[SIZE=6]Blue Mage![/SIZE]
[SIZE=6]Blue Mage![/SIZE]
The main concern is implementation and SE's track record of keeping pet classes that are not puppetmaster intentionally gimp in 90% of scenarios.I think Puppetmaster would work great in this game, since the engine can support greater detail a job/class that specialises in customization of a pet could go far, eye candy wise. =) And Summoner is surely coming, there is no way they haven't planned for it to be a playable class, since it's a crowd favorite.
* 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)
Be that as it may this is a different game with a different battle system and a different team is behind it's development. I have hope for correct balancing and implementation of pet jobs. =)
With the same guy that did FFXI's battle system, which seems to have had a hand in how classes were balanced and designed relative to combat and overall content difficulty. Granted, I don't know if he had a direct hand in pet classes being what they were in XI, but my gut feeling tells me he did.
* 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)
sword , healing here and ther , enfeebles (kinda) , and nukes.........I agree. There were better DD choices other than a RDM, but I never saw red mage as a (pure) DD, it was a jack of all trades. I think RDM should be able to be at the front lines hacking away with a sword (maybe see a return of "en" spells like "enfire"). It can be at front lines doing that, but at the same time, enfeebling, curing, weaving in DPS spells here and there, buffing, whichever the party needs. That's the cool thing about RDM, it can fill a lot of roles (just not as well as a class that focuses all of its abilities on that particular role).
sounds like a blue mage to me ........lol , if u set a heal spell (and u do it) ,and some buffs / enfeebles/ plus using sword ..............
yeah blue mages in FFXI are limited in the buff departament (and the buffs are subpar) , but oh well...
Rdm in FFXI are "mages" more than melee , because
1- Feed tp to mobs for pitifull dmg?
2- (in the old ...old...old.. FFXI ) u lost TP while resting ......so no point in meleeing if u are going to rest btw pulls
3- A death Rdm is useless , yeah u have some cool buffs (Phalanx , stoneskin , blink(lol)) , but in melee range u are going to get killed faster
4- In Partys u are actually VERY BUSY , haste , refresh rotation , debuffs (if needed) , some heals and u will need to haste/refresh rotate .........
im not against Rdm melees , just pointing out why Rdms couldnt melee in FFXI.... :P
Last edited by Warlyx; 05-29-2011 at 09:47 AM.
Fixed. And applies to Red Mage (or should, anyways).
This was tedious, not fun and the single highest cause of Red Mage burnout in FFXI.In Partys u are actually VERY BUSY , haste , refresh rotation , debuffs (if needed) , some heals and u will need to haste/refresh rotate .........
And some of us hope the mistakes of the past are not repeated.im not against Rdm melees , just pointing out why Rdms couldnt melee in FFXI.... :P
* 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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