I'm so happy I loved RDM in FF11 can't wait for June.


I'm so happy I loved RDM in FF11 can't wait for June.



More like Flash of Light or Healing Surge. Expensive to cast and have an opportunity cost (ret paladins can cast 3 or 4 before going OOM and it's not very powerful when compared to what a healer can do; enhance shaman have to sacrifice their unique resource in order to insta-cast it, which is better spent on their DPS skills).No, I think they were expecting something more akin to Light of the Protector from WoW.
http://www.wowhead.com/spell=184092/...-the-protector
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
What about debuffers? There aren't a lot of them, depending on how you count tools like Heavy Thrust, Dragon Kick et alia. Virus, Super Virus... they're all so short-lived -


The haste problems would be a total non-issue if SE tied in TP reduction in accordance to skill speed on gear / speed bonuses from abilities. As it is, they have to keep on adjusting TP costs of various abilities every now and then, and it makes the Arrow card kind of crappy for non-BLMs.

Just noticed Krill has the red mage aether crystal on her jackets as a clasp or something, does anyone know what this could mean?
Lets look at the video once more.
The player casts a few spells at range, then rushes into melee performing an attack, followed by an execute at range.
Reminds me vaguely of WoW's DK from WoTLK. Why?
You'll be applying different spells for their effects, self buff or target debuff;
Diving into melee to use abilities which modify damage based on which effects are on your self or on your target;
Followed by a very high damage execute, at time based resolution or health percentage.
Leaning more to FFXIV mechanics already in the game, it may end up where what spells you cast will give you a certain series of buffs which modify your melee abilities / ranged executes.
Last edited by LemonKing; 01-19-2017 at 03:14 PM.
This. I'd hope for either an ability that scales well but comes with resource cost or something akin to a Sheath of Light & Art of War era Flash of Light on a Retribution Paladin. I'd like it to be about as good as our dps time/resources spent when the healers and/or tanks really know how to make a lot out of it, but should otherwise be situational.More like Flash of Light or Healing Surge. Expensive to cast and have an opportunity cost (ret paladins can cast 3 or 4 before going OOM and it's not very powerful when compared to what a healer can do; enhance shaman have to sacrifice their unique resource in order to insta-cast it, which is better spent on their DPS skills).



I wonder if the high-speed positioning will mean players mark their starting spot before closing in and hopping back. Perhaps it will be similar to Ley Lines, a mark that persists for a length of time before it naturally disappears and you have to lay down a fresh one.
I wouldn't like just to jump back randomly to where my character's back is directed to. As a DRG I hate that elusive jump sometimes sends me off platforms ;x
I also don't see RDM getting access to healing white magic from the get go. I can see heals being the last stage of any combos, probably be a mild AoE before jumping away again. Although even an AoE heal I would rather trade for an AoE regen, so it can time in with any rotations. Would be nice if we can set the magicked crystal like a turret and have it spam mild AoE heals while we melee but its a caster not support.
However I think the main focus will be buff type whm spells like bravery and faith or even oil even though that is green magic (to increase damage output due to having abilities not as potent as blm or whm) and debuff type blm spells like syphon (to ensure all RDM take a break from chain nuking and go and melee otherwise they cant recover their mp)



Hmmmm...
Set up a bunch of buffs for your melee abilities.
Dash in to do a melee combo which recovers MP.
Jump back to unleash a chainspell depending on what buffs/combos were used, consuming massive MP.
Rinse and repeat.
Does that sound like something that might not be the worst idea ever?
Just a little visual note, it seems from the video like the "jump in" skill has the RDM reeling him/herself in with a magic rope or something. Explains how a mage makes monk-like dashes.
I loved my RDM in FFXI, Can't wait to get it here. hopefully the add Blue Mage soon too.
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