Why would RDM have to be a buff/debuffer? Just because that's the role they filled in XI doesn't mean anything here.
Why would RDM have to be a buff/debuffer? Just because that's the role they filled in XI doesn't mean anything here.
The most op spell in ffxi was a lvl 6 red mage spell. Red Mage were enfeeblers and enhancers, and yes I do miss the line of barspells, enspells, refresh, phalanx, haste, the spike spells, chainspell, paralyze, and dia. But would those mean i would have to spend most of my time in pvp being slept, again?
Technically RDM is a power player. It should be able to fill any role given to it, without mastering much of anything. It was only really forced into a type of support role debuff role cuz that's the role XI gave it. I hardly think that fits any of XIV's rigid structure for War or magic jobs.
There's alot of potential that they can work with tho. But the devs are concerned about balance. and by balance they mean anything that will give players an edge over the gimmicks they've put in the game to push some faux difficulty factor.
Honestly BLU doesnt' even seem possible with the way that skills and spells are acquired in this game.
RDM being forced into debuffs is testimony to the fact parts of the RDM concept have to be adjusted in order for it to work in a non-console RPG. When it was a middle-of-the-road hybrid no one wanted RDM because they didn't know what to do with it. Even the debuffs didn't give RDM the "must have" factor for parties, and sadly Refresh is what gave the job value.Technically RDM is a power player. It should be able to fill any role given to it, without mastering much of anything. It was only really forced into a type of support role debuff role cuz that's the role XI gave it. I hardly think that fits any of XIV's rigid structure for War or magic jobs.
Blue Mage is actually very possible.Honestly BLU doesnt' even seem possible with the way that skills and spells are acquired in this game.
Last edited by Duelle; 09-05-2014 at 08:47 AM.
* 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)
You'd fight a certain enemy every 5 level like any other job quests. Class skills can be like FFX-2's (although maybe worked into something a little more complex/comboable).
Blue Mage would work off of Dance Spheres?
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