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  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Archwizard View Post
    Aren't you the same guy who proposed turning RDM into a full melee job by locking Dualcast behind a melee combo? Where magic would be "tacked on" as a result?
    I assume you're referring to the post I made about various ways to implement hybrids, which was written to convey some general ideas. If that's the case then you either misread or did not read the write up I linked you the last time we spoke. I suggest giving it another look (the URL is in my sig), as Dualcast is there and still proccing off spells. There's even a section in the write-up explaining how that interacts with the other mechanics I gave the job.
    So either RDM "isn't Red Mage" and is "just a Sage in red with melee tacked on" (surprise, melee was always "tacked on") until it subsumes all concepts of a Spellblade as well
    Now you're being hyperbolic. If RDM is "guy that uses sword skills and spells in tandem" (again, see the writeup in my sig), then it stands to reason that Spellblade/Mystic Knight/Rune Fencer could get something like prolonged sword enchants or combo effects that yield sword enchants as well as systems that deal in sword enchants (like the systems suggested by the OP). I mean if we're being serious about designing Mystic Knight, the rules that pop in my mind are:

    a) it's entirely melee-focused aside from the mandatory ranged skill like Piercing Talon and Knife Throw. Which means it won't be slinging spells and instead rely entirely on their magical sword(s) to deal damage
    b) it won't offer utility along the lines of healing or rezzes.
    RDM gains more branching melee and is a Spellblade in all but name but is no more a mage than NIN, DRK or PLD.
    Last I checked, NIN, DRK and PLD can't rez. PLD blows a big chunk of their MP pool to heal. DRK and PLD lack notable ranged options given that the former has nothing other than Unmend and (technically) Salted Earth, and the latter blows a big chunk of their MP on Holy Spirit (assuming full MP, you get 5 at most and go OOM). NIN's magic options are gated behind either the Ninjutsu cooldown or behind spending Ninki to use (assuming we count Hellfrog Medium). There's very little in terms of a comparison between those jobs and RDM.

    Put simply, I don't understand how giving the original hybrid of the Final Fantasy series more melee uptime can be so egregious.
    (1)
    Last edited by Duelle; 09-19-2019 at 07:26 PM.
    * 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)

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