bump new classes/jobs are always welcome

bump new classes/jobs are always welcome


They pulled off scholar so well (besides bonus points), that I think they could pull off red mage. A cleric stance that changed dex (because another dex job makes sense) to int. I don't think they want hybrid healers.
Question, given the limitations of the armory system and self-imposed limitations of the job system (limit on class abils/traits, limit on job abils), if red mage could only be good at 2/3 of the roles (1. Melee/tank (1 or the other) 2. Caster DPS 3. Healer), which would you choose? Personally, because scholar already straddles healer/caster dps, and SE clearly doesn't want a tank having decent cures, I'd like a Melee/Caster DPS.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
We have plenty of genuine ideas here! i do love reading those !
For OP
http://wiki.ffxiclopedia.org/wiki/Red_Mage
You can add that for your description.
Oh and questionIn the final fantasy not yet realm reborn did they have red mages? or only the same classes we have now?


red mages has its own spells? someone never played ff1! that's the real rdm not that lame ff11 rdm a redmage is a hard hitting op warrior who can heal like a boss noone ever uses him for debuffs or magic damage just a power boost and his physical damagethat's a real rdm pls lets not get the lame wannabe ff11 one.
I don't see how a Red Mage could work in this game. To be honest, you may as well play an Arcanist without the pet and voila!
lol
This is and isn't true. There's nothing in ARR's design which suggests a hybrid of melee and magic, including the range differences, would be infeasible. The real problem is that Red Mage traditionally has healing spells in its repertoire. We currently have one healing spell on a job which otherwise does not heal (SMN with Physick), and that is from a class which also has a healing job (SCH). If you remove healing spells from Red Mage, then implementation is trivial, but it's also a rather odd Red Mage. If you focus on healing, it's simply not a Red Mage at all.
FF11's RDM wasn't a Red Mage, either. It was an abomination.
Actually RDM as a core job itself doesn't really work well in a MMO setting, partially because versatile hybrids are murder to balance, having a role is paramount in MMO's, and in ARR's case we don't have a reasonable amount of ability slots to offset the extensive versatility RDM is known for. The only way I can feasibly think RDM would fit into FFXIV is putting RDM into an actual "focused" role and build up it's spells and abilities off of that.
For example:
-DPS that combos with a combination of Weaponskills and Magical Nukes in tandem with slight support on the side.
-DPS that combos with a variety of "Magical" Weaponskills that could work off each other to increase their power (IE:using Water based WS's, making the next Thunder WS's more powerful)
-Low~Mid DPS/Support that improves allies abilities enhancing them or lowering their opponents. (IE: Increasing/decreasing buff/debuff durations, power, potency, etc for allies and enemies.)
But any way we go about it, one thing is gonna stand out when it comes to this RDM versus other FF versions of RDM, and that fact is FFXIV has unique abilities for each class/job. And while some classes/jobs do have similarities between each other, ARR is perhaps the first and only game in the FF franchise that gives RDM a true way to be unique despite the lore of using magic from other jobs. Sure we might get our own WS's, Thunder, Water, Fire, Cure, w/e, but you can be pretty damn sure they're not gonna all be carbon copies of BLM/WHM/GLA abilities...
and IMO that's the greatest thing we as RDM's can really wish for.
And yes FF11's RDM was a true abomination that Yoshi and his team should take notes on what not to do.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
That's not a RDM that's a BLU ... o.O;... RDM as a core job itself doesn't really work well in a MMO setting, partially because versatile hybrids are murder to balance ...
For example:
-DPS that combos with a combination of Weaponskills and Magical Nukes in tandem with slight support on the side.
-DPS that combos with a variety of "Magical" Weaponskills that could work off each other to increase their power (IE:using Water based WS's, making the next Thunder WS's more powerful)
-Low~Mid DPS/Support that improves allies abilities enhancing them or lowering their opponents. (IE: Increasing/decreasing buff/debuff durations, power, potency, etc for allies and enemies.)
And yes FF11's RDM was a true abomination that Yoshi and his team should take notes on what not to do.
And FFXI RDM was an abomination due to sub-jobs; also know has RDM/NIN "style" DoTting for hours a boss!
But the job I WANT in this FFXIV IS BST! Not those "crumbles" jobs.
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In the final fantasy not yet realm reborn did they have red mages? or only the same classes we have now?





