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  1. #61
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    Join Date
    Mar 2011
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    4,948
    As it is, all jobs have MP in this game and there are many MP-using actions that aren't tied to a "mage job." "mage" is defined a lot more loosely in this game, an IMO that's for the better.
    (1)

  2. #62
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    I can imagine if Redmage gets an enspell it could be one that's element is determined by some other factor like your sword or a weaponskill element. It would be nice if fnc/rdm had alot of parrying ability and able to parry aoe weaponskills. Possibly even counter when parrying or setting off some other effect like reducing the enemy's stats for so long after parrying an attack.

    If refresh comes back into the game i'd rather it was more like a heal spell perhaps curing some health and giving a chunk of mp or mp regen. I really dont want to see cycles coming back to rdm so i would prefer enhancing spells with more umph but also alot more expensive or on a 15 minute timer so they are used only when they are absolutely needed.

    edit: I'd really like to see Aquaveil make a return as well spell interuption rate down would really help a front line mage.
    (0)
    Last edited by Alaltus; 04-20-2012 at 03:09 AM.

  3. #63
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Alhanelem View Post
    As it is, all jobs have MP in this game and there are many MP-using actions that aren't tied to a "mage job." "mage" is defined a lot more loosely in this game, an IMO that's for the better.
    I was talking about FFXI, but it's actually significantly easier in FFXIV. It's spelled out in the armory system, mages are disciples of magic. Until we get a hybrid, like Red Mage or Blue Mage, and figure out where they stick them. DoW makes sense, simply because at the moment, DoM can't use DoW weaponskills as a hard rule, but DoW can use any DoM spell really.
    (0)

  4. #64
    Player
    RedAffinity's Avatar
    Join Date
    May 2011
    Posts
    382
    Character
    Au Rore
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    I'd make it like Dancer in XI where you'd be required to melee to operate. Not with TP, but some kind of mechanic that restricted your abilities and spells and magic, but operate fully when in combat.

    I always saw RDM as a front-line mage. Something they pulled off with BLU but never catered to the TP fearing players that kept BLU's out of events in fear of that.
    (1)

  5. #65
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    i wonder how they would design red mage as a job with just 5 skills in difference to thaumaturg or white mage..

    i mean would it really create a different feeling if you chose thm as the primary class for example, having fire, ice and thunder... and then just 3 melee skills and 2 enfeeble skills for example?
    thats what it makes a red mage in difference to thaumaturge?

    well i think the jobs are working right now, because the jobs are almost like the classes are theirselves.. cnj is almost a whm, thm almost a black mage... but what for a red mage, time mage or whatever??
    a time mage which builts on a conjurer or thaumaturge? strange. it doesnt really work..

    new classes? new job system in 2.0.??
    (0)

  6. #66
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Not going to bother reading this entire topic so I don't know if this was mentioned but, RDM should get en-spells and elemental spikes and the ability to use sacred prism to give it to the party.
    (1)

  7. #67
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Fair point, I don't know why it didn't strike me to put in a spikes spell in the second build. I was actually struggling coming up with something for the fourth spell, which was ultimately Bewilder. While I'm happy with Bewilder I really wouldn't have minded the addition somewhere in there.
    (0)

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

  8. #68
    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 Tonkra View Post
    i wonder how they would design red mage as a job with just 5 skills in difference to thaumaturg or white mage..

    i mean would it really create a different feeling if you chose thm as the primary class for example, having fire, ice and thunder... and then just 3 melee skills and 2 enfeeble skills for example?
    thats what it makes a red mage in difference to thaumaturge?
    Application. Fire from a BLM could be different than Fire from a RDM. Effects and bonuses could be different. Not to mention methodology. Ranged nuke versus melee-range "finisher" spell. Seeing a RDM open up with Thrust, combo into Backsword and the finishing it with Fire at point-blank range sounds like something appropriate for the magic fencer, and have neat animations to boot.
    (2)
    * 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)

  9. #69
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Bumping, and also to want to bring up something else. Who should the mentor/Red Mage character be? I vote for Rainemard Mecru making a return, properly represented and displaying what a Red Mage should aspire to be. Or better put, alive and not stuffed in a box.
    (1)
    * 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)

  10. #70
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Duelle View Post
    Bumping, and also to want to bring up something else. Who should the mentor/Red Mage character be? I vote for Rainemard Mecru making a return, properly represented and displaying what a Red Mage should aspire to be. Or better put, alive and not stuffed in a box.
    I'm sure he'd be happy to be alive too. XD
    (0)

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

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