Page 9 of 26 FirstFirst ... 7 8 9 10 11 19 ... LastLast
Results 81 to 90 of 258
  1. #81
    Player
    Punainen's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,012
    Character
    Punainen Drak
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    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.
    (2)

  2. #82
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    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.
    (0)

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

  3. #83
    Player
    kazaran's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    635
    Character
    Elrond Peredhel
    World
    Seraph
    Main Class
    Gladiator Lv 50
    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.
    (0)

  4. #84
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by Firon View Post



    1. Make RDM attack spells cost tp.

    2. Make support spells like en-fire and such cost mp but gain more effectiveness when the caster has more than 1k tp.

    3. Let Red mage combo into spells. Ex: Poison Thrust > Silence Thrust > Fira(Single target for Red mage).

    I really don't want to see this class to feel like an Pure Mage again.
    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.
    (1)

    Papa was a rolling stone...wherever he laid his barbut was home.





  5. #85
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    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.
    (0)

  6. #86
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Keyln View Post
    Actually, that's not true. In most games, summoning was it's own thing, not really associated with any other type of magic. While it was true that the same character had white magic and summoning magic in some of the games (IX and X specifically), most of the time, it was its own thing which can be used in conjunction with other types of magic (III, V, XI) or other magic (IV) or it's own special system (VI, VII, VIII, XII, XIII).

    It is not true that summoning magic has always been with healing magic.
    No actually most games where summoner is tied to a char and not a equipped item like FF 6-8 it has mostly had white magic. Rydia had both white and black Eiko and dagger both had white magic and so did yuna That right there is like the whole FF series iconic summoners...
    (0)

  7. #87
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    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.
    (0)

  8. #88
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    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

    Fencer / 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
    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.
    (4)
    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]

  9. #89
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    ^ that sounds more like mystic from FFT.
    (0)

  10. #90
    Player
    AlaulaTheGreat's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    347
    Character
    Alaula Aurelia
    World
    Hyperion
    Main Class
    Armorer Lv 60
    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!
    (1)

Page 9 of 26 FirstFirst ... 7 8 9 10 11 19 ... LastLast

Tags for this Thread