Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 83

Hybrid View

  1. #1
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70

    How would you design Red Mage in FFXIV?

    The idea's been swirling around since release but I haven't seen many threads exploring how the job can be implemented in XIV. Here's a few things I'd like to see should Yoshi take us up on this idea:

    *New class needed: Fencer (DPS). As Red Mages haven't typically used staves (they had no native skill for them in XI), wands, or crooks in combat, the Fencer would require a new weapon: Rapiers or Epees. This weapon type should also have cooldown skills/combos that separate the job from Gladiator/Paladin. In other words, skills that are more offensive in nature. The job should also have a means of elemental enhancement of their weapon that kick in on every auto-attack. It should also have some form of self-healing to survive solo fights (although allowing cross-class with ACN or CNJ would make this unnecessary and address the other concern of enfeebling spells).

    *The job of Red Mage needs to have uniqueness from Black & White Mage. It cannot just have less potent Cure and Fire/Blizzard/Aero/ Water spells slapped onto the skill set. It needs spells like Gravity, Temper, Paralyze, and Slow to set it apart. Abilities like Doublecast and traits like Fast Cast would also add to the unique nature of the job.

    *Warlock's/Duelist's AF set must be designed correctly or not at all. Developers can't get too clever designing this job's Artifact and Mythology sets. The sets from XI are a good template to work from. The stats must also focus on Mind, Strength, Intelligence, Vitality, and Determination simultaneously.

    These points are just a starting point that the developers should consider.
    (6)

  2. #2
    Player
    xwxmeowxvvx's Avatar
    Join Date
    Sep 2013
    Posts
    83
    Character
    Marrataim Enmitos
    World
    Midgardsormr
    Main Class
    Gladiator Lv 49
    I totally like the idea of a melee DPS with magic sword arts, but I don't know if I like it for Red Mage.....
    (2)

  3. #3
    Player
    Overon's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Mefit Darkendmoon
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    My Red Mage would be like Either.

    1 )
    A Tank
    that uses DOTs with massive enmity , that gear resembles Suits made of cloth with Armor here and there , wielding a sword(fencer's rapier swords) and shield(Small Rounded shields)

    2 ) A DPS
    That uses dual wielding swords ( Fencer's Rapier Swords) and a mass of Instant casting DOTs , MP refresh Spells , Light Heals

    3 ) A Healer
    Again same type sword , small rounded shield , Mana Refresh Spells , Haste Spells , Health Refreshing Spells (Instead of Cures that are more potent than Regen)
    (2)

  4. #4
    Player
    Lollerblades's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    334
    Character
    Aro Foreal
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    If fencer was to be added it, it would be nice to see them follow FFTA.

    Fencer as the base class, branching off into Red Mage and Elementalist.
    (8)

  5. #5
    Player
    BoltNixter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    133
    Character
    Bolt Narshe
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    I see it a little bit like you. I see it as a melee DD with support/debuffs. Using rapiers or epees or scimitars with En-spells. Ex: En-Fire on weapons to give a bonus damage. Spell wise, it would be Slow, Haste, Gravity, Cure.
    A little bit like FFXI but with more melee support. It could have buff spells for damage and accuracy.

    Happy Hunting!
    (2)

  6. #6
    Player
    Becken's Avatar
    Join Date
    Mar 2011
    Posts
    214
    Character
    Nemeera Starnight
    World
    Sargatanas
    Main Class
    Summoner Lv 90
    rune fencer? but then again I havnt tried it in 11
    (2)

  7. #7
    Player
    Phaylis's Avatar
    Join Date
    Aug 2013
    Posts
    119
    Character
    Aramil Souldrifter
    World
    Behemoth
    Main Class
    Dark Knight Lv 60
    Melee DD class with en spells which have additional effect with on hit chance to apply. Like En-Lightning with a chance for stun. En-Fire with chance to apply a burn effect and reduce healing effects. En-Ice chance on hit slow and weight. En-Water chance on hit to restore mp. En-Wind chance on hit to restore hp. En-Earth chance on hit to lower targets def by X%. As well giving them like Bar auras for party.
    (3)

  8. #8
    Player
    Sotek's Avatar
    Join Date
    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Weapon: 1 handed Swords, no Shields.
    Job abilities/spells: Phalanx in XI was nice, Duel Cast as a throw back to early-FF Red Mage, Temper (XI) could fill the "This Job ability is fairly weak" slot that every Job seems to get...
    Play style: Effectively XIs Skill Chain and Magic Burst system, but in one Job. Basically make it so Red Mage opens a combo with melee attacks, and closes them with magic. Preforming two melee combos gives the Red Mage a unique buff depending on the exact combo used, either Astral (Buff) or Umbral (Debuff) in nature. This affects the spell which is used to close the combo (with Duel Cast allowing for two casts of this). This would be a great way to implement a lot of new spells without going over the current ability limit (something Arcanist already does with its pet); Astral <Element> could give En<Element> effects, for example. En<Elements> in turn could enhance the affect of the melee attacks in the combo; EnFire enhances the effect of Red Lotus Blade, for example. Something like Astral Light could enhance Cure Potency (since Disciples of War have terrible Cure Potency).
    Subclasses: Obviously Thaumaturge and Conjurer.

    I actually really hope the developers don't go through with the plan for Red Mage they've been talking about for awhile (White Mage and Black Mage form Red Mage and it has no Class)... This games Job system needs to be more simplistic, not even more complex... Just a Fencer => Red Mage is all they need to do...
    (2)
    Last edited by Sotek; 10-22-2013 at 09:11 AM.

  9. #9
    Player
    Swick's Avatar
    Join Date
    Aug 2013
    Posts
    44
    Character
    Viole Grace
    World
    Adamantoise
    Main Class
    Archer Lv 50
    Fencer into Red Mage, ala Tactics, would make a nice transition into this game. I'd like to see them as a relatively weak class, with plenty of support options, but unlike other casters, have an auto attack that is worth a damn. I think a short GCD (1.5sec) would make a good substitution for dual cast especially if it was an active buff that lowered your GCD.

    I think red mages could easily have a "enfire" type ability as well. Or they could just go FF13 style and give them Flamestrike, Froststrike; ect. It'd also be cool if every basic magic skill was cross classable even if its nothing more then for flavor (Blizzard, Fire (no Astral/umbral effect), Cure, Thunder, Aero, Stone)

    Honestly i don't care how they implement red mage, i just want to play one.
    (3)

  10. #10
    Player
    Lisotte's Avatar
    Join Date
    Jun 2013
    Posts
    339
    Character
    Lisotte Poena
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    I think it'd be fun if they were a debuff job; we could really use a greater variety past the tank/healer/DD types.
    (1)

Page 1 of 9 1 2 3 ... LastLast