RDM can definitely fit the support dps archetype.
Make EnElement spells buffs that improve specific archetypes, so EnFire deals additional fire damage on spellcasts, EnThunder deals additional lightning damage on skillcasts, EnQuake deals additional earth damage on skillcasts and reduces damage taken for a while(damage lower than Lightning), EnLight causes heals to heal more.
Of course, there's also Dia, a defense shred. Refresh an MP version of Goad and Raise.
And if it was up to me, I'd also allow them to cross class Cure and Medica. But due to low MND these spells would need to be Doublecast to be really effective. And Dualcast would be the real crux of the RDM class, seeing as it's their signature spell in the series.
As a twist, I'd have dualcast be applied as a buff when you use a basic three stage combo. So you'd go 1 -> 2 -> 3 -> get dualcast -> Fire as your basic damage combo. or 1-> 2 -> 3 -> Dualcast -> Medica if you want to help aoe heal.
Dualcast casts a spell twice, with the second one costing no MP and dealing full damage/healing. Effectively doubling the spell's effect.
Main stat intellect. And intellect increases both magical and physical damage.
Of course, none of this will actually happen. But I'd play a class like that, even if I have to suffer through leveling with extremely subpar personal dps.
Causing increased damage taken as a debuff (Dia) is a solution to lower avg dps. I propose an on hit effect on a certain enspell element, while other enspell elements can buff the RDM in other ways (temper, fast cast, etc). This way you have tools to adapt to different situations. 4 man dungeon? Use fire combo and enfire. Gives you temper and astral fire to boost your damage and the skills are mostly aoe. Dangerous to melee or out of mp? Conjure a blade that does your autoattacks for you, stand back and cast blizzard and an instant proc like Firestarter but ice based, while enjoying fast cast boost and Umbral ice. Lower damage than other elements, but resourceless. Large group? Single target? Use thunder combo for best single target potency, while inflicting Dia to boost party damage. There\\\\\\'s still room for some Enfeebling and other buffing. Dispel. Maybe break instead of stun. Converting enspell stacks into party buffs. Refresh and or regain and or phalanx.
I'm pretty sure will see red Mage and samurai in the game by 4.0 or in 4.0 the question is what roles with they be.
The thing about Red Mage in FFXIV is that they could design it to fit most of the roles available in the game.
Healer with some offensive magic (ranged from safety) or melee (higher DPS, maybe mana regen?)
Pure DPS that mixes melee & magic with some limited healing/defensive magic (like how a SMN has physick/raise)
Support DPS that mixes melee & magic with minor group wide support abilities (think a melee version of BRD)
Or a tank that uses defensive white magic & melee with some limited offensive magic power.
RDM could make a very solid healer. Think about how WHM has cleric stance to switch between heals & DPS. RDM could have a melee version of the same thing. They could also have the normal Cleric stance for ranged magic too. This would arguably be the most classic implementation of RDM since all 3 features of RDM (heals, magic, melee) can all be reasonably represented and useful to the class.
personally, i think the red mage need to be reinvented for a mmorpg, being a melee, that can cast attack spell, heal spell, buff and debuff is overpowered.
make it a melee that can cast elemental spell is already quite close of what do already the ninja.
i dunno what they can do for make it more interesting and more unique. they can either go with the idea to make it a jobs that will use a different weapon or make it a jobs that will not be a mage but more a elemetal knight. i dunno, i feel the red mage will either be too powerfull or not enough powerfull for be good. we can argue that bring it's needed and find some skill that can fit the image of the red mage. however, do it will fill a role needed, do it will bring something to the game and the team?
i don't see the red mage like a healer, i feel Dancer will be better for this. i do see it like a support/dps that for sure. but how make it work is something that will recquire a lot of work. and at best it will not come before the 4.0.....
be a jack of all trade in a solo game is nice, into a mmorpg is often bad, since you can do all, but master nothing, and the mmorpg recquire specialisation since it's game of group, not solo.
the concept has already been executed successfully in WoW with the Enhancement Shaman. The way it stays balanced is that the class has a stacking buff from autoattacks that makes their next spellcast cost less/cast faster (up to eventually casting nothing and being an instant cast), so they have to choose between throwing a heal or throwing a lightning bolt. if they throw out dps spells their dps is on par with the other classes, but if they throw heals it's obviously going to output lower dps. furthermore, the class has an extremely small mana pool so it can really only cast 3-4 heals before it's out of mana if it isn't taking advantage of the stacking buff.
or to take a different route, they could just give RDM different stances to allow it to dps/heal/whatever, only switchable outside of combat.
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