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  1. #1
    Player
    STARSBarry's Avatar
    Join Date
    Aug 2013
    Posts
    56
    Character
    Avalon Planewalker
    World
    Ragnarok
    Main Class
    Astrologian Lv 60
    red mage needs its own unique heal spell, should not be required to take WHM cure over, also skills like Virus and Bio from arcanist would suit him well, He seems incredibly melle focus, which is fine but try not to forget that a red mage is still primarily a mage the fencer on the way up should nab a fair few ranged spells such as the aforementioned heal to point to this.
    (1)
    EU servers are coming when Square?

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by STARSBarry View Post
    red mage needs its own unique heal spell, should not be required to take WHM cure over
    Assuming that Fencer is a DoW, it wouldn't have much to gain from equipping Cure outside of having something else to cast, specially if they went with something similar to my suggestion's Chant spell (based off Chant from FFTactics).
    He seems incredibly melle focus, which is fine but try not to forget that a red mage is still primarily a mage the fencer on the way up should nab a fair few ranged spells such as the aforementioned heal to point to this.
    Magic-melee/Sword&magic hybrids sacrifice a lot of the ranged advantage for utility and melee aptitude, otherwise you have an OP class (specially in PvP where range advantage can win you games)
    (0)
    * 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 like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by STARSBarry View Post
    .
    I wanted to avoid giving RDM its own heal as they're not designed to be a healer. My design makes them a DPS with the option of equipping a CNJ's Cure for emergency situations (similar to how a SMN or BLM can cast Physick). I also wanted them to have the basic spells that THM and CNJ get without stepping on toes and because historically they get at least the bare minimum offered to WHM/BLM. Virus and Bio do fit the theme of enfeebling but I wanted to focus primarily on status effects instead of DoT and to focus on giving them access to nukes. My idea lets them either melee with enfeebles, stand back and nuke or melee with enfeebles while swapping to spells up close.

    Quote Originally Posted by TouchandFeel View Post
    .
    Yeah I looked up Celes's ability again and I do think it would fit better. I tweaked the level 50 ability to be somewhat like it but to fit into the game better (letting it block some physical damage as well). I like the reactionary aspect of Firewall (inspired by Bravely Default's Mystic Knight) but it wouldn't work as well on a tank as it would someone who wasn't meant to be hit in the first place (in the MMO world).

    Most monsters actually have some form of elemental attack even though it's not all that obvious. A good example is an Eft's Bog Bomb. It looks like any normal monster attack but its actually dealing earth damage. Kind of tempted to keep my eyes peeled more now for other such monsters.

    Using MP as a resource in that manner is hard to balance. You'd likely end up either increasing effective HP by a large amount, making it harder for a healer to cure you as they could only help your HP and/or being overpowered with 2 BRDs rotating Ballad on you. It's an interesting idea and I'm not saying SE couldn't find a way to make it work but it'd be hard I think.

    Some changes made to OP:

    Fencer:
    Blinding Blade: Reduced TP and MP cost.
    Piercing Blade: Now off GCD and no TP cost.
    Swallowtail: Reduced TP cost.
    Harness: Clarified effect ends upon reuse.Fixed error of it being on GCD (supposed to be off GCD)
    Paralyzing Blade: Now off GCD, reduced TP and MP cost.
    Checkmate: Added 30s Recast.

    Red Mage:
    Bleeding Thorn: Increased potency. Now off GCD. Added Recast of 60s. Will do physical or magical damage depending on if Arcane Stance is up. Thinking on changing its mechanic however. Any ideas welcome.
    Arcane Stance: Now level 30 so cross classing spells is more beneficial at lower levels. Will make landing critical hits replenish some MP. Still thinking on a new name for it with the exclusion of the other stances.
    Double Cast: Changed to Dualcast. Instead of doubling potency of next spell it will now make the next to spells you cast be off the GCD. Must have a casting time to benefit.
    Saboteur: Changed to level 35 to facilitate more casting time.
    Death Blossom: Increased potency.
    New Cross Class Abilities: Fire, Blizzard, Stone. Does not gain THM benefits of UI/AF.Removed Protect. MP costs and potencies will have to be altered when cross classing to account for lack of UI/AF.

    Mystic Knight:
    Firewall: Changed to Runic. Nullifies all magic/elemental damage taken and a large portion of physical damage for 10s. Elemental damage blocked that matches your consumed Enspell will restore your MP.
    Harness and Checkmate: Will increase enmity.
    (0)
    Last edited by MartaDemireux; 11-27-2013 at 10:34 AM.
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  4. #4
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by MartaDemireux View Post
    Most monsters actually have some form of elemental attack even though it's not all that obvious. A good example is an Eft's Bog Bomb. It looks like any normal monster attack but its actually dealing earth damage. Kind of tempted to keep my eyes peeled more now for other such monsters.

    Using MP as a resource in that manner is hard to balance. You'd likely end up either increasing effective HP by a large amount, making it harder for a healer to cure you as they could only help your HP and/or being overpowered with 2 BRDs rotating Ballad on you. It's an interesting idea and I'm not saying SE couldn't find a way to make it work but it'd be hard I think.
    You are right about there being a good number of elemental attacks by monsters, but I still feel that having damage mitigation based around a single damage type may not balance well against the more generalized damage mitigation of the other tanking classes. It would be cool to have abilities that play off of better damage mitigation against magical or elemental attack though.

    As far as MP acting as a damage mitigation resource, you are definitely right that it would be more difficult to balance, especially with things like the bard ballads. I still like the idea of managing another resource to provide your mitigation simply for the fact that it could be made to play and feel very different from PLD and WAR. There in lies the challenge, figuring out ways to make such an idea work, but i think it would be worth it
    (0)