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 ^_^