
This is the worst idea for a Red Mage Class I have ever seen...How to implement Red Mage:
Give RDM 3 "modes" that let's it swap role to DPS, Tank or Healer. This role must be chosen before queuing for dungeons etc. just like all other jobs have to and also make them unable to change role in battle and in a dungeon.
The other abilities would always stay the same, but would do different things based on what role you are in. For example more damage in DPS role, enmity gain in Tank role and an AoE heal in Healer mode.
Finally, you could let it cross-class every skill currently cross-classable. Of course with the same limit to them as other jobs currently have.. 5 of them at once, or something, is it?
~ Eternal Dawn FC ~ Male Player ~
Well that's disappointing to hear. I know it's not like what people are used to, but since it's nearly impossible to make it a jack-of-all-tradesy / supporty job in this game without making it kind of bad at all aspects in the end, I thought it would be a compromise.
Last edited by Kat_Manx; 06-29-2014 at 03:44 PM.

rdm isn't supposed to be a jack of all trade. it's suppose to be a sword or battle mage. It uses magic to enhance it's physical power, and it;s magic powers are ok.. this was originally wonderful in 11 but the 20hrs to kill a mob allowed rdm to solo anything. Once the 20min caps where put on mobs a rdm could never hope to be what it was and SE still hasn't fixed rdm to adjust for that. However thats 11 and not 14.
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