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  1. #1
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90

    Yet Another Red Mage Kit Idea Thread

    Leaving this here for opinions.

    Red Mage Theme (What I'm trying to accomplish):
    - "Jack of all trades" Melee/Caster DPS hybrid
    - Able to use minor Black and White Magic (-ra spells)
    - Usually has a unique mechanic involving spells (Doublecast/Fastcast)
    - Sometimes enchants weapons with magic (Enspell)
    - Wields Rapiers


    Utility:
    - Emergency Healer (Tranquil Heart + Cura)
    - Raid Haste buff
    - Stun (3s/20 cd)
    - Dispel (If this ever sees use)
    - 10% magic/piercing res down (only one target)

    Equipment:
    - Int based melee equipment
    - Rapier Mainhand (grants physical damage, skill speed goes here, if at all). Orb Offhand (grants magic damage as if it were a main hand weapon, no auto attack stats. Spell speed goes here, if at all). That solves part of the damage issue. Enspell handles the rest.
    - Relic: Joyeuse has been used already in the Little Ladies' event this year, though it would've been the ideal rapier. Either the Last Letter or Diabolique would work in its place. As for the off hand...the Soul of Thamasa seems like a good Orb to give a nod to.

    Learned Abilities:
    Level 1 - Daring Blow: Weapon Skill
    Cast: Instant Recast 2.5s Range 3y Radius 0y Cost: 80 TP
    Delivers an attack with a potency of 150. Additional Effect: Temper - Increases critical strike chance by 5%. Stacks up to 2 times. Duration: 15s.

    Level 2 - Astral Cut: Weapon Skill
    Cast: Instant Recast 2.5s Range 3y Radius 0y Cost: 80 TP
    Delivers an attack with a potency of 100, plus 50 per stack of Temper. Consumes 2 stacks of Temper.

    Level 4 - Renew: Spell
    Cast 2.0s Recast 2.5s Range 25y Radius 0y Cost: X MP (Same as Cure)
    Restores target's HP. Cure Potency: 350. (Additional Effect: Removes one detrimental effect from the target).

    Level 6 - Blaze: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 0y Cost: X MP (Same as Esuna)
    Deals fire-aspected damage with a potency of 200 to the target.
    Combo Action: Frost, Combo Potency: 325. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 8 - Hold: Ability
    Cast: Instant Recast 40 (20)s Range 25y Radius 0y Cost: None
    Stuns the target for 3s.


    Level 10 - Lunge: Weapon Skill
    Cast: Instant Recast 15s Range 25y Radius 0y Cost: 100 TP
    Delivers a jumping attack with a potency of 300. Does not share a recast timer with other weapon skills or spells. Cannot be executed while bound.

    Level 12 - Surge: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 5y Cost: X MP (Same as Esuna)
    Deals water-aspected damage with a potency of 100 to the target and nearby enemies.
    Combo Action: Blaze, Combo Potency: 200. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 15 - Dash: Ability
    Cast: Instant Recast 30s Range 0y Radius 0y Cost: None
    Increases movement speed. Duration 15s.

    Level 18 - Tranquil Heart: Ability
    Cast: Instant Recast 180s Range 0y Radius 0y Cost: None
    Increases healing potency by 30%. Duration 15s.

    Level 22 - Umbral Sweep: Weapon Skill
    Cast: Instant Recast 2.5s Range 3y Radius 5y Cost: 160 TP
    Delivers an attack with a potency of 80 to nearby enemies, plus 40 per stack of Temper. Consumes 3 stacks of Temper.


    Level 26 - Shock: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 0y Cost: X MP (Same as Esuna)
    Deals lightning-aspected damage with a potency of 100. Additional Effect: Lightning damage over time with a potency of 40 for 15s.
    Combo Action: Shock, Combo Potency: 200. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 30 - Barrier: Ability
    Cast: Instant Recast 90s Range 0y Radius 0y Cost: None
    Creates a barrier that nullifies damage equal to 20% of HP.

    Level 34 - Spire: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 0y Cost: X MP (Same as Esuna)
    Deals earth-aspected damage with a potency of 100 to target.
    Combo Action: Shock, Combo Potency: 350. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 38 - Dispel: Ability
    Cast: Instant Recast 15s Range 25y Radius 0y Cost: None
    Removes a positive effect from the target. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 42 - Gale: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 5y Cost: X MP (Same as Esuna)
    Deals wind-aspected damage with a potency of 50 to the target and nearby enemies. Additional Effect: Wind damage over time with a potency of 50 for 15s.
    Combo Action: Spire, Combo Potency 150. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.


    Level 46 - Frost: Spell
    Cast 2.5s Recast 2.5s Range 25y Radius 5y Cost: X MP (Same as Esuna)
    Deals ice-aspected damage with a potency of 100 to the target and nearby enemies.
    Combo Action: Gale. Combo Potency 300. Combo Bonus: Resolve - decreases the cast timer of spells by 0.5s. Duration 15s.

    Level 50 - Hastega: Ability
    Cast: Instant Recast 180s Range 0y Radius 15y Cost: None
    Increases Attack Speed of self and party members by 5%. Duration 20s.


    Job Quest Abilities:
    Level 30 - Enspell: Ability
    Cast: Instant Recast 5s Range 0y Radius 0y Cost: None
    Increases Attack Power based on Intelligence. Additional effect: Auto attacks deal additional unaspected damage with a potency of 30. Effect ends upon reuse.

    Level 35 - Double: Ability
    Cast: Instant Recast 30s Range 0y Radius 0y Cost: None
    Doubles the next spell or weapon skill. Additional effects and Combo bonuses are applied twice.

    Level 40 - Imperil: Ability
    Cast: Instant Recast 30s Range 25y Radius 0y Cost: None
    Decreases the target's Magic Resistance and Piercing Resistance by 10%. Overrides Disembowel. Duration 30s.
    Additional Effect: Imperil's recast timer is refreshed if the affected target dies.

    Level 45 - Triple: Ability
    Cast: Instant Recast 60s Range 0y Radius 0y Cost: None
    Triples the next spell or weapon skill. Additional effects and Combo bonuses are applied thrice.

    Level 50 - Chainspell: Ability
    Cast: Instant Recast 120s Range 0y Radius 0y Cost: None
    Enables combo actions for all spells. Duration 15s


    Level 52 - Bravery: Ability
    Cast: Instant Recast 30s Range 0y Radius 0y Cost: None
    Increases physical damage dealt by you by 20%. TP regeneration is disabled. MP regeneration increased. Shares a recast timer with Faith. Duration 30s

    Level 54 - Osmose: Ability
    Cast: Instant Recast 2s Range 0y Radius 0y Cost: None
    Deals unaspected damage with a potency of 200. Can only be used while under the effect of Bravery. Additional effect: Restores MP.

    Level 56 - Faith: Ability
    Cast: Instant Recast 30s Range 0y Radius 0y Cost: None
    Increases magic damage dealt by you by 20%. MP regeneration is disabled. TP regeneration increased. Shares a recast timer with Bravery. Duration 30s.

    Level 58 - Syphon: Ability
    Cast: Instant Recast 2s Range 0y Radius 0y Cost: None
    Deals unaspected damage with a potency of 200. Can only be used while under the effect of Faith. Additional effect: Restores TP.

    Level 60 - Checkmate: Ability
    Cast: Instant Recast 30s Range 0y Radius 0y Cost: None
    Delivers an attack and a spell dealing unaspected damage, each with a potency of 100 plus 50 per stack of Temper. Can only be used under the effect of Bravery or Faith. Consumes Bravery or Faith upon use.

    Traits:
    Level 8 - Enhanced Intelligence I
    - Increases intelligence by 2.

    Level 14 - Enhanced Intelligence II
    - Increases intelligence by 4.

    Level 16 - Enhanced Renew
    - Renew removes one detrimental effect from the target.

    Level 20 - Maim and Mend I
    - Increases base action damage and hp restoration by 10% and allows for the stacking of a third and fourth Temper and Resolve.

    Level 24 - Enhanced Daring Blow
    - Critical strikes by Daring Blow grant Temper II.

    Level 28 - Enhanced Hold
    - Hold's recast timer is decreased to 20s.

    Level 32 - Enhanced Intelligence III
    - Increases intelligence by 6.

    Level 36 - Enhanced Tranquil Heart
    - Renew's healing potency is increased by intelligence for the duration of Tranquil Heart.

    Level 40 - Maim and Mend II
    - Increases base action damage and hp restoration by 20% and allows for the stacking of a fifth and sixth Temper and Resolve.

    Level 44 - Tempered Resolve
    - Gaining Temper V or Temper VI causes the next weapon skill or spell to critically strike. Resolve VI reduces the recast timer of spells and weapon skills by 0.5s.

    Level 48 - Enhanced Barrier
    - Increases damage nullified by Barrier to 30% of maximum HP.

    Cross Class Skills:
    Archer:
    - Raging Strikes
    - Hawk's Eye
    - Quelling Strikes
    Thaumaturge:
    - Swiftcast
    - Surecast
    - Blizzard II

    DPS Priority/Rotation:
    - Apply Imperil
    - Use elemental combo to stack to Resolve VI
    - Lunge
    - Use Daring Blow to stack to Temper V/VI
    - Apply Aera/Thundara
    - Bravery:
    - Reapply Thundara/Aera/Resolve via Thundara->Stonera->Aera
    - Astral Cut/Umbral Sweep
    - Osmose
    - Faith:
    - Maintain Temper VI via Daring Blow
    - Cycle through elemental Combo
    - Use Chainspell/Raging Strikes, spam Stonera/Watera and reapply DoTs till chainspell ends.
    - Syphon
    - Weave in Double/Triple on Stonera/Astral Cut for single target DPS, Watera/Umbral Sweep for AoE.
    - Checkmate to consume Bravery/Faith.

    Design Thoughts:
    - Doesn't hit all the utility RDM is known for as much as I'd like. It's mainly the lack of Silence/Sleep. Refresh isn't a make or break deal for me.

    - Slightly more unique melee weapon skills. Could use some tweaking, especially in numbers.

    - Does give a nod to FFXI with the elemental combo chain. Debating if Blaze should combo from Frost. Ideally you can start the combo anywhere, but lean towards Blaze. Might need rewording to accommodate that.

    - Has a BLM feel to it with the Brave/Faith stances, while still being flexible enough to dot/maintain buffs.

    - Imperil might be a bit strong. Has to stack with Foes/Hypercharge as is. Should reward rdm/brd/smn/blm line-ups, though the synergy with drg is worrisome. Raw DPS might push out NIN/MNK.

    - Haste really should be named Hastega, but that gripe aside, this gives them some decent raid utility.

    - Numbers in general need checking. Opted for multiples of 25 in TP costs to avoid awkward TP situations in Bravery (Fixed, multiples of 80 work better). Same idea with equal MP costs for each dps spell.

    - Tranquil Heart was a concession to how healing has to work on a DPS with infinite MP. It's an emergency cooldown. Renew's main utility is being a cheap Esuna on a DPS class.

    Edits:
    - Renamed all -ra spell names. Fira -> Blaze, Watera -> Surge, Thundara -> Shock, Stonera -> Spire, Aera -> Gale, Blizzara -> Frost, and Cura -> Renew.
    - Renamed Leap to Dash.
    - Renamed Haste to Hastega. Duration doubled to 20s, attack speed bonus halved to 5%.
    - Adjusted TP costs to better fit with Bravery's duration. (Daring Blow 50 -> 80, Astral Cut 75 -> 80 TP, Umbral Sweep 150 -> 160)
    (0)
    Last edited by Grimoire-M; 12-09-2015 at 02:39 PM.

  2. #2
    Player
    MaethusXion's Avatar
    Join Date
    Jun 2012
    Location
    Limsa Lominsa
    Posts
    905
    Character
    Makoto Edakumi
    World
    Midgardsormr
    Main Class
    Paladin Lv 80
    If I remember right, other languages use -ra instead of the I/II/III that English does, so they'd have to swap it out again for them. I'd personally say leave the Esuna-type skills to the healers. "Leap" should really be called something more like "Dash".

    Haste has been flat-out said to never come to PCs... but then again, we were told that Personal Housing would be cheaper and separate than FC Housing...
    (0)

  3. #3
    Player
    Deusteele's Avatar
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    Aug 2013
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    195
    Character
    Qarin Lor'rissan
    World
    Ultros
    Main Class
    Conjurer Lv 100
    Well not all of the them. Japanese and German use the -ra/-ga/ suffixes. While French use Extra/Mega prefixes. English uses I/II/III as suffixes, but either way it's kept uniform across the entire translation.

    The issue regarding Hastes is whatever Job receives the spell would become mandatory if it was powerful enough to make a difference in terms of Raid DPS. If it isn't powerful enough. Why would they bring the Job over a stronger DPS that could help clear the fight faster.?
    Which would put almost 75% of a progression team comp into locked jobs.

    2 Tanks
    2 Healers
    1 Haste-Bot
    1 Bard/Machinist

    Leaving only 2 slots for 5 DPS jobs. Tis the problem with small group size content.
    (0)

  4. #4
    Player
    Grimoire-M's Avatar
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    Dec 2015
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    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    I used Haste as the name because it seemed the most appropriate. The effect is comparable to Battle Litany, Fey Wind, and the AST's expanded cards. Fey Wind is way stronger due to uptime, and makes SCH the 'haste bot' class. While Battle Litany is about even, 20s of 15% crit is a fairly minor boost. Still, DRG is basically mandatory anyways, due to their DPS. I think I'll change or remove it.

    As for the naming convention, these seemed the most appropriate to differentiate these spells from their BLM and WHM counterparts, while still giving them a nod. They aren't tiered, so it's easy to give them unique names. I suppose I'll do that.
    (0)

  5. #5
    Player
    nexas506's Avatar
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    Jun 2015
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    Character
    Nexas Uthenera
    World
    Midgardsormr
    Main Class
    Scholar Lv 61
    Not bad. Iv always been an advocate for red mages pulling from tp and mp equally for an mmo. (As opposed to using black and white magic) because of that, i would increase the tp/mp costs to a bitabove average.
    As for double, just change the name to dualcast.
    (1)

  6. #6
    Player
    VanilleFang's Avatar
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    Sep 2014
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    1,655
    Character
    Estellise Valesti
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Just wanted to point out. Your Cast for your "same as Esuna" spells is off. Esuna only takes 1s to cast, not 2.5s.
    (0)

  7. #7
    Player
    Ageofwar's Avatar
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    Ul'dah
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    1,096
    Character
    Age Ofwar
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    I have said this once I'll say it again..

    When SE does come around to RDM expect to be disappointing
    I would stop torturing yourself in trying to come up with COUNTLESS THREADS (geez use the thread search) on RDM job specs (i'm going to take a guess these are going to be ignored)

    and the end of the day when RDM does come out (4.0 - 5.0???) I foresee threads like "RIP RDM" "Damn you SE broke RDM" showing up just because its not what the community wanted (*cough*SMN,DRK*cough*)
    (0)

  8. #8
    Player
    MaethusXion's Avatar
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    Limsa Lominsa
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    Character
    Makoto Edakumi
    World
    Midgardsormr
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ageofwar View Post
    I have said this once I'll say it again..

    When SE does come around to RDM expect to be disappointing
    I would stop torturing yourself in trying to come up with COUNTLESS THREADS (geez use the thread search) on RDM job specs (i'm going to take a guess these are going to be ignored)

    and the end of the day when RDM does come out (4.0 - 5.0???) I foresee threads like "RIP RDM" "Damn you SE broke RDM" showing up just because its not what the community wanted (*cough*SMN,DRK*cough*)
    As long as they make it better than how it ended up during XI, that's all I really want
    (0)

  9. #9
    Player
    Grimoire-M's Avatar
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    Dec 2015
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    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Ageofwar View Post
    I have said this once I'll say it again..

    When SE does come around to RDM expect to be disappointing
    I would stop torturing yourself in trying to come up with COUNTLESS THREADS (geez use the thread search) on RDM job specs (i'm going to take a guess these are going to be ignored)

    and the end of the day when RDM does come out (4.0 - 5.0???) I foresee threads like "RIP RDM" "Damn you SE broke RDM" showing up just because its not what the community wanted (*cough*SMN,DRK*cough*)
    I have used the thread search. Didn't have much interest in the ideas coming up, which focused way more on spellblade abilities than was necessary (though I understand where that's coming from, some of my drafts tried to pull that in, and made things muddier), or tried porting too much of XI's kit without enough forethought. So I posted my own. I'd appreciate some commentary on what you think is wrong with the kit, or changes to make it better. Also note there's no design space taken up by an increased level cap that would come with 4.0, this is based entirely on what we have currently. There's room for (likely 3-5) more abilities to experiment with, and possibly additional traits, depending on SE's thoughts for 4.0.

    Quote Originally Posted by VanilleFang View Post
    Just wanted to point out. Your Cast for your "same as Esuna" spells is off. Esuna only takes 1s to cast, not 2.5s.
    That is referring to Esuna's MP cost only. The other properties are listed as intended. Esuna's MP scaling seemed about right for these spells. That should allow for a reasonable amount of piety to balance that out, without approaching what BLM/SMN have.

    Quote Originally Posted by nexas506 View Post
    Not bad. Iv always been an advocate for red mages pulling from tp and mp equally for an mmo. (As opposed to using black and white magic) because of that, i would increase the tp/mp costs to a bitabove average.
    As for double, just change the name to dualcast.
    The main reason for their TP costs being below average (as stated above) is the fact they don't get innate TP recovery until way later in their kits compared to other classes, and Bravery (their main physical damage buff) disables TP regeneration while in use. I do need to rethink their costs with that in mind, but multiples of 50 seemed like a good catch all given the TP bar is limited to 1k. Some quick math suggests 80tp might be the way to go, though. That's enough for 12 attacks over 30s, and doubling it up for umbral sweep works without any issues. Even in the ST rotation, you'll wind up re-dotting near the end before refreshing Temper stacks too. As for Double/Triple. They exist in-game already (Chrysalis fight), so their names (and likely their animations) are getting directly ported over.

    Making some more adjustments with that in mind. Thanks for the feedback.
    (0)

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