I drew potential darklight set for rdm at one point...on a lala.
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I drew potential darklight set for rdm at one point...on a lala.
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Rainekitty.deviantart.com


well honestly my thoughts about it is the name and the iconic class behind it, yes a hybrid of everything would be pretty doable but i and that's a big *I* don't want a new redmage i like redmage how it is and if it wouldn't work in here without changing and making it not a redmage anymore i don't want it. pretty selfish i guess but i wouldn't want a redmage with new abilities or skills it just wouldn't be a redmage to me it would be a new job with a old name.
so if anything i will say this i merely comment about don't touch redmage keep it the same simply to state my personal views and lets se always know at least 1 person doesn't want it to change.
i hope nothing is taken as rude or anything of the sort i would love a new unique hybrid class as long as it didn't take the name, and even if they did make a redmage and changed it i wouldn't be that upset it just means se did what they thought was best.
A respectable position, Musashidon. You at least acknowledge that you're only wanting it to stay one way because you don't want to see it any other, and I can honestly respect that.![]()
On the flip side, since this IS a fan service game, there WILL be a Red Mage. It's too much of an iconic class for the developers to pass it up, so we both know they'll add it in eventually (Just like Samura, Ninja, and Muskateer.)
The real question remains is how they will implement it, and whether or not people will enjoy the class. It's going to be hard for the devs to figure out, but I am wishing them luck.![]()
Red mage => Tank
Have 6 abilities, one for each element , flametongue, windblade, icebrand, thunderstrike, and no idea for water and earth.
Each ability would have a different power:
Fire => AoE enmity
Ice => 1 target enmity
Thunder => damages
Wind => skill speeds
Earth => damage reduction
Water => healing
Lvl 30 job ability => Release, each elemental strike gives 1 stack of this element , at 3 stacks the you can use Release to release the magic and cast an instant spell :
3 Fire => Flare, deals AoE damages and enmity
3 Wind => Tornado, deals damages to the target and reduces her aim
3 Ice => gives enmity, reduces the damages of the target.
3 Thunder => High damages to 1 target and apply a DoT
3 Earth => earthquake, Gives a shield, reducing damages
3 Water => Flood, increases Healing Ability
Water + Earth + Wind => Astral Surge => Gives additional magical protection and inflict Blind to the target
Fire + Thunder + Ice => Umbral Surge => Inflict Blind to all the ennemies.
Hexa protect => reduces damages taken by 20% and gives increase enmity.

20 variations of "refresh" skill


I'd prefer to have it be a DPS role branching from a Fencer class, preferably a hybrid job. But tank would be acceptable if it branched off from Gladiator I guess.
If from fencer no shields, maybe off hand (if any) is a parry dagger (like a main gauche). Relic is Murgleis. If off hand included (like PLD), maybe Terpsichore if Dancer is never added to the game (otherwise Mandau or something).
All this is assuming from a Fencer class, not Gladiator:
Job Abilities:
-Enspell - ability like PLD's Sword Oath (add's X amount of potency to auto attack). Make it use MP per tick (like Bard songs). Enspell element changes per skill use (next section).
-Dualcast/Chainspell - Next spell casts twice, double MP use. 1 min Cooldown
-Refresh - I don't want to be a "refresh" mage, but yeah. Maybe only recovers 20% total MP, not instant, 2 minute CD (like Shroud of Saints). Can apply to party members.
-Composure - Self buff, makes other self buffs lasts 3 times as long and 3 times as potent if applicable (ability from FFXI =p), does NOT apply to Protect nor spells cast on you from other players. (Note: I don't have stoneskin listed as a cross class, 30% SS would be cheap as hell). 5min CD.
-Blink - Adds 3 shadows, chance to avoid a hit directed at you while up. Any AoE eats all shadows AND hits you so dodging is imperitive. Composure applies.
Fencer's offensive abilities include Froststrike and the like (like Ravager abilities in XIII). Skill combos like MNK and DRG. Froststrike (base, like fastblade) -> Flamestrike (higher damage, maybe a self buff, say faith (int+) and/or bravery(str+) for 5 seconds), Sparkstrike (highest damage, applies 40 potency 8 second DoT, crit DoT adds short paralyze, immunity builds). Also Aerostrike (adds 15 potency 18 second DoT) -> Aquastrike (Low damage, MP recover like riot blade). Non GCD -> Stonecudgel [can't think of a name] (Low damage blunt attack-- pacify, determination down, or stun), 30 second recast, like WAR and DRG stuns. Maybe add other abilities for like blind and paralyze.
THM/CNJ cross class. Fire/Blizzard/Thunder/Swiftcast/Surecast from THM, Stone/Cure/Aero/Raise/Protect from CNJ. Fire/Blizzard with no Astral/Umbral, Thunder, and Stone and Cure is where dualcast comes in. Swiftcast+dualcast= 2 instant fires or stones for extra damage to plug in between cooldowns, not main source of damage. Or two instant cures on self or a party member, cures would be as potent as a PLD/BLM/SMN's probably since this build would likely focus on STR and INT.
Last edited by File2ish; 02-11-2014 at 04:05 AM.
Jack of all trades
RDM would be a melee dps primarily. It would have physical attacks, and nuking magic. If certain physical attacks are done in a certain order, then a certain magic attack, the magic attack gains potency and perhaps some sort of debuff/dot on the enemy or buff on the RDM and/or party. They would also get a couple of healing spells. One that's fairly weak but could be recast quickly (kind of like a SMN's Physick), and one that can be used only rarely but is more substantial. (maybe just once during a boss battle) The cures would need to be balanced so that they're not good enough to function as a true healer, but strong enough to be noticed. The small heals are just to save the healers a little MP, and the big heal is the RDM's "Oh S**t, the party's dying" button (like a SMN's Raise) The physical combo thing could work into these, too. Perhaps using the right combo would make the heals party wide as opposed to single target.
It'd probably have to be balanced so RDM do a bit less damage compared to full melee DPS, but gain extra utility though their heals in exchange. I think this would be the best way to have the Red Mages in this game reflect what they're supposed to be about, which is a jack of all trades, but a master of none, but still have them be desirable for parties.

Two words...
Cleric Stance.


A new class would probably be best. However, they may be against adding a fencer class because they would prefer to expand existing Class->Jobs first. In which case GLD(30)BLM(15) + CNJ as a melee/magic DPS class could work quite well.
A number of GLD skills would need to be changed in function when the RDM job crystal was equipped:
- Some/all of the damage reduction buffs (sentinel, rampart, aegis, etc) would need to be changed to be more offensively focused.
- Halone would be changed into an offensive debuff, perhaps an elemental reduction similar to the BRD song.
- Riot blade would empower the next X spells cast based on the RDMs STR value. This allows the RDM to cast spells while focusing on the STR stat of a melee DPS.
- Perhaps some additional directional requirements (side/back attacks) would be added to parts of the Halone/Riot combos since they like to do that for melee.
- Flash would be changed into an offensive AoE. Would also be empowered by Riot so you can either Flash -> Flash -> Flash for basic use or Fast->Riot->Flash for max potential.
This sets up the basic rotation as:
Halone combo to apply debuff
Fast -> Riot -> Spells (x however many)
Halone combo when debuff drops off.
RDM would get Fire and/or Blizzard base spells from the BLM to increase the available spells.
Possible RDM Job specific skills:
- Offensive DD and Dot spells. Not *required* since BLM could provide Fire/Blizzard and CNJ provides Aero.
- Enfire (or other weapon enchant) as a limited buff that needs to be reapplied frequently (perhaps under the Riot effect for max potential).
- Double cast to either double casting speed or have the next spell fire twice in quick succession.
- Refresh *could* be added, but it would need to be like the current BRD song. It would need to be an AoE buff on a longish cooldown. It has a base cost and drains the RDMs mana pool (like flare). It would apply a debuff to the RDM to reduce his outgoing damage by 20% (ish) for the next 15sec (or so). The long cooldown and penalty keeps them from being "refresh bots", but it allows them to provide an important support role that currently only BRD provides.
High end gear (Darklight, allagan, etc) would be shared with either the MNK or LNC.
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