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  1. #1
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90

    Incoming: A RDM post of ideas

    Ive played almost all of the final fantasy games that have been released and I can say that RDM has been one of my favorites amongst many others...But even more so in XI and TTA it was given a spotlight that has hasn't diminished..So with all this talk about RDM coming in the expansion I sat down and thought about what my version of RDM in XIV would be like. A lot of what I put into it comes from different aspects of the job throughout the series'history. My idea is in no way perfect and does not seek to be a replacement or improvement on any aspect of the job that came before. Please post your ideas as well.

    Astral Magic:
    En-astra Lowers an enemy's defense and gradually deals light damage. (Enhanced sword spell for melee)
    Phalanx Raises physical and magic defense.
    Cura Restores targets HP.
    Dispel Removes one beneficial effect from an enemy.
    Tailwind Increases targets attack speed.
    Focus Raises resistance to magical damage.
    Syphon Drains HP from target, healing for the same amount
    White Draw Siphon one enemy's MP and restores own MP.
    Sacrifice Use own HP to restore an KO'd target to life.
    Vox Removes silence.

    Umbral Magic:
    En-umbral Weakens an enemy's attacks and gradually deals dark damage.(enhanced sword spell for melee)
    Slow Reduces an enemy's attack speed.
    Paralyze Paralyzes an enemy.
    Blind Blinds an enemy, lowers its accuracy.
    Burn Deals fire damage to an enemy and lowers its resistance against fire
    frostbite Deals ice damage to an enemy and lowers its resistance against ice.
    Choke Deals wind damage to an enemy and lowers its resistance against wind.
    Rasp Deals earth damage to an enemy and lowers its resistance against stone.
    Shock Deals lightning damage to an enemy and lowers its resistance against thunder.
    Drown Deals water damage to an enemy and lowers its resistance against water.

    Abilities:
    Fast Cast Allows immediate casting of two spells in succession.
    Enlightenment Reduces the amount of enmity generated from magic spells and increases magic accuracy.
    Sublimation. Transfers enmity to a party member.

    P.s. the spells listed are spells traditionally used in past final fantasy games, except for the two sword enhancing spells which I put there to give them something connected to this version of Final Fantasy.

    P.s.s My post in now way claims that this is what I want to see or expect to see in XIV version of RDM...Consider it fan fiction.
    (1)
    Last edited by Allistar; 01-08-2017 at 11:44 PM.

  2. #2
    Player
    Xlantaa's Avatar
    Join Date
    Feb 2015
    Posts
    1,000
    Character
    X'lantaa Lizhashen
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    I think will work in a similar way to other DPS classes. First, they will increase they buff applying skills/Spells, then open a combo with Melee attack, go back, and finish the combo with spells, chaining posterior spells after this. Making the melee combat only as opener to start the rotation. Something similar to Enochian where you need keep it up, you will need keep up wahtever buff gives you the melee attacks. Only needing go melee when you lose it. Probalby will work in this way. About MP magnagement, no much idea, but probably will have a system to drain Mp from the melee attack, like the Drak Knight.

    I think the distance wil lbe demanding, melee for combo, ranged for spells. Probably won't let you cast spell on melee range (this way will avoid people stuck in melee all the figth for lazyness), making player change between melee and ranged depending of the rotation.

    I don't think will have things like Paralize or Slow. That things probe useless all the time, and probably the rewrok of skill will make them dissapear. Same about elemental resistances.
    (1)

  3. #3
    Player
    RukiaFae's Avatar
    Join Date
    Feb 2015
    Posts
    641
    Character
    Rukia Fae
    World
    Goblin
    Main Class
    Goldsmith Lv 78
    Maybe they will use melee attacks to regain mp similar to ice attacks for black mage. I think chained spells will increase the speed of attacks and jumping back to ranged distanced will increase the potency of the attack.
    (0)

  4. #4
    Player
    Zarcoft's Avatar
    Join Date
    Aug 2013
    Posts
    48
    Character
    June Moon
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    I mean this with the upmost respect but your ideas would never work in this game.
    First elemental resist and bonuses do not exist, so over half of your umbral magic would be worthless, and giving paralyze to players I feel would be overpowered just my opinion.
    Second your astral magic is way too powerful, I mean why would you not have a RDM with half of the abilites you have listed would be beyond me, they can give regen, raise defenses both physical and magic, increase attack speed, remove effects, and raise. I mean did you just look at ast/whm/pld/drk and decide to give RDM all of their key abilities?

    I think you really need to rework your list, and remember that it's a DPS, not support, and not a jack of all trades like in other FF games. RDM will be DPS, and is a self chaining sword/staff user, so maybe a debuff or two possible, but nowhere near what your thinking.
    (4)

  5. #5
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Both BRD and MCH are considered DPS...But they provide more support than DPS...
    (0)

  6. #6
    Player
    Daranion's Avatar
    Join Date
    Nov 2013
    Location
    Ul'Dah
    Posts
    296
    Character
    Daranion Thronir
    World
    Adamantoise
    Main Class
    Gladiator Lv 80
    Wew, the top DPS in the world is a Bard and Bards do the most damage of allt he classes. You just gotta be good
    (2)

  7. #7
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    You say you've played all the Final Fantasys but you come up with a kit for RDM that is only kind of comparable to FFXI's distorted version of the class. RDM are never the best at anything (except debuffs in FFXI) and yet your kit makes it a master of all (except tanking) and you completely disregard FFXIV's battle system when coming up with its kit. I don't even know.

    Quote Originally Posted by Allistar View Post
    Both BRD and MCH are considered DPS...But they provide more support than DPS...
    Loooooooooooooooooooooooooooooooooooooooooooooooooooool

    ok
    (1)

  8. #8
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Well this Isn't gonna happen they have already shown RDM and i'm so excited for it.
    (1)

  9. #9
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    I think they are pretty much decided already on what RDM is going to be like.
    (0)

  10. #10
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Actually if you do your research you'll see that it's based on spells and abilities from I, III, xi,and xii. Why do you think xi's version of RDM is distorted...It's no more distorted than xiv version of all the jobs to ever appear in a final fantasy game. Nothing I put there makes RDM over powered...Like we all know...RDM is a jack of all trades master of none... Everything there is set so it has some use with varying situations but in now way will make any other job useless. The enhanced sword spells are for melee situations...The umbral spells are there to help with Blm spells or cross job spells of RDM has access to them...Slow and paralyze are there as a throw back to do days as an enfeebling master. The astral spells are there to support whichever healer RDM teams up with for 4 or 8 man content or when playing solo.
    (0)
    Last edited by Allistar; 01-08-2017 at 11:43 PM.

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