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  1. #161
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Reynhart View Post
    Or maybe we can remember that RDM was a debuffing job only in FFXI..
    It was a primarily debuffing job in XI yes, but it did have a bit of everything. Still, I think Red Mages had some debuffing from the dark and light sides of magic. Though enspells weren't a staple of Red Mages, I enjoyed it and it made it unique in XI. Still, we need to take in what Red Mage has been through all the series.

    Quote Originally Posted by Reynhart View Post
    Full strength for weapon, and two stances.
    I really don't think you would need to take it that far..but I think a DPS that can add a bit of healing to nearby people in some way would be unique. Remember there are a lot of things to consider before pushing something like this job out there with all of its potential that it had in previous games. This includes my precious, worthless, debuffs. We are going to have to accept, on both ends, that something is going to have to be given up.

    Quote Originally Posted by Mimilu View Post
    ...I think the best thing they could do for a DPS-RDM idea would maybe give it one strong heal oGCD as an 'Uh-Oh Button" that they don't need a stance for, like Clemency, with a 120 second cooldown, like Second Wind. :B
    I think you're right. Instead of restricting the job by stance dancing, restrict it by global cool down that is a decent heal spell. I would make it fast or instant.

    Seems like though the helping hand of a quick heal would be useful and fun! I think though that they'll only add the elemental side to it by visuals only. Such as a final physical attack combo that does a blizzard II like animation at the end of its combo chain rather than a physical attack.

    Quote Originally Posted by Savagelf View Post
    I like beast master with a whip to fight enemy ....
    Moment you said that I thought of how funny it would be to fight CC and whip him right in the eye, and watch him cry. Takes care of those damn glares!
    (0)
    Last edited by Leigaon; 02-05-2016 at 05:59 AM.

  2. #162
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    sadly my friend i got jump when i said i like have beast master with whip people got so anger at me and said that whip maybe would use on the animal
    (0)

  3. #163
    Player
    MistralLevante's Avatar
    Join Date
    Jul 2015
    Posts
    17
    Character
    Mistral Levante
    World
    Cactuar
    Main Class
    White Mage Lv 60
    I'd like to see Blue Mage, but with some caveats. I think just directly adding Blue Mage would either be lame or totally overshadow Black Mages. I've come up with an idea inspired by Kimahri from FFX.

    This is going to require a few seemingly unrelated changes, so bare with me please.


    1. Add a personal limit break bar that is always one bar. Allow this to charge even while solo. Maybe slow down the charge while in parties/full parties.

    2. Personal limit breaks are things you choose/equip. Every class gets to equip their LB1 by default. Possibly allow players to equip one cross-class LB. ex: healers can equip caster LB1, tanks can equip melee LB1, ranged can equip healer LB1, and melee can equip tank LB1.

    3. Add a "Diminished Blue Mage Soul Crystal", unlocked at the max level of the expansion after completing a quest.

    4. Equiping this "Diminished Blue Mage Soul Crystal" does not change your Job. In fact, it leaves you as whatever class you are when equipping it.

    5. Blue Magic skills are unlocked as unique personal limit breaks.

    6. Blue Magic is learned from a mix of solo and group content. Some requiring you to run dungeons as a CLASS. (do not allow classes to use the same queue as jobs if this is the case).


    Some blue magic LB examples:

    White Wind: Cure 33% health to all and remove all status effects.

    Roulette: Kill one random NON-BOSS monster with a 10% chance of killing yourself instead (for funsies only ofc)



    Strange idea I'm sure, but I like it.
    (0)

  4. #164
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    If they implement Blue Mage I hope they actually have Blue Magic. The other magic classes have so far been cookie cutter magic spells. None of the fun stuff.
    (1)

  5. #165
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Leigaon View Post
    It was a primarily debuffing job in XI yes, but it did have a bit of everything. Still, I think Red Mages had some debuffing from the dark and light sides of magic. Though enspells weren't a staple of Red Mages, I enjoyed it and it made it unique in XI. Still, we need to take in what Red Mage has been through all the series.
    The problem is that, in FFXI, RDM has been too much thing. Even if you fuse each tier of spell in a single one (Fire I, II, III into Fire, for example), you'll end with far too many things to give it in FFXIV design.
    Quote Originally Posted by Leigaon View Post
    I really don't think you would need to take it that far..but I think a DPS that can add a bit of healing to nearby people in some way would be unique.
    It's not really "that" far. Other jobs already have two stances, they just have no reason to go stanceless.

    What could also be done is to allow RDM to cross-class Cleric Stance, with a little twist. RDM main stat would be INT so it would activate Cleric Stance to heal, while still suffering the usual 20% penalty to heal less than true healers.

    Quote Originally Posted by Leigaon View Post
    Such as a final physical attack combo that does a blizzard II like animation at the end of its combo chain rather than a physical attack.
    It could be interesting to give it comboes that mix WS and Spells. Comboes could temporarily decrease elemental resistance and increase the damage of your finishing spell
    Flat Blade -> Astral Blade (Decrease "Astral" resistance) -> Burn (Fire spell)
    Flat Blade -> Astral Blade (Decrease "Astral" resistance) -> Choke (Wind spell)
    Flat Blade -> Umbral Blade (Decrease "Umbral" resistance) -> Frost (Ice Spell)
    Flat Blade -> Umbral Blade (Decrease "Umbral" resistance) -> Rasp (Earth Spell)
    Or you could even not give them a Wind and Ice spell, so they'd think of cross-classing Aero or Blizzard II

    The "decrease resistance effect" would also give better synergy between RDM and other casters.

    And, of course for RDM : Dual Cast. For the set duration, spells cost twice but apply their effect an additionnal time.
    Useful for burst damage (Especially for the "finishing spells" above) or burst healing.
    (0)
    Last edited by Reynhart; 02-05-2016 at 06:50 PM.

  6. #166
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    Red mage could have stance called priest stance
    (1)

  7. #167
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by MagiusNecros View Post
    If they implement Blue Mage I hope they actually have Blue Magic. The other magic classes have so far been cookie cutter magic spells. None of the fun stuff.
    They are afraid of a lot of things it seems. BLU could be amazing, just there needs to be the fear of getting over if someone wants to bring a BLU to the party or not. Otherwise it would just be the same as the other jobs just the way you do it.

    Still doing BLU, I would like them to let us get some of the nastier attacks that these guys use. In return, instead of having us have to fight the mob and use the mob could have a log that lets you gain their abilities just by killing them X amount of times. Make them dungeon bosses or trial bosses, so you have to go back but not so many times that you're a level 50 trying to get a level 35 ability/spell.

    Quote Originally Posted by Reynhart View Post
    The problem is that, in FFXI, RDM has been too much thing. Even if you fuse each tier of spell in a single one (Fire I, II, III into Fire, for example), you'll end with far too many things to give it in FFXIV design..
    Not just XI, which had a ton, but in general it would be a lot. Taking a look more at Red Mages through the series it had access, might not have been the exact best, but had access to a lot. If we tried to put everything into the job we would have something that would require two people to play lol. It would have to be just a bit here and there to make it look and feel like we were playing a RDM.

    Quote Originally Posted by Reynhart View Post
    What could also be done is to allow RDM to cross-class Cleric Stance, with a little twist. RDM main stat would be INT so it would activate Cleric Stance to heal, while still suffering the usual 20% penalty to heal less than true healers.


    It could be interesting to give it comboes that mix WS and Spells. Comboes could temporarily decrease elemental resistance and increase the damage of your finishing.
    That is what I was thinking while driving in. Stats can be said to be a main to any job, they don't have so much complexity as they use to or as other games do. They could easily say RDM damage is set to INT and give them the cross class for the healing, and there wouldn't be any huge complications to not having STR in there.

    If it had to be explained....maybe have RDM lore wise cover their swords with elemental damage like Astral in general. So the INT would make sense why it increases for damage wise and while curing the MND boosts that.

    Then that would be a self use for the combo resistance reductions you provided. And have it stick on a boss! I know there are a lot of debuffs that stay on a boss but there are some that always got to me that it works on everything except on a boss.

    The way of setting it up like this wouldn't be bad. Can melee, and in the combos it uses magic based attacks, in a pinch can convert to heal up a bit without being a pure healer.

    Quote Originally Posted by Savagelf View Post
    Red mage could have stance called priest stance
    Could very well do that too, make it an adjustment of the Conjurer's stance. I mean we have what 3 different names for Esuna?
    (0)
    Last edited by Leigaon; 02-06-2016 at 03:22 AM.

  8. #168
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Leigaon View Post
    And have it stick on a boss! I know there are a lot of debuffs that stay on a boss but there are some that always got to me that it works on everything except on a boss.
    I don't recall any boss immune to Storm's Path, Dragon's Kick, etc...so I guess Fire/Ice/Earth/Wind resistance down have no reason to not work.
    Quote Originally Posted by Savagelf View Post
    Red mage could have stance called priest stance
    I like the idea of having cross-class skills as a meaningful choice for RDM, namely Cleric Stance.
    Something like "they can" heal, but only if they chose to pick into their CNJ legacy. They can exploit Ice/Wind weakness but they need to lean on their THM side..."
    (1)
    Last edited by Reynhart; 02-06-2016 at 03:54 AM.

  9. #169
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Reynhart View Post
    I don't recall any boss immune to Storm's Path, Dragon's Kick, etc...so I guess Fire/Ice/Earth/Wind resistance down have no reason to not work.
    Yeah the list @Mimilu gave, I haven't seen resisted, well not in normal situations. Some on the other hand do or get resisted quickly. I like the idea of having the resistance down at the end. You're right, no reason for it not to and I should have faith.

    Well looks like the job can be done. Now time to sit back, relax and wait for them to do something. Some will laugh, some will cry, others will run in the streets with rage. In the end we will have a good time. Good stuff, slim chance but I hope someone at SE saw some of the ideas here posted and maybe take them into consideration! Now I'm off to prepare for 3.2.
    (1)
    Last edited by Leigaon; 02-06-2016 at 04:47 AM.

  10. #170
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I found this discuss much more enjoyable other discuss. I like discuss job possibility
    (0)

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