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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
    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)

  6. #6
    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)

  7. #7
    Player

    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    442
    I played rdm in ff11it was actually set up as an off tank if u sub war, but players regulated it as a healer (its worst skill) due to fastcast, chain spell, and convert. That and refresh.

    What you pretty much described was the paper version of rune knight inn ff11.
    (1)

  8. #8
    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
    This is easily the most well thought out RDM-Tank post I've read. I have my own thoughts on the subject.

    First to note, which is going under the assumption that the next set of classes for 4.0 are Samurai, Red Mage, and Blue Mage, and in the state of the game right now, is that the game is long overdue for both a Caster DPS, and a STR-based melee DPS. I stick to my guns that as of right now, this game does not need another full healer class, and I hope that they choose to omit adding a 4th healer for 4.0. (With the way this game handles healing classes, there's really not much left you can add to a healer that won't just feel like a WHM or SCH with a new gimmick.)

    So I'm thinking 4.0 should add a tank, melee DPS, and caster DPS as it's additions to the game. But to go deeper, I feel that we should add...

    1. A tanking class that hold a candle to the OT niche that WAR has nested itself in. This way you would be given the option of PLD or DRK as your main tank choices, and then have WAR and the new class as your OT. Personally I feel that Samurai would fit this perfectly, but there's a lot of demand for Samurai to be a DPS due to the lack of actual swords. (Then again, keep in mind that this expansion it was Dark Knight vs Samurai over who to be the tank class, so they could easily stick with their original idea for it.)

    2. A melee oriented DPS that can bring in the same amount of quality of life team buffs that Ninja offers. (Lets face it, everyone and their dog brings a NIN if they follow proper party composition for progression.) This is the role I feel better suits Red Mage in both flavor and play style. Making it STR-based would be to just simply even out the accessory distribution among DPS (3 STR, 3 DEX, 3 INT if they also add a caster.)

    3. And finally, a caster. Because it'll be almost 4 years by the time 4.0 comes out since they would have added a caster DPS into the game. As much as I loved XI Blue Mage, I think this best suits it in it's transition to XIV.

    There's some swapping you could do, like BLU-Tank, SAM - STR DPS, RDM INT-DPS.

    But yeah, good read and neat ideas!
    (1)

  9. #9
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,798
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I think come 4.0 they will have to hybridize the "holy trinity" a bit, so that support and damage are separate things. I really wish we could eliminate the "holy trinity" altogether but that's probably not going to happen.
    (0)

  10. #10
    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 Stormfur View Post
    I think come 4.0 they will have to hybridize the "holy trinity" a bit, so that support and damage are separate things. I really wish we could eliminate the "holy trinity" altogether but that's probably not going to happen.
    Not sure if we can expect a break from the mold in 4.0. I do however think that by 5.0 it would be fitting to expand content to 5 and 10 man, to accommodate full support roles and to freshen up party play all together. There's only so much left you can add with the current system before you're just retreading old ground.

    Hell MCH and BRD are barely different from each other and AST is already a homogenized Frankenstein of WHM or SCH depending on the sect you choose.
    (0)

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