I'd rather the defining aspect of RDM to be the mix of magic and melee by way of magic fencing, not a poor gimmick from the console RPGs.Assuming that Redmage would cast faster than other jobs is still FFXI, Redmage's traditional ability is "DUALCAST" As in you hit a ability, select two spells and they share 1 cast bar and resolve at the same time. So you can do CURE+CURE or CURE+FIRE FIRE+BLIZZARD. Still not sure why future redmages don't know what dualcast is ; ; They should be demanding it.
* 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)
http://finalfantasy.wikia.com/wiki/Mystic_Knight
Ramsey's Abilities/Spell list reaks of Mystic Knight and while i would probably enjoy it i'm not sure i could be happy calling myself a Red Mage. Magic Sword is a awesome ability but for Red Mage to get it as an exclusive ability to them i would hope Mystic Knight branched off of Fencer(assuming they will ever do that) and focused more of a mp light dd skillset probbably with a whole lot more elemental melee potential.
Not really. Ramsey, like several of us, takes into account that you can't design RDM around being strictly three lesser versions of existing jobs mixed together. That didn't work in FFXI and it wouldn't work here.Ramsey's Abilities/Spell list reaks of Mystic Knight and while i would probably enjoy it i'm not sure i could be happy calling myself a Red Mage. Magic Sword is a awesome ability but for Red Mage to get it as an exclusive ability to them i would hope Mystic Knight branched off of Fencer(assuming they will ever do that) and focused more of a mp light dd skillset probbably with a whole lot more elemental melee potential.
In order for RDM to properly fit in the MMO, the idea has to be kept while the implementation has to be adjusted. I believe the job should combine its disciplines to show what they can do in the battlefield over just having mediocre melee, mediocre cures and mediocre nukes. Developed more around the concept of Ingus setting his sword on fire in the FFIII opening and taking it further.
The Red Mage is the original FF hybrid and embodies the marriage of melee and magic. That's basically the premise of the design thread and all who read it.
Now whether my personal fantasy is of any use to the movement remains to be seen, but I'm not going to support another generalist/lolenfeebler.
Last edited by Duelle; 11-21-2012 at 05:53 PM.
* 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)
Red Mage vs Time Mage huh... not going by FFXI rules.
Destructive power - Time Mage, they have comet/meteor, against a single target the spell is devastating.
Support power- Time Mage, you can't beat hastega.
Enfeebling power- Time Mage, I find slow better than poison/bio any day.
But at the end of the day, Red Wizards beat both :P
suck it, red mage fans.
apparently there's fewer of you, you just whine louder.
Doesnt prove anything the poll is utterly incapable of securing that only a single vote can be made by each voter.
And to be fair Red Mage is doing pretty well considering its up against people who want Time Mage and people who want anything that wasnt in XI. The % gap between the two has been getting smaller and smaller since the beginning of the poll. The other poll about what Job you want to play post 2.0 supports the opposite of this one. Red Mage is ahead of Time mage by 6% when players get to choose what job they want to play from a number of options rather than which they prefer be implemented.
http://forum.square-enix.com/ffxiv/t...y-post-2.0-ARR
It uses the same poll system as this one though so its no better.
Last edited by Alaltus; 11-23-2012 at 01:35 AM.
I still say time mage is a waste to try and rdm had its fun, what is really needed is a new job altogether and a new class that is not in the final fantasy norm. we can't go forward if we don't try something new
"I care nothing about who dominates the land, For me and my brethren will forever rule the skies." Forgo the Forgotten Dragoon
Credit goes to Denmo and Nique from Masamune for this art :3
What about combine the two jobs to make one? called it Time mage or Red mage, put a mix of two in one job and everyone happy.
Don't know why specialised jobs for healing and nuking need to have time spells in the first place though...Why not go with what the Job System lays out and let each job specialise in a field?I think Time Mage is really not needed since the "time spells" like stop and haste can be passed to the whm/blm jobs like in the other games. so to be honest Time died out when the need for a special mage was casted out when other jobs learned they too can do the spells >.>
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