Results 1 to 10 of 23

Hybrid View

  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I'll repeat some of the stuff I've written about before:

    Fencer: Red Mage (DPS), Mystic Knight (tank)
    Musketeer: Gunner (DPS), Chemist (healer)
    Rogue/Scout: Thief (DPS), Ninja (DPS)
    Astrologist: Time Mage (DPS), Green Mage (healer)

    On Beastmaster:

    I don't see it working as a class. It really doesn't give room for branching. Not to mention that I'm sure BST fans would be mad about their job of ages past being a class that'll get obsoleted out when job crystals enter the picture.

    Off the top of my head, a Barbarian class would probably work better.

    Barbarian: The northern wilderlands boast of many great dangers, and braving these from day to day is an isolated tribe of savages. Confirmed to being outside of the influence of The Twelve, these nomads honor animal totems that give their warriors strength and their leaders wisdom in times of need. Those accepted into their fold are eventually taught the secrets of drawing power from totems.
    Basing barbarian off totems (maybe 5 totems in total at 50) and having them focus on one-handed or even dual axes would then give room for the following:

    Beastmaster: Focus on combat with a pet joining in, with the five totems being replaced with slots for five pets of your choice (lore you could say is that forsaking the buffs of the totems, a Beastmaster instead does a spiritbond thing with an animal to get its help).

    Feral Youth (can't think of a good name): Enhanced animal totems with additional bonuses, lore explanation being that in addition to taking on a blessing from the animal totems the Feral Youth also takes on aspects of the animal they were blessed by.
    (0)
    Last edited by Duelle; 10-21-2013 at 03:03 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)

Tags for this Thread