I pretty much disagree with everything the OP said.
It assumes there is only one way to have a RDM. FFXI showed that RDM wasn't set in stone and it became a huge debuff oriented class. This is something it never did in previous games.
Nothing is set it stone. We will definitely get RDM some day.
No to enspells. Leave that for spellfencer.
No, it would give rise to far more trouble than it would solve.pss: by the way, i will not be surprise if they do something drastic like make the jobs for musketeer be redmage, change him weapon for a gun will solve a loooooot of trouble.
Implying that Spellfencer will not be a possible class for RDM As Tharian and other pointed out, The Red Mage is similar to a spellfencer already. Havinf one be a job and another being a class needed for said job wouldn't be much of a stretch.
Yeah because all Frontline DPS want to be monks, everything else that fights mobs hand to hand has to be a Tank, and no way will anybody complain about that whatsoever![]()
Last edited by Morningstar1337; 06-30-2014 at 01:32 AM.
All I have to say...
http://www.reddit.com/r/ffxiv/commen..._the_red_mage/
This guy put more work than even the devs would into the idea.
When I played 11 I loved RDM. The problem in 11 most of the players wanted me to main healer and in the back row. And it was a pain in the ass to the other players that it was a dps and it was a combat mage. I just pray that if RDM does make it into the game that the players don't mess it up.
Sage has similar issues, especially as a signature sage skill, flare, is allready in game.
Sigh, I can dream though
Vanilla RDM is really easy, but cross-class heavy, and also DPS.
Base class - Gladiator, which uses Riot Blade combo much better
Cross-class skills: Cure, Blizzard, Fire, Thunder, Swiftcast, but no Astral/Umbral buffs as those are THM's bread and butter.
There you have your sword, your board, and your basic black magic and white magic spells, and even a poor man's Dual Cast. Anything more than that is just added flavoring. However, a little bit of added spice:
Base class skill changes - Increased Enmity on abilities changes to Increased Magic Damage (5% per stacks, stacks up to 5x, 10s duration), possibly also Increased Healing Potency at the same time, but that might be overkill.
This gives them a bonus to keep them in line with other DPS while also giving a reason to actually use those single-target spells. Although, giving access to Blizzard II and Fire II would also be nice.
Thus covers RDM classic, while leaving all five Job abilities open to flavor RDM XIV's personal identity.
Last edited by Grey_Cain; 06-30-2014 at 02:18 AM.
i think what people don't see is the fact that they need to balance the jobs... and for this... the red mage can't keep all him tool from the solo game. because the balance is not the same.
here to have a caster that fight at melee and use black and white magic... all it miss it's be able to tank and he can do everything.
a class that can do everything in a mmorpg it's either weak or overpowered! because we need to have a role for this sort of game. we are not alone!
then if they leave the melee capacity to the red mage, you can be sure, that him capacity to use spell at range will disappear, all for the balance wise. but int this case, it will not be the red mage, but the rune fencer. what work for solo game, can't work for multiplayer game!
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