I can imagine Samurai being a tank class fully. Taking a page or two from the FFX-2 abilities.
Similar to WAR Samurai would have to deal damage to mitigate attacks, dealing more damage with less HP and being a parry/evasion tank (obviously).
Also, from an OT aspect each weaponskill adds more stacks and can use stacks to boost critical hit rate/deal burst DPS.
Last edited by Aaliyahrose; 02-16-2016 at 09:14 AM.
The Idea of Rdm being a tank stems from the fact that If it is not, and i'm repeating myself here, It can not fulfill the role of a Red Mage. I'm not saying this on some kind of personal level because I'm dead set on Red Mage being a tank. I'm saying it because It's an unfortunate truth. If I had it my way I would allow Red Mage to just be what it's suppose to be. Black/White Magic, Rapier Wielding jack of all trades. However, The class as we know it does not, and will not fit the current qualifications required to be a suitable job because of how it's been designed.
It's not about what role a class is suppose to or not suppose to play. White Mage is a healer because it's primary function is to Heal. Paladin is a Tank because it's primary function is to take damage efficiently. A Black Mages Primary function is To DPS. They natrually fall into these categories due to how their own classes have functioned for more than 20 years. If people want Red Mage it's because they adore, not abhor all that Red Mage has to offer. Red Mage as it exists is the definition of... repeating myself again, a "Jack-of-all-trades". And once more, Stands for, quoting myself again, "Flexibility". Something FFxiv does not allow.
You have good ideas. I won't discredit you for that. There are ways to make Redmage a DPS and an interesting one at that. The issue is keeping a class true to what the class represents. If you don't respect that, you're further ahead making a brand new class entirely, or picking another Class from the plethora of classes available to choose from. Ones that fill your exact specifications for ideas. You're debatably describing a Songstress or a Geomancer.
And yes you are correct, FFxi was incredibly squirrely, as I've already said.
As for Tanking as an Idea, Rdm isn't a backline class Like Whm or Blm. It's always been a front line class even in the original iterations of the job. So it wouldn't be as odd as one would imagine. Especially since holding threat and such mechanics didn't exist early on, nor do they in many FF games today.
I'm not really understanding why you think I'd assume Rdm would be "Half-Efficient" as Tank. That just sounds like a preconception since the class has "mage" in the name. I also don't understand how being a mage means you're weak and physically frail. Red Mage is definitely anything but. I don't know why you assume it would be in contention with Paladin either. This is probably due to both classes having a single handed weapon and using White Magic. Except Rdm is different, it's not a Sword.. It's a Rapier, it functions entirely different from a Sword. And Rdm has Access to Black magic, Pld does not. Some Redmages had Offhand Shields, but as it's been stated by others, a Parrying dagger might prove to be far more interesting. Neither of which alters what makes a Redmage a Redmage.
I'm not going to sit here and List all the spells Rdm has access to to draw from, so people can look those up themselves. But Enspells And Phanlax are ones worth noting, So are it's ability to cast faster than any other mage. You could easily interpret this to mean they're instantly cast. Clemency allows the Pld to take quite a few attacks while never being interrupted. I don't think Rdm should have the same ability in the potency/power of Clemency, but giving rdm the ability to not be interrupted easily in it's longer casted spells would be ideal. Having it's longest ability timer being one that allows them to Spam cast Magics, any of them as fast as they want w/o interruption. Essentially Rdm just stays Rdm. It's in close quarters, Uses Black Magic in Offensive stance, and White Magic in Defensive stance.
The point isn't to make Pld or any tank obsolete, But to make a fun tank that's functional, efficient, and different. I thought that was self explanatory. The point of Dark Knight wasn't to make Warrior or Pld useless... Right? The balancing act isn't up to you nor I. The only thing, if anything really... That is left up to us is the thought experiment itself. To deny Rdm has the ability to be a viable tank is ignorant.... And well... quite self serving to conveniently manipulate scenarios that work in your favor. I would entertain the thought of Rdm being a DPS or Healer if it wasn't for the fact Rdm is more than simply a DPS, or Healer. It's really both, and it's unfortunate It can't be one of them without neglecting the other, but such is the nature of Rdm.
I don't think it's fair to let a class don the Red Mage garb if it's not a Red Mage. That my friend, is called a lie; we know what makes a Red Mage a Red Mage.
Square-Enix is a Japanese company which means they respect tradition while not losing sight of the future. Why do I mention this? Final Fantasy games... They knew when they got it right, Cactuar, Chocobo's, Morbols.... these things make Final Fantasy what they are correct? These are traditional. The Cactuar sprite has barely evolved in most iterations of the game because we know how nostalgia bomb and Iconic it is. And that's the whole god damn point i'm trying to make. The classes are the same, they might switch up a bit and get new cool abilities... BUT, they don't really change their primary function. You can't just redefine how a class operates just to fit A DPS role, simply because you believe RDM was primarily a DPS. Because it's not, it's fundamentally EQUAL in all it's parts.
People who keep coming back to play Final Fantasy do so with the understanding that Dragoons Jump, Whm's heal, Blms cast offensive magic, Plds take dmg great Time mages manipulate Time, Dancers dance, Ninjas use ninjutsu, Monks Punch stuff, Puppetmasters use a puppet, beastmasters use a pet. Ect Ect. These are grossly over simplification but these are the things that make them what they are. So because it's convenient? We just throw away what makes Red Mage a Red Mage and make it a Primary DPS? No. A Redmage is a Black/White magic user who stood on the front lines with a Rapier. It doesn't matter if it's a tank so long as it can perform it's primary function.
To be quite honest Rdm can't fit in any individual role FFxiv provides simply because it fits into all of them. As people come up with ways to make it either a DPS or a Healer, There are infact equal, if not better arguments made for it being a Tank, all the while it keeps it's identity intact. And I'll side with the argument that keeps the classes identity intact every single time.
Any further explanation from here on out is just going to be me repeating myself. Like I've honestly been doing... Simply because I've already written a detailed reason and explanation for what I've proposed. And as far as I can see, I see no other beyond a reasonable doubt idea that allows a Red mage to actually BE a Red Mage exists in this thread.
Which I'll state once again, since people don't like to read what I'm saying, Is the entire point.
Last edited by Kaeoni; 02-16-2016 at 09:37 AM.
This brings up another point that the devs practically removed one-handed wands from any endgame content. How will the RDM invoke thier main weapon for damage? They would have to add some sort of off-hand weapon to make it feel like a RDM. (An Orb maybe?) Also have them share One-handed swords with the PLD class.
Their STR stat as you mentioned already would be fine as long as INT would be their main stat, allowing them to swtich using Cleric stance maybe.
Last edited by Aaliyahrose; 02-16-2016 at 10:27 AM.
Blue Mage just couldn't work in a WoW clone anyway. A Blue Mage learns all their skills from enemies ever since Final Fantasy V and only if a monster casts that ability. in XIV you'd just be learning skills from job quests taking away the gimmick that made the Blue Mage what it is.
If flexibility is something XIV will refuse to allow, I'm not sure how we're getting a real RDM in the first place. A tank position might best replicate the majority of RDM gameplay elements, but it's still a far cry from "all that Red Mage has to offer", which would otherwise include much less traditional usage than a hold-and-meat-shield-w/-CDs tank. To force them into a permanent tanking position to get the most out of their toolkit, rather than simply having something to offer when situationally in that position, strays from an iconic RDM almost as much as pigeoning it into a dps or healer role.
In short, I'll agree that tank is probably the best choice if XIV refuses to actually develop in any way their role system. It's certainly not my favorite--I'd personally prefer DPS with flexible uses--but it's the least illogical choice. But it's not the first and won't be the last job whose identity could have benefited significantly from less rigid roles, and it's only then that I really think we're going to have a shot at RDM's full potential.
I too have no interest in seeing a RDM that isn't really a RDM. Though I guess my standards for authenticity of role are slightly higher still, and I'd rather it be the way to break into a general improvement in XIV than simply the best possible compromise within the conflicted system we already have (see healers who spend 80% of time idle on the misconception of 'role').
Edit: We're already losing elements of job identity that we have now just because people are generally unwilling to think broadly. A healer is a near perfect choice for gathering adds. A Dragoon certainly can briefly tank adds. Adds can be kited. A single Doton can allow a Warrior to kite a pack of mobs indefinitely without interrupting positionals, casts, or AoEs. And we're starting to develop ways that can eventually be used to check that a job, regardless of its normal role affiliations, can fulfill a particular role. I don't see why we aren't pushing that further. XIV has almost never been a trinity game. It is a game with DPS + additional toolkits, and conventional and optimal (not always the same thing) role divisions. Building on that aspect of the game is what could really make it, and its jobs, unique.
Last edited by Shurrikhan; 02-16-2016 at 02:28 PM.
Try to rework these abilities in FF14
http://www.ffexodus.com/ffx2/dress12.php
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