Challenge Accepted.
As I have neither the time nor the spreadsheets to properly balance MP and TP costs, or any exact numbers for that matter, please use your imagination for the purposes of exact numbers.
In addition, given the current system requirements for a class and a job to be paired 1:1, this includes Fencer.
*Footnote #1: Weapon Type - Spellswords
Both Fencer and Red Mage are referenced as using "spellswords." This is a term that crops up frequently in Final Fantasy. In one instance, even as a job that evolves from the Red Mage which evolves from Fencer. In this case, spellswords would be a set including a sword and main gauche off hand, preventing the use of a shield. The weapons would feature varying stats, but almost always also a reasonable parry value.
*Footnote #2: Japanese Name Relevance
The Japanese name 魔法剣士 mahou kenshi lit. "Magic Swordsman", is relevant due to the fact that in the Japanese version of the game, classes are named entirely around their weapon type in the case of melee classes, with no reference to any sort of flavor or lore. In this case, I am designing Fencer to use spellblades, which allows the class's abilities to tie more closely into Red Mage's, in a way that makes sense. "Fencer" is lore that's piled on top of that, to give the class quests flavor. It also works well with the sword and main gauche as weapons.
*Footnote #3: Magic Sword
From a technical standpoint, Magic Sword would require an additional case be added to the current ability system. An ability that can branch based on the context of a buff on the player. On the upside, all the spells this ability would access are currently in the game, thus requiring no additional art assets be created.
This design of Red Mage hinges on this ability. It's a slightly unsatisfactory solution in that sense, however, I think it accomplishes the goal with the very limited number of ability slots open to a job.
*Footnote #4: Altruism, Composure, Malevolence
These effects fade over time, I.E. their potency degrades slowly until they expire. Their cooldowns would be such that the same ability could not be used twice in a row.
P.S. No one wants Red Mage for refresh. We already have Ballad. The people who want Red Mage simply either enjoyed it in Final Fantasy XI, or in most cases, seem to have (like me) always had a soft spot for Red Mage in the series history.
There are ways to make Red Mage unique, but it is true, that simply implementing it as it was in FFXI would be a waste of time and effort, and run counter to the current job system.



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