OMG, yes yes yessssss... Red Mage was always my absolute favorite, but I hated when higher levels of Red Mage in XI forced me into the back.
OMG, yes yes yessssss... Red Mage was always my absolute favorite, but I hated when higher levels of Red Mage in XI forced me into the back.
I've been doing a pretty extensive build up on Fen/Mskt/RDM for the better part of the day. Granted it's probably not exactly what most people will expect, I hope it can at least incorporate a structure to base off of. I'll post it once I do some editing and add some organization.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
As long as RDM isn't over powered like it has been for a long time in FFXI. With malee/spell combo, comes reduced damage in each part.
1. Red Mage could have very high Melee Accuracy but low Damage. TP builds up very quickly. Convert (exclusive to RDM) converts TP into MP.
2. I like your suggestion, essentially save TP for increased melee dmg or Convert to mp for increased Enfeebling/Magic Attack Strength.
3.Excellent idea. Forces RDM to manage TP / MP ratios to be most effective.
4. Refresh: make it a Cross Class Mage Ability. Refresh transfers casters MP pool (25-75%) to single target.
Papa was a rolling stone...wherever he laid his barbut was home.
rdm will be something else who knows what but it will be streamlined like every other class in the game and you wont have a massive list of spells in FFXIV. remember you get 5 job ablitys and 20 other cross class at lv50. and will probly have to wait for fencer to be unlocked.
Why are people trying to make RDM into what 11 had, RDM should not get refresh nor should they be an enfeeblist.
I agree that summoner should not have any healing magic, give them cross class skills of a THM but not CNJ.
I spent the better part of the day putting this together and I think it would work out well when/if Red Mage is implemented.
Fair Warning: This is based off my personal interpretation of how classes are currently built, granted there is probably a mistake here and there. I tried to build Fencer / Musketeer as structurally similar to how other classes setup as possible, so it may not be quite what people expected.
Second Fair Warning: This is a huge detailed wall of text, I'm using hide tags to try and condense it all.
Fencer / Musketeer
WeaponskillsFencer / Musketeer
Weapon: Epee, Saber, Rapier type weapons.
Offhand: Parrying Daggers (Weak secondary weapon, deals little damage but increases parry chances.)
Armors: Cloth, Leather, Jackets, Harness, Scale, Chainmail (Excluding Habergeons)
Damage Modifiers: Intelligence, Piety
Incapacitation Weaponskills: Coule’- Left Arm, Backsword- Rear
Weaponskills
Reprise- Swing your blade around your opponents defenses when an opponent blocks, doges, or parries your attack.
TP Cost: 250, Recast: 15 Seconds
Frontal Combo Tree:
Passata-Soto > Coule' > Enfeebling Spell
Passata-Soto- Move under your targets oncoming attacks and strike under their defenses. Increases Dodge rate.
TP Cost: 1000, Recast: 10 Seconds, Duration: 5 Seconds
Coule'- Perform a feint attack and strike when their defense is down. Enhanced damage if you just dodged or parried an attack.
Combo Bonus:Increased Critical Damage
TP Cost: 1500, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Guarantees enfeeble will land for full duration, bypasses built up resistance. (Will not reset resistance timer.)Rear Combo Tree 1:
Thrust > Extension > Enfeebling Spell
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Extension- Deliver a ranged attack while distancing yourself from the target.
Distance: 5 Yalms
Combo Bonus: Reduces Enmity
TP Cost: 1500, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Consume extra MP to inflict elemental damage in addition to the status ailment. (Will cause Elemental damage even if status ailment does not land.)Rear Combo Tree 2:
Thrust > Backsword > Enfeebling Spell
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Backsword- Strike your target with the back of your blade inflicting Stun.
Combo Bonus: Increases Stun Duration and Accuracy.
TP Cost: 2000, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Increases Duration and Potency.
Job Abilities
Job Abilities
Attaque au Fer / Pressure- Pressure your target keeping him from attacking effectively reducing the targets attack power.
Recast: 1:00 Minute, Duration: 20 seconds
Change of Engagement- Lure your target into a false sense of security leaving them open to attack reducing their defense.
Recast: 1:00 Minute, Duration: 20 seconds
Lines- Increases the party’s success rate of incapacitating the target. (Fencer term when focusing on a particular part of the body, thought it was fitting)
Recast: 5:00 Minutes, Duration: 1:00 Minute
Siphon / Runic Blade- Steal your opponents MP for your own.
Recast: 1:00 Minute
Spells
Spells
I'm leaving the MP costs up to the developers, but I was thinking low cost for the Enfeebling spell and mid-high MP cost for the combo that adds elemental damage to balance it out.
Blind- Reduces target's accuracy.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Poison- Deals damage over time on opponent.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Slow- Reduces target’s attack speed.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Gravity- Decreases target’s movement speed
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Paralyze- Occasionally prevents opponent from performing an action.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Traits
Traits
Enhanced Physical Attack- Increases Attack power by +8.
Enhanced Attaque au Fer/Pressure- Lowers targets attack even further.
Enhanced Parry- Increases parry rate by +8
Swift Enfeebler- Reduces the recast time of Enfeebling spells by 15 seconds.
Enhanced Evasion- Increases physical evasion by +8.
Enhanced Magic Siphon/Runic Blade- Increases MP stolen from target by 25%.
Enhanced Magical Accuracy- Increases magic accuracy by +8.
Enhanced Change of Engagement- Lowers targets defense even further.
Enhanced Magic Potency- Increases magic attack potency by +8.
Enhanced Enfeebler- Increases the duration of Enfeeble spells by 15 seconds.
Enhanced Magic Siphon / Runic Blade II- Increases MP stolen from target by 50%.
Level Progression / Abilities Learned
Level Progression / Abilities Learned
Level > Type > Ability
1 > WS > Passata-Sotto
2 > JA > Attaque au Fer / Pressure
4 > WS > Reprise
6 > Spell > Blind
8 > Trait > Enhanced Physical Attack
10 > WS > Thrust
12 > Trait > Enhanced Attaque au Fer / Presssure
14 > JA > Magic Siphon / Runic Blade
16 > Trait > Enhanced Parry
18 > Spell > Poison
20 > Trait > Swift Enfeebler
22 > JA > Change of Engagement
24 > Trait > Enhanced Evasion
26 > WS > Coule'
28 > Trait > Enhanced Magic Siphon / Runic Blade
30 > WS > Extension
32 > Trait > Enhanced Magical Accuracy
34 > Spell > Slow
36 > Trait > Enhanced Change of Engagement
38 > Spell > Gravity
40 > Trait > Enhanced Magic Potency
42 > JA > Lines
44 > Trait > Enhanced Enfeebler
46 > Spell > Paralyze
48 > Trait > Enhanced Magic Siphon / Runic Blade II
50 > WS > Backsword
Red Mage
Weaponskills
Weaponskills
Rear Combo Tree:
Thrust > Endless Waltz > Banish / Scourge
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Endless Waltz- Dance like the wind and eviscerate your opponent with a series of quick powerful attacks.
Combo Bonus: Increases Critical attack rate for each successful hit.
TP Cost: 3000, Recast: 30 Seconds
Banish- Cast Banish on your opponent.
Combo Bonus: Lowers opponents magic attack.
Scourge- Cast Scourge on your opponent.
Combo Bonus: Lowers opponents magic defense.
Job Abilities:
Job Abilities
Sacrifice- Give up half your maximum HP in order to heal an ally and grant them temporary protection from harm.
Recast: 1:00 Minute, Duration: 5 Seconds
Master of Magic / Chainspell - Allows player to cast spells without cast or recast time. Spells currently in cool-down will automatically be reset.
Recast: 15:00 Minutes, Duration: 20 Seconds
Spells
Spells
Banish- Deals Astral damage and heavy damage over time effect.
Combo Bonus: Lowers opponents magic attack.
Cast: 3 Seconds, Recast: 1:00 Minute, Duration: 30 Seconds
Scourge- Deals Umbral Damage and heavy damage over time effect.
Combo Bonus: Lowers opponents magic defense.
Cast: 3 Seconds, Recast: 1:00 Minute, Duration: 30 Seconds
Level Progression / Abilities Learned
Level Progression / Abilities Learned
Level > Type > Ability
30 > JA > Sacrifice
35 > Spell > Banish
40 > Spell > Scourge
45 > WS > Endless Waltz
50 > JA > Master of Magic / Chainspell
Red Mage Quest Line
Red Mage Quest Line
Lv30
Quest: Know Hardships and Sacrifice
Reward: Sacrifice, Ability to become Red Mage
Focus: To impart knowledge of RDM lore, one must be able to dedicate themselves to a cause and know the pain, suffering, and joy in life before they can truly know if they’re ready for the future trials. Battle for someone / something that requires personal self-sacrifice to protect.
Lv35
Quest: Blinded by Light
Reward: Banish
Focus: Since RDM focuses on arts based on the path of light and darkness, one must know that light is not always truly good. Battle against an opponent who’s been blinded by own self righteousness, warping his form.
Recommend: Prince of Pestilence (Can’t remember if he was already used in any Job Quests)
Lv40
Quest: Drowning in Darkness
Reward: Scourge
Focus: Continuation of previous quest, now you must learn that darkness is not always truly evil. Battle an opponent who’s sorrow has warped his form.
Recommend: Unknown Soldier
Lv45
Quest: Lost Lineage
Reward: Endless Waltz, 4/5 Red Mage Artifact Pieces
Focus: Now you have proven yourself worthy of RDM lore, your next task is to seek out other relics of the lost order.
Lv50
Quest: Personification Extraordinaire
Reward: Master of Magic / Chainspell, 5th Red Mage Artifact Piece
Focus: Before your mentor can pass on the final piece of knowledge to you and let you become a true Red Mage, you must prove to him your progress and show your really ready to wear the armor that epitomizes a Red Mage master.
O.o... Whew... that took forever. I might make it into it's own thread too if people think its a good idea.
Last edited by SwordCoheir; 04-15-2012 at 09:13 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
^ that sounds more like mystic from FFT.
I'm all for melee-ranged spellsword skills. What comes to mind is FFXIII's way they did things, like flamestrike or icestrike.
Only problem I see is they'd have to give them their own special kind of swords to fit into the armory system.
I say orbs that turn to swords in active mode and turn back to orbs in passive mode.
Make Alchemist/Goldsmith make them, and bam, profit!
|
![]() |
![]() |
![]() |
|