/Mystic Knight Job just under the moniker of "Red Mage." Much like how Astrologian takes two rather shallow Jobs mechanically, Time Mage and Gambler, and combines them into a functioning whole in FFXIV's environment.
Over the last few days, it kind of donned on me that Red Mage in FFXIV might be a bit different from the typical Red Mage of Final Fantasy lore. It could be a hybrid DPS with a small amount of support that harnesses the power of runes to cast magic and enhance their sword skills. Players who prefer up close and personal, or casting safely far away will find a nice fit as a Red Mage.
If the dev team reads these forums, maybe I can toss my floppy red hat into the ring with an idea. Keep Red Mage a hybrid job, but a hybrid DPS that focuses on casting and melee.
This could be the first job that allows two distinct playstyles, be it ranged caster or up close melee. Weapon of choice would be rapier. (dual rapiers or shield would be also good.)
Melee stance (Fencer)
This is your melee, all your cooldowns switch to sword weaponskills. Similar to monk, as a fencer you must strike your opponent on the flank and rear for critical hit bonuses. You could gain a stack of "Swashbuckler's Might" that increases critical hit rate and must be maintained like monk's "Greased Lightning".
Enfire - allows your melee to do additional fire damage for 15s
Caster Stance (Rune)
Red Mage harnesses the power of runes to cast magic. Consumes MP.
Ignis(fire) > Gelus(ice) > Flabra(wind) ... as simple 1-2-3 combo. Or just Ignis and Gelus similar to how Black Mage does it's rotation.
Tellus(earth) AoE earth damage)
Abilities that don't require stance:
Sulpor(thunder based DoT) / Unda(poison DoT)
Lux(AoE mini cure)/ Tenebre (MP Drain)
Refresh - Restores MP over time on chosen player target. 15s (It's MP Goad for mages.)
Regen - Self cast, restores HP over time for the whole party for 10s
This took a few hours to conjure in my head, and hopefully it's within balance so the job isn't broken.
I am kinda seeing them go mostly melee with magical bursts, say as you strike and do your combo you build up power within your weapon (Rapier preferably) that upon completion or activation say burning those charges for a flame tip to increase potency of each attack by 20 (or whatever is acceptable) for the remainder of its charge or say picking another element to add splash damage to your strikes that hit enemies close or around you. Though I will admit the idea of stance dancing from Casting to Melee and back also has my interest.
I know this isn't necessarily what you were thinking, but...I love the idea of Red Mages having Magic Bursts from FFXI. Their "combo" system could involve 2 or 3 sword strikes, setting up a Skillchain (which does some type of damage based on the combo elements you used), followed by a big nuke attack, which hits harder if you use the element associated with the Skillchain combo. In a sense, it would work a little like NIN's mudras: if you used Weaponskill A into Weaponskill B, you create an Ice Skillchain—with Blizzard being your finisher. If you instead do B to A, it's Fire—so you burst with that. That would have the potential to be really flashy and fun.
...man, now I have myself all excited. >.>;
In a way its how I saw it, guess I didn't say it right haha.
Like with monk you have kinda like 2 paths to take in combos, you have your straight DPS, then you have a Buff>Dot (I am only level 40 so I may be doing it wrong). So start with the opening strike, we then branch to two paths, Ice and Fire. 2nd strike fire grows on the tip and 3rd the fire grows more (or I guess we can go with just stacks) After the stack is big enough or maxed (say the RDM can do the combo again to increase its damage) we can then use a skill to expel the stored energy into a single high damage strike or fire pillar, mini-flare, whatever they decide.
The ice going the same path in a way that can grow to a certain stack before being unleashed in a massive AOE. However the kicker being no limit needed on the stack, so if you build it up and know the boss is going to go invulnerable or out of range can quickly expel the strike then and there without maxing but at a cost of potency. Seeing as we need a range strike I'd assume ours could be like a quick zap of lightning.
Well, I think SAM will end up working like that in some way, too—but the idea of Magic Bursting is all Red Mage, which is a big part of the old Skillchain system. I can sort of see one of their elements being single-target (possibly Thunder), and then another being for AoE situations (Fire, perhaps), so you'd want different combos depending on the situation.
For SAM, I sort of think they'll end up a bit "technical," too, though, like some sort of blend of MNK's Greased Lightning combos and NIN's Mudras. But we'll see! I'm assuming we'll get both in 4.0, and I couldn't be more excited, really.
Offhand, whatever Red Mage is whenever we get it, I seem to remember it wearing chain, not cloth in past games. Why do I keep hearing "As a tank it can have a trait to give it Tank like armour when wearing cloth"?
Red Mage is a job that can use Black and White magic and can wield swords but they can also wield rods and staves, and a Mystic Knight uses Spellblade or Sword Magic, which enchants their weapon with magic. They're different in a way.
While they do seem similar, Red Mage is a lesser Black Mage/White Mage combination which could only use lower spells, while Mystic Knight can enchant their swords and it could have various effects and enhances, unlike just casting magic on its own. They can use higher Black and White magic spells, too.
Considering the armory system of FFXIV, Red Mage will definitely have a sword as a weapon instead.
As much as I would love to see a FFXIV version of redmage/samurai/blue mage etc. I would really like to see something completely new added to the job system, now some of you would say "hey Don but astro is new or dark knight should have been a dps" well I think of astro as a glorified time mage tuned to be a healer-not a bad twist. There was a thread awhile back where someone suggested a witch doctor style mage, in short it was described as a class that could curse, get a temporary pet from the fallen mobs and bind a mob to a voodoo doll and do critical dmg by stabbing the doll. Something and original would be nice.
But I will never complain when that samurai final gets added.
-Wishful thinking.
Astrologian isn't exactly new either since Astrologer from FF Tactics exists.
While I wouldn't mind original FFXIV jobs, I think it's safe to say that they'll be sticking with the iconic FF jobs to add in FFXIV.
What you wanted is similar to a few existing FF jobs, like Mystic which is an overall debuffing job.
Wasn't Ramza's base class the Squire or something?
Late to the party on this one, but wow that music lights up some nostalgia heh. As far as Ramza goes, it doesn't seem hes any particular job, as I'm seeing moves from multiple including squire, monk, white mage, and possibly geomancer, knight (most likely more that I'm not catching too).
Thing about Ramza is that he didn't have any one class, like with special units he never changed his outfit to fit the job he was currently set to. I suppose I can see why Red Mage would be an obvious choice but at the same time I guess Mime could as well, copying and using other people abilities not so much only copying the last action. Now THAT would be an interesting class to see get implemented.
Yoshi P did say awhile back that they would add Red Mage to the game once they figured out how to not make it fucking OP is overshadows the rest. So, maybe Red Mage 4.0? Who knows? We shall find out at the Fan Fest!
some can please fill me in on why everyone's so obsessed with RDM?
RDM can stab you, burn you, and heal you at the same time. Oh and the outfit is extremely stylish.
http://img06.deviantart.net/0c1e/i/2...an-d5ikuz4.png
I think rdm should be The melees answer to brd. With a bit more magic support and some aoe magic.
there's 3 tanks, 3 healers, 3 dex jobs, and 2 casters and 2 str jobs. so i think we'll get a caster and str job. maybe some job with mace/hammer, to pair with mnk blunt damage. for caster it could be RDM as melee caster; using magic sword for elemental attacks, and White magic for self buffs. But yah, remember DRK is tank in XIV, so they might just redesign RDM, from what people would expect.
don't forget we will probably see Samurai as STR class dps, then the possibility to see the RDM as caster is still possible. the possibility of a melee caster is really high, but i doubt we will have a full hybrid... it's silly in a game like FF14. a jobs can't do all.
I would be happy with a dps that has mainly melee moves, some ranged attacks(spells), and a heal that isnt as potent as a normal healers. Gladiator tanks and heals, why cant we dps and heal? Make it so that it would be a dps loss in group content though. So i could do solo content or fates and have a heal for the occasional drop in health.
I'd like to see something with rotations in distance. Like how a Monk has to move from flank to rear and back. They would have spells with max and min distance that they'd have to switch back and forth. Moving between melee attacks to ranged.
Here are the reasons why people like RDM, most of these are also the reasons why its hard to fit it in as is
One thing to to note is that a Class already exists that uses damaging elemental spells to DPS and Heal, WHM (though the Aero Spells were usually white magic anyway) as well as ACN and its jobs mostly due to the SMN/SCH split. With that said, it's elemental power is moot due to the removal of the wheel, some of its other iconic skills have been given to BLM (Swiftcast and Convert), and on the Healing side, AST already fills the Jack of all trades niche that Red Mages usual have and (Complete with a lack of third tier spells, then again SCH also has that problem as well), not to mention that ACN, a class that already uses both Black and White magic, already exists.
- Iconic status: it is one of the Original FF jobs, and the only one that dosne't have a clear anolouge (ACN and its Jobs don't count)
- It only does everything: This is a sticking point, Red Mages are capable of using both Black and White Magic, at first I thought this was their only gimmick until I found out they also use swords as well. So they can heal, use elemental magics or be up close and personal with a rapier (which is why I expect and perhaps desire a frankenstien between that class and Magic Knight, mostly due to the Armory System)
- XI Nostalgia: RDM was one of many classes that was in XI, where it is rather infamous for 2 things. Phalanx and Refresh
The other problem is that to compensate from learning from both schools, Red Mages generally are limited to a lower skill cap then their "purer" counterparts, which usually means that they have to -aga/III spells, no Holy, etc. This isn't a problem if it was a Healer job because Cure III is situational anyway and until AST, havving 0 "2nd tier" spells for healers might had been considered the norm, but as a Caster DPS, they would have soe issues if they were limited to Fire/Blizzard II, making them a BLM that can heal a little better than an actual BLM (I'm not including thunder becuase the only differences are the DoT duration and WHM already lacked offensive III spells before HW) XI players as well a the bravely series compesatedby giving RDM their own gimmick, whcih wound up being research management related, but Refresh would be a little redundant unless they are going the support route and BD/BS's version works for a mechanic that doesn't exist in XIV.
The only possible route I think they could take short of creating something new and making the class "In Name only" or merging it with Magic Knight (again risking an "In Name Only scenario) is probably the Chainspell or Phalanx mechanic, But AST already has something that works like Chainspell anyway, and Phalanx seems more fitting to Tanks, which would have DRK-levels of ramifications. I know little of XI though, so take what i said with a grain of salt
So seeing as RDM is usually a mix of WHM and BLM, would people get upset if they were required to have both classes at 50 (or say Conjurer to 46 and Thaumaturge to 38) for the sake of maximum attack skills and allowing for the class to suit almost like the crafter jobs, in that they have 10 slots to pick from to effectively build there class, or I guess in a way only preset skills to be added for use. Such as a passive skill to allow them access to Aero 2/Stone 2/Fire 2 but obviously at level 10 your not gonna see them tossing those spells out. However playing into the jobs "master of none" they are weaved in but at cut potency on top of their own personal skills.
To me, I know some may call it lazy but it would feel more like a real Red Mage if were actively using the skills we are used to using when we play as the full on classes. Perhaps they could even get a type of stance or even "magical understanding" that allows them to switch potency of skills (including cure/cure 2 but still at cut potency from normal WHMs). I could even see a class skill unlocking "Full potential" for a brief time to allow spells full potency (Cures being the ones in question). Broken or not I guess is the real question, kinda going on my previous idea. The spells would be needed to max full potential of the elemental sword skills. Just quoting myself so no one has to hunt it down
Melee strike 1 > Fire path Melee 2 > Fire path melee 3. Sword is now sitting in a charged. Cast Fire (Sword is now ready to unleash its strike but needs stance 3) > Melee 1 > Fire path melee 2 > Fire path melee 3 > Expel (just an idea on name) the fully charged fire strike from the sword. Same deal with ice spell. Aero perhaps for a wide DOT, similar to Summoners Bane. Stone, perhaps breaking guard thus allowing more damage temporarily.Quote:
Like with monk you have kinda like 2 paths to take in combos, you have your straight DPS, then you have a Buff>Dot (I am only level 40 so I may be doing it wrong). So start with the opening strike, we then branch to two paths, Ice and Fire. 2nd strike fire grows on the tip and 3rd the fire grows more (or I guess we can go with just stacks) After the stack is big enough or maxed (say the RDM can do the combo again to increase its damage) we can then use a skill to expel the stored energy into a single high damage strike or fire pillar, mini-flare, whatever they decide.
EDIT: Actually after looking over it, I guess change it up to an Elemental path ( the effect being determined by the last elemental spell used) and then a pure DPS path for when all buffs or stacks are up and running.