I'm bored and I want to try making stuff up.
Class: Red Mage (DPS)
Primary Weapon: Rapier
Primary Stats: Dexterity and Piety
Armor type: Scouting (this type of gear may not have Piety, but the class itself has high base piety growth along with the rapiers always providing some)
Damage type: Slashing (for weaponskills), Magic (for abilities). (Thematically it'd make more sense for them to be Piercing, but there are enough Piercing classes.)
Cross class ablities: Bard and Rogue
Red Mage is a hybrid physical/magic class that primarily fights at melee range using melee-range physical weaponskills, but is also capable of using some ranged magical spells.
The main features of the class are the following:
- Red Mage shares some spells with White Mage and Black Mage, although slightly different. RDM's versions of them are all off-GCD and do not have casting time, but they also have much higher CDs in comparison and lower potency. RDM does not have access to any of the traits from WHM and BLM that would power up those spells either. The spells RDM has access to are: Cure, Stone, Aero, Fire, Blizzard, and Thunder. By default, they are all the base I version, though RDM gets an ability later on that temporarily turns them into the II versions.
- Like a typical melee class, Red Mage has combo-based weaponskills as well. But overall, they're support-ish much like Bard and Machinist are (though RDM support capabilities will be entirely different from what MCH and BRD have, and generally have more offensive applications). Their spells still run off of magic damage, but Red Mage has the ability to shift between two stances that either increase their INT or their MND stat to match their current DEX stat.
- They have the ability to use 'Dual Cast' at Lv. 30+, which allows them to use their off-GCD spells without them going on cooldown, as well as imbuing their next weaponskill with a bonus effect. Much of the class would actually be designed around the Dual Cast mechanic.
- The class may appear to be a jack of all trades, but their primary weakness is that they possess less burst damage than other DPS, lacking any unique direct self damage buffs. Their cross-classes only grant them Raging Strikes and Hawk's Eye in terms of damage buffs as well, which is less than what other melee DPS typically get. Another weakness they have is that they have to carefully manage both TP and MP, and do not have an easy way to immediately restore either of them to full in a short amount of time.
- The class also doesn't have that many weaponskills. Prepare to juggle tons of abilities/spells in between weaponskill usage.
Weaponskill, Ability, and Trait list (Lv. 1-30):
- Lv. 1: Quick Thrust (Weaponskill) - 130 potency melee weaponskill. 60 TP.
- Lv. 2: Swallowtail (Weaponskill) - 100 potency melee weaponskill. 150 if used after Quick Thrust. Uses 70 TP.
- Lv. 4: Stone I (Ability/Spell) - 110 potency earth-aspected magic spell. No cast time. Uses 4% of maximum MP. Inflicts Heavy for 20 seconds. 15 second cooldown.
- Lv. 6: Blizzard I (Ability/Spell) - 130 potency ice-aspected magic spell. No cast time. Uses 4% of maximum MP. 20 second cooldown.
- Lv. 8: Swarmstrike (Weaponskill) - 80 potency melee weaponskill. Inflicts a damage over time effect with 20 potency for the next 25 seconds. Uses 80 TP.
- Lv. 8: Enhanced Dexterity (Trait) - Increases Dexterity by 2.
- Lv. 10: Cure I (Ability/Spell) - Heals selected party member with 300 potency. No cast time. Uses 10% of maximum MP. 10 second cooldown.
- Lv. 12: Featherblow (Weaponskill) - 100 potency melee weaponskill. Inflicts Blind for 8 seconds. Uses 60 TP.
- Lv. 15: Looking to the White (Ability) - Stance-type ability. Upon activation, current Mind rating is increased to match Dexterity. Cooldown of 10 seconds. Shares recast timer with Looking to the Black, and cannot be used simultaneously with that ability.
- Lv. 16 Enhanced Swarmstrike (Trait): Swarmstrike damage over time potency is increased to 30.
- Lv. 18: Thunder I (Ability/Spell): 20 potency lightning-aspected magic spell. Inflicts damage over time with a potency of 20 over 18 seconds. No cast time. Uses 4% of maximum MP. Cooldown of 10 seconds.
- Lv. 20: Enhanced Dexterity II (Trait): Increases Dexterity by 4.
- Lv. 22: Nighthawk (Weaponskill): 100 potency ranged weaponskill. Costs 100 TP.
- Lv. 26: Frenetic Flurry (Weaponskill): 100 potency melee weaponskill, 260 if used after Swallowtail. Uses 70 TP.
- Lv. 28: Featherdance (Trait) - Upon having a Quick Thrust land, 50% chance that the following Swallowtail gains the ability to strike multiple enemies in a cone AoE. If used with a Dual Cast Aero effect, the skill will strike all enemies in line of sight between the user and the target.
- Lv. 30: Looking to the Black (Ability) - Stance-type ability. Upon activation, current Intellect rating is increased to match Dexterity. Cooldown of 10 seconds. Shares recast timer with Looking to the White, and cannot be used simultaneously with that ability.
- Lv. 30: Dual-Cast (Ability) - Allows the casting of the next spell without placing it on cooldown, as well as granting an additional effect to the next weaponskill depending on the spell used. 5 second cooldown.
Dual-Cast weaponskill effects:
- Stone: Enemies are stunned for the next 4 seconds.
- Blizzard: Enemies are heavied for the next 10 seconds. The RDM will also have their MP restored by 10%. MP restoration amount does not change with the number of enemies hit, but is affected by amount of hits against a single target through Multi-Strike.
- Cure: The RDM recovers 7% of their maximum HP. Amount of HP recovered does not change with the number of enemies hit, but is affected by amount of hits against a single target through Multi-Strike.
- Thunder: Enemies take damage over time with a potency of 40 for the next 12 seconds.
- Aero: Next weaponskill can be used at a 15-yalm range. Additionally restores TP by 100. Amount of TP restored does not change with the number of enemies hit, but is affected by amount of hits against a single target through Multi-Strike.
- Fire: Damage of next weaponskill is increased by 30%.
Weaponskill, Ability, and Trait list (Lv. 31-50):
- Lv. 32: Enhanced Dexterity III (Trait) - Increases Dexterity by 6.
- Lv. 34: Multi-Strike (Ability) - Next single-target weaponskill cast within 10 seconds of activation hits twice. 60 second cooldown.
- Lv. 35: Aero I (Ability/Spell) - 40 potency wind-aspected magic spell. Inflicts damage over time with a potency of 15 over 15 seconds. No cast time. Uses 4% of maximum MP. Cooldown of 15 seconds.
- Lv. 38: Checkmate (Weaponskill) - 120 potency melee weaponskill, 190 if used after Swallowtail. Target takes 5% more damage from slashing attacks for the next 30 seconds. Uses 80 TP.
- Lv. 40 Adapted Technique (Trait) - Swarmstrike and Featherblow can now also combo into Swallowtail. (Note that only Quick Thrust has a chance to activate the Swallowtail AoE effect.)
- Lv. 40: Fire I (Ability/Spell) - 130 potency fire-aspected magic spell. No cast time. Uses 7% of maximum MP. 15 second cooldown.
- Lv. 44 Enhanced Checkmate (Trait) - Slashing damage bonus from Checkmate is increased to 10%.
- Lv. 45: Manastrike (Weaponskill) - 150 potency melee weaponskill. If used after Swarmstrike, 30% of damage inflicted is returned as MP. Effect stacks with Dual-Cast Blizzard and Multi-Strike. Uses 60 TP.
- Lv. 48: Unrelenting Strikes (Trait) - Enhances Multi-Strike so that the next weaponskill cast within 10 seconds of activation hits three times.
- Lv. 50: Blitzkrieg (Weaponskill) - 140 potency weaponskill, 320 if used after Swallowtail. Only available if the target's max HP is higher than 60%. Uses 70 TP.
- Lv. 50: Storm of Spells (Ability) - Spells that are cast within the next 15 seconds have no MP cost. 180 second cooldown.
Weaponskill, Ability, and Trait list (Lv. 52-60):
- Lv. 52: Shield of Needles (Ability) - Erects a barrier around a targeted party member that reflects melee physical damage to the attacker. Maximum amount of damage reflected is equal to 500% of the caster's Mind rating. 90 second cooldown.
- Lv. 54: Piercethrough (Weaponskill) - 120 potency area of effect weaponskill (circular AoE around the user) that can only be used as a combo action after Quick Thrust, Swarm Strike, or Featherblow. Uses 130 TP.
- Lv. 56: Rapid Cast (Ability) - For the next 10 seconds, spell recast timers are sped up by 50%. Cooldown of 120 seconds.
- Lv. 58: Mastery of All (Ability) - Upgrades all spells to their II variants for the next 20 seconds. Potency and effects of all spells are the same as the respective WHM and BLM spells. MP costs however are increased by 30%. Cooldown of 180 seconds.
- Lv. 60: Unstoppable Flurry (Ability) - For the next 20 seconds, Blitzkreig's enemy HP restriction is removed. Cooldown of 180 seconds.
(Yes, I took a lot of weaponskill names from FFTA2's Fencer class, which was a pre-req for Red Mage in that game anyway. Don't pay too much mind to potency as well, I haven't exactly thought those values through. Potency is probably way, way too high for what the class is capable of... I also spent three hours on this. x_x)
