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  1. #41
    Abilities:
    http://wiki.ffxiclopedia.org/wiki/Spontaneity (This above all would probably be something specific for when they introduce long cast spells, i.e meteor or something.)

    http://wiki.ffxiclopedia.org/wiki/Composure (This has become a staple of RDMing, increasing duration of buffs on yourself is something all mages have wet dreams of.)

    http://wiki.ffxiclopedia.org/wiki/Tranquil_Heart (This I think should be WHM/RDM really.)

    http://wiki.ffxiclopedia.org/wiki/Phalanx_II (Unique spell that reduces both magic and physical damage taken? As well as casted on others? Yep.)

    http://wiki.ffxiclopedia.org/wiki/Gain-MND (Gain/Boost spells grants you additional + stats. Who wouldn't want this? But SE does need to reexamine the stat bases....)

    http://wiki.ffxiclopedia.org/wiki/Temper (For those front line enthusiasts.)
    (1)

  2. #42
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Bled View Post
    Who has gravity (a class/job may all ready have this in FF14, this is a legit question)? who has the en-spells? (if SE fixes elemental defense) who has Enfeeble *insert* element? who has the bar spells? who has temper?

    I'm not saying these things to be a dick and a lot of these spells in other FF games were either a RDM spell or doubled as either a BLM or WHM spell too. My point is there are plenty of spells not yet dedicated to WHM and BLM that can set RDM apart, not to mention the ability for RDM to dip into both WHM and BLM natural on top of cross class additions.

    I also enjoyed Phalanx in FF11
    Agreed, and if you want to be technical none of the classes have enfeebles anymore, only side-effects of WS, Spells, and Combos and they don't land at a reliable rate (save for bind moves). Actual Enfeeble spells would be able to land more reliably, have greater effect, and you don't have to use weaponskills, combos, or have adhere to some directional condition to utilize them.

    Either way I'm all for making RDM a core enfeebler/melee job and they can even throw some sort of cure or nuke in there as well, long as they can strengthen their magic within their melee somehow to require RDM's to be up there in the fray, but not so much they can't use their magic standalone. (IE: can still cast enfeebles, but combos can make it stronger)
    (2)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  3. #43
    Player
    Klive's Avatar
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    Aug 2011
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    Limsa Lominsa
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    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    I wonder how they will pull off Red Mage with only 4 abilities and a 15 Min ability to make them unique.

    First off, only FFXI had Red Mages be debuff/buffers. Red Mage are generally know for being able to cast white/black magic and melee.

    I would guess the base class would have to be a fencer class. Kind of like how the bard is a buffer but it base of archer that isn't a caster at all. The two classes it would pull abilities from would have to be THM and WHM; otherwise how would they get a spell list... job only give 5 abilities total.

    I was running red mage through my head thought the abilities might be something like this.

    1) Mage Stance - buff like cleric stance - Lowers melee damage, increases all casting stats (Healing pot, M.Acc, ect) and grants refresh. With a fencer being base, red mage would be a weaker caster. This so the Red Mage can shift to nuker/healer on the fly.

    2) Double Cast - Classic Red Mage ability - Cast two spells, even different ones, using the same cast time.

    3) Omni-Spell - Elemental-less nuke - I would have this spell combo off any attack spell and takes effects off the nuke which it was combo from. (Example: if combod off fire become a fire damge AoE or if combo from lightning does singe target lightning)

    4) Spellblade - I made it up be goes with theme - WS combo effect gives a buff that makes next spell cast free of mp cost and insta-cast.

    5) Chain Spell - 15 min ability and classic red mage ability - For duration of the buff all spells have no cast time or cooldown

    I think these ideas, and that is all they are... my ideas, would make the red mage a versatile caster melee and able to fill any role on the fly. The abilities are unique and powerful enough to be wanted, yet not enough to replace a WHM or BLM.

    I based these abilities off other FFs. I never played FFXI and thus it had litttle bearing on my design or vision.
    (1)
    Last edited by Klive; 04-14-2012 at 12:39 PM.
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  4. #44
    Player
    SwordCoheir's Avatar
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    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Elexia View Post
    Abilities:
    http://wiki.ffxiclopedia.org/wiki/Spontaneity (This above all would probably be something specific for when they introduce long cast spells, i.e meteor or something.)

    http://wiki.ffxiclopedia.org/wiki/Composure (This has become a staple of RDMing, increasing duration of buffs on yourself is something all mages have wet dreams of.)

    http://wiki.ffxiclopedia.org/wiki/Tranquil_Heart (This I think should be WHM/RDM really.)

    http://wiki.ffxiclopedia.org/wiki/Phalanx_II (Unique spell that reduces both magic and physical damage taken? As well as casted on others? Yep.)

    http://wiki.ffxiclopedia.org/wiki/Gain-MND (Gain/Boost spells grants you additional + stats. Who wouldn't want this? But SE does need to reexamine the stat bases....)

    http://wiki.ffxiclopedia.org/wiki/Temper (For those front line enthusiasts.)
    Spontaneity is exactly like WHM's Presence of Mind so that's technically taken.

    Composure was kind of a band-aid buff in FFXI, it didn't actually solve any issues and only applied to buffs casted on yourself till the AF3 came out. There actually was an ability that extended the duration of the spell in FFXIV (Can't remember the name of it for the life of me) so it could work well if RDM got it's own buffs, the only problem is without RDM getting it's own worthwhile party Enhancing spells, anything we cross class from WHM or other jobs would be at half strength because we would lack trait enhancements.

    Trainquil Heart I could see working well, but it's a trait so I dunno where it would fit especially if they don't give RDM any of it's own healing spells.

    I loved Phalanx that could be a workable spell, specially if you can stack it with Sacred Prism and if they included a enhanced duration ability. It would have to be named something else though since GLA has a shield move named Phalanx.

    Gain spells, I could go for that too long as it buffed numerous parameters and was adjustable with Sacred Prism. I'd hate to see it be single target, take up an entire bar for each stat, and just have to relive the cycles... the.. Cycles... OH NO... IT'S HAPPENING AGAIN!!!! GO AWAY GO AWAY GO AWAY! *Hunkers in a cradled position in the corner holding my head shivering*

    Temper was one of those spells that was too little too late for RDM, after years of ignoring RDM and it actually being so under-powered and pigeonholed to the point they didn't even want it for the mage aspect anymore Tanaka just threw this out there to try to shut the melee crowd up (and enticed the rage of the anti-melee crowd many of which didn't even care about RDM anymore.) It could be useful as a JA that increases the speed of your attacks, attack power, or double attack depending on how SE want's to play with it, definitely something to consider though.
    (2)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  5. #45
    Player
    Firon's Avatar
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    Ul'dah
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    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I had a few ideas for rdm skills(not in learned order)

    1. DBL Cast

    2. Poison Thrust (ws)

    3. Silence Flurry (ws)

    4 Death Blossom (ws)

    5. Blinding Thrust(ws)

    6. Paralyzing Flurry(ws)

    7. Water

    9. Watera

    10 Enwater

    11 Enfire

    12. Faith ( Increases magic attack power)

    13. Bravery (Increases Attack power)

    That's all i could think of for now i wanted the last 2 spots to be reserved for skills and not more spells if you have any other suggestions add them. also this would be for the base class and not rdm, also i think the job rdm should have the two sub classes of lnc/whm
    (1)

  6. #46
    Player
    Tahldon's Avatar
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    Gridania
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    Character
    Tahldon Boyoikoh
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Taking Viritess's suggestion, I took the time to whip this up. I've just been wondering how those melee skills could come in handy as far as bar space and all that is concerned.

    However, after coming up with this, I happened to have read SwordCoheir's post above about the abilities. So, I'm not sure how far this will go. But here goes.


    1. Weaponskill 1 + (AOE EnAero + BarAero)
    2. Weaponskill 2 + (AOE EnStone + BarStone)
    3. Weaponskill 3 + (AOE EnFire + BarFire)
    4. Weaponskill 4 + (AOE EnWater + BarWater)
    5. Weaponskill 5 + (AOE EnThunder + BarThunder)
    6. Banish
    7. Scourge
    8. Water
    9. Silence
    10. Bind
    11. Slow
    12. Poison
    13. Paralyze
    14. Haste
    15. Blaze Spikes or Shock Spikes
    16. Temper
    17. Saboteur
    18. Spontaneity
    19. Dual Cast
    20. Composure

    Plus the WHM and BLM Cross-class abilities.
    (1)
    Well... "Common" sense isn't all that common anymore, now is it?

  7. #47
    Player
    Klive's Avatar
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    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    Thing is, Red mage will be a job. The base class is something that can branch into something other than Red Mage. They already plan to have the classes have more than one job. So keep that in mind with your ideas. The base class should be something that can branch into something other than Red Mage.
    (1)
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  8. #48
    Player
    SwordCoheir's Avatar
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    Sword Coheir
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    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Klive View Post
    Thing is, Red mage will be a job. The base class is something that can branch into something other than Red Mage. They already plan to have the classes have more than one job. So keep that in mind with your ideas. The base class should be something that can branch into something other than Red Mage.
    Aye, the only thing I worry about though is if RDM becomes branched off of GLA that would be throwing a third (well 5th technically) tank like job in the mix, besides that most of their abilities would be focused on physical defense, hate control, and frontal combos rather than physical damage and enfeebling effects. It might do ok if RDM is built up off of PLD for advanced job development, then it would be a tank that has a secondary focus to help out the party and not seem so half-assed.

    It just seems like building a new job and constructing it around the musketeer/fencer class with focuses on enfeebling and melee would be more beneficial for RDM in the long run.

    Quote Originally Posted by Tahldon View Post
    1. Weaponskill 1 + (AOE EnAero + BarAero)
    2. Weaponskill 2 + (AOE EnStone + BarStone)
    3. Weaponskill 3 + (AOE EnFire + BarFire)
    4. Weaponskill 4 + (AOE EnWater + BarWater)
    5. Weaponskill 5 + (AOE EnThunder + BarThunder)
    I'd say just change one little aspect of that, and give us a bar spell that's strong to the element that monster is. Like Fire is weak to wind so EnAero + BarFire.
    (1)
    Last edited by SwordCoheir; 04-14-2012 at 01:13 PM.

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  9. #49
    Player
    Vanguard319's Avatar
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    Mar 2011
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    I've returned! First I find pants, then Louisoix dies for sending me to the void.
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    Character
    Uni Neko
    World
    Hyperion
    Main Class
    Archer Lv 72
    Quote Originally Posted by Elexia View Post
    BRDs in XIV aren't told to just sit back and only refresh lol. Giving another job Refresh would help more than hurt honestly. especially given the endurance style fights SE are creating.
    maybe not, but you can't fairly compare the two. rdm was a melee class, and was optimized for front-line fighting. Brd in xiv has the advantage of a ranged weapon, and is pretty much well suited for rear line fighting because of that range advantage. You can argue that rdm has access to attack magic, but you had a very limited MP pool when compared to whm or blm, and most of that was used refreshing/hasting/healing the rest of the party. The only ways you were able to fight as a rdm in a party was if you had a scholar as main heal, due to being the only other mage that got a convert-like ability.
    (1)
    Last edited by Vanguard319; 04-14-2012 at 01:15 PM.

  10. #50
    Player
    Firon's Avatar
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    Ul'dah
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    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Klive View Post
    Thing is, Red mage will be a job. The base class is something that can branch into something other than Red Mage. They already plan to have the classes have more than one job. So keep that in mind with your ideas. The base class should be something that can branch into something other than Red Mage.
    would make no sense to use any of the classes for rdm it would be better to just make another class. They are not gonna branch every new job onto the older classes would be pointless imo if they want this game to last longer more classes = more stuff for ppl to lvl and more content for said class/job.

    Edit Just cant see any class atm filling rdm's shoes.
    (1)

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