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  1. #1
    Player
    Draven's Avatar
    Join Date
    Mar 2011
    Posts
    155
    Character
    Draven Pierce
    World
    Adamantoise
    Main Class
    Gladiator Lv 54
    Jack of all trades is the way to go for Red Mage.

    They should be on the front line, slashing gracefully and comboing with a sweet looking sword.

    TP for weapon skills and MP for buffing party members and enfeebling enemies. Buff spells should last as long as other buffs like Protect. Enfeebles on the other hand should last a shorter time and have lower cost.

    They wear medium/light armor so what will keep them alive for close encounters will be powerful single target buffs that they can cast on themselves.

    Red Mage should never be as powerful in casting cures or elemental spells so as not to compete with White Mages and Black Mages. They should be there to enhance the party members effectiveness, not replace members roles.

    a
    (1)

  2. #2
    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 Draven View Post
    Red Mage should never be as powerful in casting cures or elemental spells so as not to compete with White Mages and Black Mages. They should be there to enhance the party members effectiveness, not replace members roles.
    If you do that all you end up with is a watered down bard with mediocre heals and nukes. Elemental nukes would be better tied to melee somehow (spellblade, instant cast as part of a combo) instead of being stand-alone spells. Heals should be situational and on an as-needed basis, where hardcasting outside of procs would eat up more MP or something along those lines. Generalists do not work in MMOs, and we have to keep that in mind moving forward. Because of this, RDM is due for an adaptation rather than try to copy/paste what it was in prior FF's, including XI.
    (0)
    * 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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