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  1. #1
    Player
    Arasiel's Avatar
    Join Date
    Mar 2011
    Posts
    409
    Character
    Torian Whyte
    World
    Zalera
    Main Class
    Rogue Lv 60
    Nice! Great concepts
    (0)

  2. #2
    Player
    Kobolt's Avatar
    Join Date
    Sep 2013
    Posts
    69
    Character
    Kobolt Caerulos
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Red Mages were never seen as a tank, but more as a damage dealer. The armor they wore wasn't as par as say a tank, so red leather on par with a Dragoon would probably fit the class exceptionally well. Its main attributes for damage stats would be used (Mind, Int, and Str.), but not stats that could increase health or mana (Vit, and Pie.). a good way to make this class a true jack would be to release it with 3 distinct sets of armor, each giving a strength between Damage Dealing (Melee or Casting), or off healing. The Rapier would be an excellent choice, as you can see the red mage as a french musketeer of sorts. The red mage should not use a shield for the sole purpose that a shield would slow down their rapier abilities and it leave their off hand to cast magic.

    to Acquire the Red mage would not need an entire new class, but by using the ones we already have. if you are able to get a Gladiator, White mage, and Black mage to 30, then you should be able to unlock the Red Mage. i was thinking about level 15 for all three, but then I realized that it wouldn't be much of a challenge to get this exotic class in your roster.


    Some of the spells I would generalize with the red mage will have tenancies of White Mage, Black mage, and Gladiator. Most of their spells would be instant, but also have a cool-down. these are a few examples of spells. they hit hard, but of course thier coolsowns are somewhat long and include status effects.

    Flurry: Quick succession of 5 rapier stabs, potency of 140. with a 15% chance of at least one of those stabs to crit. The trait "Pinpoint" will allow the crit to be applied for each stab instead of just one and increase its rate by 5%.

    En garde: increases the Red Mages Parry rate by 40% for about 10 seconds. great in case you pull aggro or are expecting to be hit hard.

    Back Draft: a Fire spell that damages enemy within a cone in front of the Red Mage. its instant with a 30 second cooldown with a potency of 170. a trait called hot air will drop the cooldown to 20 seconds and educe a 10 second burn DoT

    Permafrost: Cause Ice magic damage at potency 150. and slows the movement speed of target by 20% for 10 seconds. this has a 60 second cooldown. Trait Cheer cold will increase the effect to include attack speed.

    Empathy: A heal with a potency of 250. this heal is instant, but has a cool-down period of 10 seconds. the trait generosity with include a shield that mitigates 10% of max health for 60 seconds.

    These spells can cross faction to their respected roles (WHM and SCH can get empathy,BLM can get Backdraft, and GLD can get en garde as an example.)

    the MNK/DRG ultimate will be used for the Red Mage, or an entirely new one all together should be designed.
    (1)
    Last edited by Kobolt; 10-22-2013 at 01:08 PM.

  3. #3
    Player
    ArmorKing's Avatar
    Join Date
    Apr 2012
    Posts
    89
    Character
    Silver Samurai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    I see the new RDM as a spellsword that uses self skillchains and magic bursts. Something like WS > WS > Spell.

    Their combos would set up a temporary weakness to an element so that a nuke or enfeeble goes through with little resistance.

    They could have a choice of offhand: shield or orb. The shield would raise defensive and melee stats, the orb would raise magic defense and attack. A skill would allow them to switch this on the fly, bypassing the gear swap limit in combat.

    They could also self skillchain into a buff or heal, increasing its potency. However, as this is not as optimal as a true healer; they would not threaten main role healers.

    Seeing as they would have an impressive list of spells possibly making them OP, I suggest a Limited Action Set like how BLU had in XI. Each job quest would unlock multiple spells, but they would have only 10 slots for spells at 50, same as base classes. This would force them to chose a set appropriate to the content.

    Ideas for spells(mostly rehashed):
    Enfeebles: Gravity, Slow, Blind, Bind, Stun, Pacify, Def Down, Atk Down, Dispel
    Nukes: Same as THM and CNJ, minus one tier
    Buffs: Haste, En-spells, Element Spikes (dmg or status reflect)
    Heals: Same as CNJ minus one tier
    (0)

  4. #4
    Player
    Spyrit's Avatar
    Join Date
    Aug 2013
    Posts
    159
    Character
    Spyrit Moon
    World
    Exodus
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ArmorKing View Post

    Ideas for spells(mostly rehashed):
    Enfeebles: Gravity, Slow, Blind, Bind, Stun, Pacify, Def Down, Atk Down, Dispel
    Nukes: Same as THM and CNJ, minus one tier
    Buffs: Haste, En-spells, Element Spikes (dmg or status reflect)
    Heals: Same as CNJ minus one tier
    You forgot barspells, refresh and paralyze. Skip the nukes and heals, rdm should be support.
    (3)
    Last edited by Spyrit; 02-10-2014 at 01:35 PM.

  5. #5
    Player
    kollwitz's Avatar
    Join Date
    Aug 2013
    Posts
    70
    Character
    Elyo Abybas
    World
    Shiva
    Main Class
    Bard Lv 52
    fencing is nice and all but what i really want to see is this:

    Musketeer > Red Mage

    (1)

  6. #6
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    red mage has no spells of its own it's a fighter/whm/blm, pls stop giving it skills it doesn't have.
    (0)

  7. #7
    Player
    Vitto011's Avatar
    Join Date
    Aug 2013
    Posts
    3
    Character
    Vitto Angolob
    World
    Cactuar
    Main Class
    Gladiator Lv 50
    -DoubleCast type. Role: Hybrid.
    (0)

  8. #8
    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 Musashidon View Post
    red mage has no spells of its own it's a fighter/whm/blm, pls stop giving it skills it doesn't have.
    The problem is that there's no other way for it to actually work if you want it to be a melee+magic job.
    (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. #9
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Duelle View Post
    The problem is that there's no other way for it to actually work if you want it to be a melee+magic job.
    i personally (and this is just my personal opinion) would rather have no redmage than some randomly made class with redmage job crystal slapped onto it.

    redmage is a job that will never be mmo friendly because if made to well it would be the only needed class and if not made well enough it will be useless, then you got redmage with things a redmage wouldn't have and i don't want that at all.
    (0)

  10. #10
    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 Musashidon View Post
    i personally (and this is just my personal opinion) would rather have no redmage than some randomly made class with redmage job crystal slapped onto it.
    When you make the transition to MMORPG from RPG, there are concepts that will have to adapt or be dropped entirely. I've seen what mimicking FF1's Red Mage got us, and being told I was a hybrid only to find myself spamming the same 3 spells while having token enfeebles AND a bad reputation for having the potential to solo content that was not intended to be soloed simply tells me the job concept was not adapted. I know it can be done because I have seen properly designed melee/magic hybrids at play, so it's a matter of giving feedback, suggestions and in the case of our beloved pimp-hat-wearing magic fencer, pray that FFXIV's developers are aware of the discussions, threads and ideas for RDM design that have been tossed at SE since 2007.
    (2)
    Last edited by Duelle; 02-10-2014 at 06:26 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)

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