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    Player
    Furyan's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    48
    Character
    Furyan Bearborn
    World
    Twintania
    Main Class
    Archer Lv 70

    Another... Red Mage Concept

    I was reading through a red mage concept post a couple of days ago and normally speculation and such bores me. However, for some reason with this one I "thought" I had some good idea.

    So I have compiled a basic idea of what I personally would like to see red mage like. Again, this is just how I see it in my head, not how I predict it is going to be if/when it is released.

    If you want to add to it then please do. Make kind, useful suggestions and not idiotic trollific (not a word i know) remarks.

    -----------------------------------------------------------------------------------

    Red Mage // FFXIV

    Weapon - Rapier (Peircing)
    Armour - Light/Cloth

    Attributes: Main - Strength // Secondary - Mind
    Level 15 job: Conjurer


    Breif Description:

    A Red Mage is reknown for there superior skill in wielding a rapier. There have rapier attacks are further enhanced by the use of elemental stances, which provide damage
    and even support abilities to aid other party members.

    The red mage has trained in the arts of both black and white magic and although they are not masters of any particular magic they are able to use black magic to inflict elemental
    DoTs and white magic for the preservation of the party.


    The secondary job required for unlock would be Conjurer and the second job allowed for cross class abilities would be THM. This will allow access to the following cross class abilities

    Cleric Stance - Swaps mind with intelligence
    Raise - Raises a party member
    Protect - Increases defence
    Stoneskin - Applies a shield barrier
    Swift Cast - Insta cast next spell
    Blizzard II - AoE bind


    Below is a list of skills and a breif description of what I think they should do. These are not all the skills but just a few so it gives an idea of how I invision Red Mage to work.

    Combo 1

    (1) Rapier thrust - Single target damage

    (2) Dark thrust - Reduces resistance to magic damage by 15% (Duration 15 seconds)

    (3) Flaming Flurry - High potency fire based attack

    My thinking with this one is quite obvious, (3) would effectively get an instant buff from (2). Also the buff from (2) would increase damage from all other magic sources. The duration of 15 seconds would just barely make it so RDM could
    switch between both combo and maintain the buff. However, if you are moving due to boss mechanics then the buff would wear off. Short duration would stop it from being a perma buff and effectively becoming overpowerd.


    Combo 2

    (1) Rapier thrust - Single target damage

    (2) Dark buster - Blinds single target (Duration 20 seconds)

    (3) Armour break - Reduces resistance to peircing damage (Duration 15 seconds)



    Pulses

    These below pulses will cost mp to maintain similar to bard songs. Only one pulse can be on at one time.

    Fire Pulse (Stance) - The Red mage engulfs his rapier with flames and gains a 10% attack buff. Any mobs within a certain radius of the red mage will be burnt by the heat radiating from his sword.
    The above is a stance similar to bard songs. This will give the red mage a striaght up dps but would also pulse (Like a normal DoT) fire damage to monsters within its area.


    Wind Pulse (Stance) - The Red mage engulfs his rapier with a majestic wind aura, applying a skill speed buff to himself and the surrounding party members.
    The above is a stance similar to bard songs. This will give the red mage and all his close allies a skill speed buff.

    Holy Pulse (Stance) - he Red mage engulfs his rapier with a soft holy glow. This glow applies a permanant low regen affect to all close party members.
    The above is a stance similar to bard songs. This will give the red mage and all his close allies a a permanant but low regen buff to help mitigate damage.


    Dual cast (OGC Buff 5min cooldown) - Dual cast will allow for the red mage to use two pulses at one time for 30 seconds. Once dual cast wears off the last pulse applied will wear off too.


    So I'm going to give a sort of combat playout below.



    >Start fire pulse skill for damage bonus and pulse DoT.

    >Cleric stance to swap your mind (Second highest stat) to intelligence.

    >Begin combo 1. Increases magic damage of your fire pulse and other sources of magic damage.

    >Begin combo 2. Debuffing the mob and increasing your own damage and dragoons damage.

    >Party starts to take damage.

    >Cancel clerics stance to revert intelligence to mind.

    >Apply holy pulse for regen affect.
    (9)
    Last edited by Furyan; 07-31-2014 at 05:26 AM.