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  1. #1
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Keyah View Post
    So why are you okay with different spike effects, but not a damaging rotation?
    The "elemental weakness" aspect of the enchantment is purely for the en-spells.
    It doesn't make other spells stronger.
    based on your description the spike spell you have listed, which is only the thunder element, appears to be a "buff" to a party member that adds a barrier around them that deals damage as a counter attack, similar to E4E or Vengence. more abilities like that are desirable, but adding too many could be redundant as well, so be careful.


    Quote Originally Posted by Keyah View Post
    It's an advanced job, it's not supposed to be.
    An advanced job does not have to be complicated. Also, two things stand out to me now based on this statement and the statement you said in response to Xaikara PvP comments, "enfeebling masters". I cannot debate this, since I didn't play XI, and I defend the current Summoner iteration from those who claim "it's not a 'real' Summoner". But the primary aspect of a RDM is being a sturdy mage with access to both WHM and BLM spells, able to deal decent melee damage, and the main aspect, the ability to Dualcast. I'd say let these be the defining characteristics. You can still make them enfeeblers, but try not to place them on the same plain as XI's RDM.

    Quote Originally Posted by Keyah View Post
    Shell stacks with protect providing more Magical protection, no Physical protection and enfeeble protection.
    Bar Astral/Umbral are states (e.g. PLD Oath's) that act as an aura after 42 to protect against weaknesses
    Aquaveil is a binary stance. Speed/Success
    Gravity/Break have high cooldown because they deal AoE damage and hard CC. WAY too powerful to cast constantly.
    Phalanx II is when you learn to cast it outwards to your party.
    If Shell is supposed to be additional magical protection then it should not be similar to Protect in from, it would work better as Stoneskin, or Manaward/Manawall (I forget which is magical at the moment)
    if Bar Astral/Umbral are statuses, which is fine, what do they protect you from you still do not list that. Does Astral increase you physical defense and Umbral magical? Also if they are statuses, like SWD/SHD Oath shouldn't they be abilities?
    With Aquaveil, I'm confused what you mean by "Binary Stance"
    With Phalanx II, no skill/spell is like that, it's just an updated version of the previous. Why not just make both a spell then Phalanx is single target and Phalanx II is an AoE, with maybe a shorter duration but higher defense?

    Quote Originally Posted by Keyah View Post
    Thank you, I'm glad some people like the idea of a spell-weaving sword/caster.
    remember that in some games RDM is either "upgraded" or given skills similar to Mystic/Rune Knight. Adding in a few of their usual/unique skills might help balance things out.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  2. #2
    Player
    Keyah's Avatar
    Join Date
    Dec 2012
    Location
    Gridania
    Posts
    42
    Character
    Keyah Uchnouma
    World
    Omega
    Main Class
    Red Mage Lv 90
    I don't really care for your tone and constant nitpicking. This is the last I will be replying to you.

    Quote Originally Posted by Eloah View Post
    based on your description the spike spell you have listed, which is only the thunder element
    There is no element, it's a description...

    Quote Originally Posted by Eloah View Post
    An advanced job does not have to be complicated.
    It also doesn't have to be easy. High skill ceilings deserve a place as well.

    Quote Originally Posted by Eloah View Post
    "enfeebling masters". I cannot debate this, since I didn't play XI.
    You can't debate it and yet you then go on to do just that. Red Mages can use white magic but they are not associated with white mages. White magic doesn't mean the spells a white mage uses necessarily.

    I find everything else you said very mocking and you don't seem to understand the design. I've had to dumb it down several times for you, and with this lack of understanding you still write absurdly long posts telling me what's wrong with my design.
    (0)
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    Keyah ~