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  1. #1
    Player
    xvshanevx's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    164
    Character
    Definitelynot Godbert
    World
    Behemoth
    Main Class
    Warrior Lv 80

    A Possible Final Gift for the FFXIV Fans

    What if... Red Mage Tank?

    Awhile ago I was think of starting something called "The Think Tank" where I would make classes as tanks. But I am unsure about how long I will be staying in this game. Anyways, I wrote this up in boredom while waiting for Gathering Red Scripts. Hope ya'll enjoy it :P

    The Think Tank: Red Mage

    First, I want everyone to know that I never played RDM in FFXI, but I know how much FF players would love to see the class in the game, so I took some time to create a viable (and hopefully balanced, lol) tank class. Also, this is going off of the assumption that VIT is calculated into tank attack instead of STR. Without further ado, I introduce, my Red Mage tank!

    So, a couple of this I looked for and kept in mind while doing this:
    1. Distinct red mage themes
    2. Distinct fencing themes
    3. 1 Major tanking CD
    4. 2 medium tanking CD
    5. 3 minor tanking CD
    6. Multiple combo paths

    Gameplay style: The RDM is a melee oriented tanking class that uses a Rapier MH and a Buckler OH. Both Rapier and Buckler would be very similar to the stat weights found on PLD. Except with RDM their shield only block magical damage. The armor they use is the same armor that tanks use.

    The RDM also utilizes a combo system called "Elemental Convergence". Once hitting 10 stacks, their comboed abilities will place a debuff called "Elemental Shift" that lasts for 20 seconds. Once the debuff reaches 5 stacks, the target receives a debuff called "Elemental Displacement" that lowers all elemental resistances by 25% for 20 seconds.

    Also, their comboed skills deal moderate damage when NOT comboed, but have a cast time associated with them. When paired with Straight Thrust or Split Cast they do not have a cast time. Also, their skills use TP when comboed, but MP when not comboed.

    Skills:
    Level 1: Straight Thrust - Delivers an attack potency of 150
    Level 2: Parade - for 3 seconds, all physical attacks miss, 90 second CD
    Level 4: Break - Delivers an attack potency of 175, cast time 2.5 seconds; Additional Effect: increased enmity; Combo Action: Coupe, Combo potency 210 and instant cast.
    Level 6: Poison - Damage over time with potency of 35 for 15 seconds
    Level 8: Guardia - Store up to 10% of healing done to the player. After effect wears off, the healing is slowly dissipated back to the player in the form of a regen.
    Level 10: Coupe - Delivers an attack potency of 120, Additional Effect: Silence, 15 sec CD
    Level 12: Tornado - Delivers an attack with a potency of 75 in a designated area over 5 seconds as Wind based damage
    Level 15: Silhouette Lunge - Delivers a ranged attack with a potency of 120.Additional Effect: Increased Enmity
    Level 18: Split Cast - Delivers an attack with a potency of 175, 2.5 second cast, Combo action: 215 potency attack, Combo Effect: increase elemental damage by 25% for 18 seconds
    Level 22: Elemental Overdrive - Increase all magical output by 25%
    Level 24: Mind Manipulation - controls enemy for a short second, placing yourself at the top of the enmity list after the 3 seconds.
    Level 26: Break II - Delivers an attack potency of 200, cast time 2.5 seconds; Additional Effect: increased enmity; Combo Action: Break, Combo potency 275 and instant cast.
    Level 30: Riporto - Takes a defensive stance, if Physical attack, counters with 250 physcial attack and adds Pacifys for 5 seconds, if magical attack, counters with a 250 potency magical attack and silences for 5 seconds. Effects last 10 seconds. Only activated when successfully dodging an attack while using Parade, 60 sec CD
    Level 34: Lightning - Delivers an attack with a potency of 210, 2.5 second cast, Combo action: Split Cast, 225 potency attack, Combo Effect: attacks with a damage over time potency of 35 for 21 seconds
    Level 38: Reflect - Reduces all incoming skills by 90% (this is including healing from other players), reflects 25% of initial damage back to attacker, and cannot incur any buffs or debuffs. Buffs and Debuffs placed on before cast will remain with initial effects.
    Level 42: Ice - Delivers an attack with a potency of 235, 2.5 second cast, Combo action: Split Cast, 275 potency attack, Combo Effect: Damage dealt lowered by 20% for 6 seconds
    Level 45: Composure - All comboed spells no longer need a Straight Thrust or Split Cast to comob, Split Cast buff is activated for the duration of the buff, lasts 20 seconds, 120 sec CD
    Level 48: Rassemblement: Prevents any form of knockback, stun, silence, bind, or heavy effect. Lasts 10 seconds, 120 second CD
    Level 50: Haste - Increase Parties Skill Speed and Spell Speed by 50% for 20 seconds, 180 second CD

    Traits:
    Level 6: Enhanced VIT - Increase VIT by 2
    Level 8: Enhanced Parade - Parade now dodges magical attacks
    Level 15: Enhanced VIT II - Increase VIT by 4
    Level 18: Enhanced Poison - Poison now lasts for 28 seconds
    Level 22: Enhanced VIT III - Increase VIT by 6
    Level 27: Enhanced Tornado - Now pulls lesser enemies towards you
    Level 33: Enhanced Elemental Overdrive - Magical damage increased to 60%
    Level 39: Enhanced Riporto - Extends Parade by 3 seconds
    Level 41: Enhanced Reflect - Now reflects healing back to the raid party, and 100% self-healing
    Level 44: Enhanced Haste - Skill TP and MP usage is cut by 50% for the duration of the buff
    Level 47: Enhanced Guardia - Stored healing is increased to 30%

    RDM Job Skills:
    Level 30: Opposition - Damage decreased by 20%, Enmity increased, increase MP by 30%, 30% of damage taken is reflected to MP pool. Once MP pool is depleted all damage is directed back to HP. MP regen effects affect MP pool. Elemental Convergence. Increases chance to hit by 5%. Grants stacks of Elemental Convergence stacking up to 10 Stacks can be used for RDM specific skills. Each stack grants 1% to magical reduction
    Level 35: Feint - Only usable under Opposition, uses 5 stacks, reduces damage by 12.5%, stack-able for 4 seconds stacks up to 2 times, when stacked the duration adds another 4 seconds, and overlapping 12.5% DR.
    Level 40: Mental Conversion -Only usable under Opposition, use 10 stacks of Convergence to replenish 30% of maximum MP.
    Level 45: Tactical Training - Only usable under Opposition, use 10 stacks of Convergence to replenish 30% of maximum TP.
    Level 50: Double Cast - Only usable under Opposition, use 10 stacks of conversion to cast any two spells back to back. If the second spell is casted while the first spell is still in effect, the duration will be increased. (For example, if you cast Reflect twice, the duration will just be doubled.)
    Level 52: Phalanx - Only usable under Opposition, increase HP restoration from all sources by 10%, all damage received during buff returns 10% health (if hit for 1000, you are auto-healed for 100). If dropped below 10% health, Phalanx is cancelled.
    Level 54: Blaze Spikes - Delivers an attack potency of 50 fire damage to all enemies attacking the player
    Level 56: Expulsion - Only usable under Opposition, uses 10 stacks of Convergence to reduce elemental defenses by 35% for 15 seconds, 45 sec CD
    Level 58: Disengage / Reengage - Cancels any binding effect, and quickly jump backwards 10 yalms. If pressed again within 2.5 seconds, the player will jump back to start position.
    Level 60: X-Magic - Only usable under Opposition, uses 10 stacks of Convergence, puts Opposition on CD for 20 seconds, and drains all MP. Gains access to Comet. Tornado changes to Comet. Comet: Deliver an attack potency of 300 on initial hit in a large 20 yalm area, impact zone is super heated and any enemies caught inside the area area bound and take damage over time as a potency of 35, impact zone lasts for 9 seconds.

    Well, hope you guys enjoyed the read ^_^
    (6)
    Last edited by xvshanevx; 11-30-2015 at 04:40 PM.

  2. #2
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by xvshanevx View Post
    Level 35: Feint - Only usable under Opposition, uses 5 stacks, reduces damage by 12.5%, stackable for 4 seconds stacks up to 2 times, when stacked the duration adds another 4 seconds.
    Just gonna point out that LNC already haves dibs on Feint (the name)
    (1)

  3. #3
    Player
    Gabrielleblanc's Avatar
    Join Date
    Aug 2015
    Location
    Ul'dah
    Posts
    117
    Character
    Leonard Lecorre
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    I like the idea of red mages all together, but I would rather see them as dps, blue mage as tank though would make me really happy. Having a way to take a spell from mobs or bosses that you are fighting and use it against them.
    (2)

  4. #4
    Player
    hagare's Avatar
    Join Date
    Oct 2014
    Posts
    2,042
    Character
    Cesan Duff
    World
    Tonberry
    Main Class
    Dragoon Lv 90
    short answer: No
    long answer: NOOOOOOOOOOOOO!!!!!!!!!!!!
    we need a sword/rapier wielding magic melee DPS >_>
    (13)

  5. #5
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    Quote Originally Posted by hagare View Post
    short answer: No
    long answer: NOOOOOOOOOOOOO!!!!!!!!!!!!
    we need a sword/rapier wielding magic melee DPS >_>
    You mean like how we needed a greatsword wielding DD?
    (0)

  6. #6
    Player
    Ageofwar's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    1,096
    Character
    Age Ofwar
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    I would not hold your breath on RDM being a DPS/TANK, if SE decided to put this Job/Class into the game I fear the threads that will come out on the forum:-

    "RIP RDM"
    "you broke RDM"

    need i continue

    RDM on ffxi was know to be "Jack of all Trades, master of enfeebling"
    sadly on FFXIV, enfeebling are next to useless unless there is some big changes to FFXIV
    and whatever changes SE decides to make to RDM to make it fit in it will not be right by the community.
    (0)

  7. #7
    Player
    HorseBoots's Avatar
    Join Date
    Apr 2015
    Location
    Ship 2: Ur
    Posts
    158
    Character
    Rosch Vairemont
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ageofwar View Post
    Snip.
    I think by this point the general community will need to get over the fact that not every job has to be like its XI counterpart. In reality, all the class really needs to do is just make a class that fits the flavor.

    When someone mentions Red Mage as a concept, most people's mind would race to the image of someone who fights with both martial prowess and magical spells. As long as whatever concept they come up with for Red Mage includes both stabbing people really hard and shooting some sort of magic, I feel that would be faithful enough to the concept.

    This is why I feel that turning Red Mage into the same bizarre Melee/support kit role that Ninja currently dominates in party composition would be both faithful to the flavor of Red Mage as an overall concept from Final Fantasy as a franchise and also beneficial to the game itself by offering parties more options as to how you build your composition. Hell, throw it in as a melee/caster and give it the magical LB and you can open up your 2nd dedicated melee slot back up for DRG/MNK again.

    It would be far better characterization than how they handled Dark Knight. Even though I absolutely love the class, it's playstyle, and the kit it brings to overall party play. You could have just called what we have as Dark Knight a Mystic Knight and it would still continue to fit both the overall flavor given by the in-game universe, and gameplay.
    (1)
    Last edited by HorseBoots; 12-01-2015 at 01:25 AM.

  8. #8
    Player
    Ageofwar's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    1,096
    Character
    Age Ofwar
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by HorseBoots View Post
    Snip
    for the record I'm not some RDM Tank/DPS hater (getting a general feel for what I have posted here and in other RDM threads), its just with every new overpowered RDM job suggestion thread i read on a dally bases, I fear that the community will feel rather kicked in the nuts if SE comes out with a Healer/Support style of Class(Job)

    On FFXI i started the game on the RDM job loved it as a DPS role but I got quickly shoehorned into a Healer role which is when I gave up on the job and never leveled it past lvl 75 instead taking up SAM,BLU and DRK.

    I definitely agree with you that the community needs to get over they fact that Job in FFXIV will not have the same feel as there FFXI counterpart, the most noticeable ones being Dark Knight and Summoner.

    loved the FFXIV version of SMN being a DPS instead of healer/support as for Dark Knight I'm still on the fence about it not being a DPS, I will have to see when I get it to 60
    (1)

  9. #9
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i don't think we really need another tank right now, the 3 actual tank cover most of the tank basic possibility. one resilient (paladin), one more offensive (warrior) and one middle ground (dark knight)
    (0)

  10. #10
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    This was a great well thought out way to do RDM. I enjoyed the read Shanemon.
    (0)

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