* 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)
I want RDM to be designed like this:
You have 3 abilities that swap your role between Tank, Healer or DPS. You need to pick your role before entering a dungeon and you can not swap roles in a dungeon or during battle. Some sign to inform people what role you are in would be helpful.
All the other abilities you have are always the same regardless of what role you are in, meaning you have a selection of tanking, healing and damage dealing abilities, but depending on which role you are in, all abilities act slightly differently, boosting the stats needed for that role, like making healing abilities more effective in the Healer role, or even adding extra effects while in the proper role, for example a small Regen effect.
I don't think it will matter, it could be the most well thought out, best designed class/job in the game and someone somewhere will claim it's "a slap in the face."
As long as it's designed well, in whatever role it fills, I'll be fine with it, since it's not a class I've ever been interested in. I'll enjoy reading the inevitable rage threads though.
I think the should be a debuff job like Saboteur in FFXIII...I always thought that was cool. Maybe they could add some other trinkets to it as well.
I want to see TIME MAGE JOB...totally would play that.
Server: BEHEMOTH
FC: CASCADIA
Playing since Beta phase 3
I'd have rdm specialize in swords and light armor. The job would have a few physical weaponskills, and the ability to combo magic, particularly quick-casting spells like aero. Comboing the spells would increase the potency of their respective debuff. they would be a dps with limited healing and able to use instant-cast spells from cnj, thm, and acn
Job abilities:
Composure - increases physical damage and accuracy, increases recast for spells, duration of spell effects cast on self increases by 50%
Temper - spell, your auto attack is granted double attacks for 30s, self targeting.
Gravity - spell, deals damage w a potency of 100, weighs target for 30s.
Runic Blade - ability, redirects one spell cast by the target onto the rdm, damage is absorbed as MP
Dual cast - ability, your next spell may be recast instantly on another target at no additional MP cost.
Hah yeah RDM is going to be like the SMN whine threads all over again. Granted, if they implement it as a front-line fighter with magic utility I'll happily sit through the loads of people crying about how they miss spamming cure, refresh and haste ad nauseum in FFXI.I don't think it will matter, it could be the most well thought out, best designed class/job in the game and someone somewhere will claim it's "a slap in the face."
As long as it's designed well, in whatever role it fills, I'll be fine with it, since it's not a class I've ever been interested in. I'll enjoy reading the inevitable rage threads though.
* 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)
Those will be delicious tears. XDGranted, if they implement it as a front-line fighter with magic utility I'll happily sit through the loads of people crying about how they miss spamming cure, refresh and haste ad nauseum in FFXI.
I like the idea of giving them flamestrike, froststrike and shockstrike from ffxiii. With abilities that support them. Also giving them long recast heals would add to their dual nature without having them go all healer all the time. Or maybe a percentage chance their heal will do double.
Melee AND Ranged Magic DPS Debuffer (Anything close? Cabal Force Blader, which the most closer thing to a spellsword class to ever grace the mmorpg realms).
Strenght: He uses a few spells from affar, mostly to land proper debuffs, then he gets in and fast strikes for low damage, low TP/MP cost but for lots of hits that combined with the debuffs and self buffs stacks into a good damage that also favors others DPSs. Weakness: Weakness would be that consumes both, TP and MP, and also that his DPS would be dependant on skill/spell speed over main damage stats as critical or determination. No defense at all, maybe a sightly evasion buff but thats it. No xskill with tanks.
A general idea? imagine someone who uses MP to land spells with debuffs in them for lower DPS than a bard from a range, then he transitions into a faster and more combo complex class than MNK that hits for a little less than MNK itself and can`t burst like a DRG, while taking advatange of those debuffs and then having to retreat to debuff again. Instead of buff or DoT managment, he will have to do Debuff managment, as he changes his position from the outside to the inside of the battle.
I drew potential darklight set for rdm at one point...on a lala.
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