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Thread: Red Mage

  1. #41
    Player
    Chiramu's Avatar
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    Aug 2013
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    Gridania
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    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by TheMunimai View Post
    But Red Mage isn't a healer ... that's its problem.

    I would love to see Red Mage in this game, but I wouldn't want it shoe horned into just a healer or just a dps .. traditionally it was a jack of all trades - that it what I would like to see. Hopefully, now that SE are moving away from classes we may see something in the future.
    Bard and Machinist will be support/DPS, Red Mage I think is a lot harder to implement(in FFXIV) than Bard or Dancer though. I think we would see Dancer before Red Mage.
    (0)

  2. #42
    Player
    lololink's Avatar
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    Jul 2011
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    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    I had ideas about a RDM but then NIN came and the idea is more or less the same, I'll still put it there :
    Lore:
    The red mages are few gifted adventurers in both the art of war and magic and created a way to use both in combat at the same time.

    Requires one DoW lvl 30 and one DoM lvl 30.

    Weapon: rapier and shield.

    Skills :
    Elemental blades :
    Each have 130 potency, gets doubled if you alternate between astral and umbral.
    Astral :
    Flame Tongue : Grants fire and astral, removes Umbral
    Wind Slash : Grants Wind and astral, removes Umbral
    Thunder Blade : Grants Thunder and astral, removes Umbral

    Umbral :
    Ice Brand : Grants Ice and umbral, removes astral
    Gaïa Blade : Grants Earth and umbral, removes astral
    Coral Sword : Grats Water and umbral, removes astral

    Astral Cleave : Grants one of the three astral element that you don't already have and astral, removes Umbral. Deals damages to the target in a conal zone, inflict astral seed ; 50 potency

    Umbral Thrust : Grants one of the three Umbral element that you don't already have and umbral, removes astral. Makes all the astral seeds around you explode, dealing damages to the target and the surrounding targets, one target cannot get damages from a seed more than 4 times by a single Umbral Thrust ; 20 potency ( x4max = 80 potency max )


    Concurrence :
    Turns the next elemental blade into one of these powerful spells ;these spells remove Astral, umbral and the elemental buffs ( out of the GCD, no CD )

    Inferno ( Requires Thunder Earth and Water ) : Deals few damages and apply a DoT
    Ark Blast ( Requires Wind, Fire and Ice ) : Deals few damages and makes the target emits lighting inflicting few damages to the targets surrounding it for 20 seconds.
    Wind Burst ( Requires Water, Thunder and Earth ) : Deals few damages and a DoT

    Torrent ( Requires Wind, Ice and Fire ) : Deals few damages and push back the target.
    White Out : ( Requires Water, thunder and earth ) : Deals heavy single target damages
    Cataclysm : ( Requires Fire, Ice and Wind ) : Deals low damages and slow the movement speed of the target ( 20% ).

    Unlike others, these two gets their damages doubled by the astral and umbral balance :
    Luminescence : ( Requires Fire, Thunder and Same as Astral Cleave, but double the damages. Grants astral, remove umbral.
    Black Hole : Same as Umbral thrust, but damages. Grants umbral, remove astral.

    Aetherial thrust : ( Requires all 6 elements ; used with his own skill unlike others Concurrences ) Incrase magic and thrust damages the targets take by 5%, all other thrust debuff now also give the same amount of damage increase to magic and all other magic debuff now also give the same amount of damage increase to thrust. 300 potency.

    Spell :
    Heal : Heal for a low potency. (3 sec cast )
    Out of the GCD skills :

    Stun : 4 sec stun 30 sec CD. Shares Cd with Silence
    Silence : inflict silence 30 sec CD Shares Cd with Stun.
    Double : Double the next Concurrence ( 2 mn CD )
    Elemental weapon : +20% damages.
    Elemental Shield : -20% damages for 15 secs ( 2 mn CD )
    Magic Rush : Turn into an aetherial form and rush to the target. (150 potency ; 50 sec CD )
    Null : Nullify one spell supposed to affect the RDM.
    Ultimate shield : 100% block the next physical attack.
    Release aether : Gives to the whole party 10 % of their TP and MP ( 90 sec CD )
    (0)
    Last edited by lololink; 04-09-2015 at 11:41 PM.

  3. #43
    Player
    Ruinfeild's Avatar
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    Jul 2014
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    Ul'dah
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    Character
    Ruinous Bear
    World
    Balmung
    Main Class
    Armorer Lv 90
    Not sure if I read it somewhere a long time ago on the forum, but didn't Yoshi-P or someone mention that they didn't want to add the blue/red mage cause they didn't want the problem of them overtaking White/Black mages or something(I think the other was how hard it would be to put them in game)?
    (0)

  4. #44
    Player
    Andevom's Avatar
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    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Kayden1010 View Post
    I never played XI, and I couldn't afford another subscription no matter how cheap, but I though it'd be fun to be a Red Mage, and I love how they look (since red is my favorite color) I mean being a mage in the midst of battle seems cool, instead of fighting from the sidelines, but its no big deal. I just thought it'd be a good and fun idea.
    It would've been cool had it played like that in XI, but sadly that wasn't the case. RDM was excellent at soloing things other jobs couldn't, but in a party scenario, it was forced into being a backline healer.
    (0)

  5. #45
    Player
    tyniwins's Avatar
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    Character
    Tyni Wins
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Andevom View Post
    It would've been cool had it played like that in XI, but sadly that wasn't the case. RDM was excellent at soloing things other jobs couldn't, but in a party scenario, it was forced into being a backline healer.
    And pimped out for constant refresh (at least early in the life of XI).
    (0)

  6. #46
    Player
    Gunspec's Avatar
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    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Red mage in its "classic" form won't work, because it will just be casting fire, blizzard, thunder, and cure, cure2, regen. Yes, I like the Red Mage outfit and hope it ends up in FFXIV someday, but people are either dreaming up the most boring class ever (gimped black mage/ white mage combo) or designing something in their heads that isn't really a "classic" red mage.

    As for blue mage, let's get that in the game. Enemy magic would do well to COMPLEMENT the spells we already have in the game. So... how about Blue Mage is a questline, similar to the moogle mail quests, where we gain access to Blue Magic as a CROSS CLASS skill line? Blue mage abilities could fall into damage, tanking, and healing categories, and it would be entirely up to players which abilities they want to slot at anytime. As we "level up" Blue Mage, we gain some blue mage glamor gear and pick up a passive talent or two. Thousand needles, Lv 5 confuse, choco meteor, the awesome class/ ability combos are endless.
    (0)

  7. #47
    Player MilesSaintboroguh's Avatar
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    Nov 2013
    Location
    Gridania
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    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    First you'd have to program interesting enemy skills to begin with. What we have right now is pure trash that's not worth learning.
    (1)

  8. #48
    Player
    HeavensSword's Avatar
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    Dec 2014
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    Ul'dah
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    Character
    Marik Landzaat
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Chek View Post
    Would like to see more of the traditional oldschool FF jobs instead of some of the newer stuff (Astrologian, Machinist, etc).

    Lets get some Blue/Red Mages and stuff going.
    Quote Originally Posted by Ultear_Milkovich View Post
    Cant disagree more.

    This game is not only for people who played all the other FF before. It hits a new playerbase so please let ARR have its own personality.

    I prefer if the new jobs have new concepts. This way, in 20 years, whiners on the FF28 forums would be able to "i want old school astrologian from FF14 pleaaaaase"
    Astrologian and Machinist aren't new to the FF series, though definitely not some of the "traditional" well known jobs.

    Machinist: http://finalfantasy.wikia.com/wiki/Machinist
    Astrologian (Astrologer): http://finalfantasy.wikia.com/wiki/Astrologer_(Tactics)
    (0)

  9. #49
    Player
    LineageRazor's Avatar
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    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    I hear folks requesting Red Mage or Blue Mage or whatever and saying, "They'd better make it like it was in <insert game here>." or "They'd better not make it like it was in <insert game here>." or "They'd better not screw it up like they did <insert FFXIV job here>." That kind of thinking is BOUND to lead to disappointment. Folks need to accept that FFXIV is a different game than other games in the Final Fantasy series. It, like FF's before it, presents its own new interpretation of the Final Fantasy classics, tailored to fit into the game's structure.

    As such, if RDM is added, don't expect it to be a TRUE jack-of-all-trades; it will fit firmly into the structure of the Tank/Healer/DPS trinity used in this game - there's no way that the devs would consider the addition of just one job (even a fan favorite like RDM) to be worth all that, and convincing them that we'd accept nothing less would be a great way to ensure we never see it at all!

    Nevertheless, it could well have a nod to its versatility in previous games. It could be a DPS job with a healing stance, for instance, just like healers and their Cleric's Stance (heck, maybe they'll even be able to cross-class it), or maybe it'll have a minor cure on a sixty second timer; enough to provide a little support, but far from what would be needed to completely take over a healer's role in a pinch.
    (0)

  10. #50
    Player dice137's Avatar
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    Aug 2013
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    Limsa Lominsa
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    194
    Character
    Y'raja Lhiza
    World
    Balmung
    Main Class
    Bard Lv 70
    The problem with RDM in XIV is that for it to be implemented in a way that fits into the game's clear-cut holy trinity structure, you'll have to effectively remove most of what even makes a RDM what it is. If you give it the ability to choose between a healer or DPS flag for party content... that's too OP because you'll always have an extra healer and/or DPS than what the content was designed for. If we just give it some equivalent to Cleric Stance, we run back into the same problem of "it wouldn't really be a jack-of-all-trades anymore". It'd... kinda just be SMN if it had CS and some more healing skills.

    We also have the issue of most other DPS classes giving party buffs (or enemy debuffs) that a RDM would be known for providing in other FFs. Between all DPS DoTs, BRD's songs, and whatever buffs MCH is bringing to the table... What's left for RDM to be able to do and NOT come off as redundant? Or worse -- useless? I also apply this same entire argument to people wanting the implementation of BLU. I don't get how it could be introduced into XIV's combat style and trinity system without either making it terribly OP or terribly redundant/non-unique, ALL while keeping it well within the confines of what makes a BLU feel like a BLU.

    I've tried searching for dev opinions on adding hybrid jobs to XIV... but all I've found are conflicting statements. So I'm not entirely sure what to believe when it comes to their actual thoughts on the matter of ever implementing them.
    (0)
    Last edited by dice137; 04-10-2015 at 01:06 AM.

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