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  1. #1
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71

    Red Mage Re-envisioned.

    The point of this thread? I've seen a lot of people from FFXI who want red-mage back, yet everybody agrees that it could never happen, because they'd have to

    A:Make them really awful at everything or they'd be OP
    or
    B: Completely change the class and its role until its indistinguishable from an actual "Red Mage"

    So, I want your ideas on how they could add a red mage to this game without destroying the concept. I will contribute in my next post.
    (0)

  2. #2
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    Red mage can be a "Sword Mage" By this I mean, Prior to becoming a red-mage, they can be mostly close-range melee oriented. Hamstrings, Slashes, Fast-strikes, with a bit of magic thrown in here and there.

    Then, Upon becoming a Red Mage, they would gain access to 3 abilities off the global cooldown. "Fire Enchant" "Ice Enchant" "Lightning Enchant". When using one of these, it will cause their sword to glow in this color, and add an effect to whatever ability they use.

    Example: Lets say they get a skill called "Hamstring" It has a 10 second heavy attached. "Fire Enchant" will turn it into a 3 second stun. "Ice Enchant" Will turn the heavy into a root. "Lightning Enchant" will Also apply paralyze or slow.

    Alternatively it could combo like monk. Ice attacks apply a "chill" effect, then using fire on it will cause them to "shatter" then "melt" causing them to be wet, then lightning will deal extra damage and possibly add things like paralyze when applied on a wet target.
    (1)
    Last edited by SakiKojiro; 01-04-2015 at 12:50 AM.

  3. #3
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    the enchants would be toggles, fire would proc a dot with a nonstacking dot with 5-10% sword related damage, ice would be like bliz 1 in that it slows/heavies while adding 5-10% bonus damage on all attacks relating to melee, lightning would be as said before paralyze with 5-10% damage, a magic based slash stun or 2, and a main and secondary combo focused around both magic and sword techniques

    they would use swords and have orbs/foci as secondaries(orb/foci being the class changer unless they switch class equip to the crystals like they should)
    (0)

  4. #4
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Sorry but this sounds more like Mystic Knight rather Red Mage. At the core Red Mage is a jack of all trades that uses both white and black magic. This is difficult to add into the MMO realm because you don't either and over powered or under powered job.

    I think one possible solution would be a healer job that has stance changes. In Astral stance uses the element spells of stone, aero, and water. In Umbral stance the player has DPS spells of fire, ice, and thunder. The trick is Astral Stance buffs player while Umbral debuffs enemy. The overall goal is a healer class that uses buff and debuff alternatively to keep the party and tank alive. Obviously the job will have access to cure and curaga.

    Astral Stance:
    Stonega = % group physical defense
    Aeroga = % group parry / evasion
    Waterga = % group magic defense

    Umbral Stance : AoE Damage plus the follow effects
    Firaga = % attack power debuff
    Blizzaga = % slow debuff
    Thundaga = % magic attack power debuff

    Please note while this may sound like another job or jobs from XI, the idea is from the core understanding that Red Mage cast both white magic and black magic spells.
    (1)
    Last edited by Dyvid; 01-04-2015 at 02:34 AM.

  5. #5
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Since 3.0 will have at least 3 new jobs that don't have a base class (Astrologian, Machinist, and Dark Knight), it is conceivable that Red Mage may come as it's own job sometime in the future. So the Sword Mage class (or Fencer, as many of us have speculated it would be before classes jobs were announced) will likely be skipped entirely.

    I could go on how I'd like RDM to be set up, but I'm not feeling like writing an essay or listing everything out :P I posted in a thread or two about Red Mage and what I'd like to see a while back. If I recall I had two setups, the gist of my thoughts being something like:

    1st setup had base Fencer attacks and abilities, and the RDM job would get 3 Enspells (sword enchantments) that work like Paladin's Sword Oath, each with different effects. The other two job abilities would probably be like Composure (extend length of enspell) and Stymie (extend length of next DoT).

    2nd setup would have the attacks be kind of set up like the Ravager melee attacks in Final Fantasy XIII (flamestrike, froststrike, sparkstrike, aerostrike, etc.) rather than use persistent (or having to reapply) Enspells like RDM's FFXI counterpart.

    I think the latter setup would work for a classless job version of Red Mage, as it gives many more options for job abilities that can make RDM feel more like RDM (black and white magic). Now I kind of feel like trying to make one lol.
    (0)
    Last edited by File2ish; 01-04-2015 at 03:02 AM.

  6. #6
    Player
    Valmar's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    446
    Character
    Valmar Atheron
    World
    Leviathan
    Main Class
    Paladin Lv 70
    Imb4 Astrologian
    (0)

  7. #7
    Player
    ManaKing's Avatar
    Join Date
    Dec 2013
    Posts
    104
    Character
    Dark Lich
    World
    Sargatanas
    Main Class
    Marauder Lv 60
    Just Give me Refresh and let me stab things with magic is the TL;DR.

    Refresh is a job ability that can only be cast on others for a MP regen HoT. When you cast refresh on others, you also get a mirrored effect on yourself. Oh look, no lolRDM because you can't do it wrong. BUT WUT ABOUT SOLO PLAY? Cast it on your chicken idiot.

    With a NIN and RDM you aren't required to bring a BRD to Coil/Raids in case no one you play video games with thinks bard is fun.

    • If you want RDM to have more support give them Stoneskin with the trait or regen.
    • If you want more of a niche, give them a raid wide Magic Defense buff or some form of Phallanx that you can cast on tanks to give them a free Defensive cooldown.
    • If you want more zerg for the job, give them Haste or Temper as an aura or -Ga Spell.
    • You can also give them vulnerability abilities like Foe's Req or Trick Attack, but be very careful with this because if it stacks too much it can be too good and if it doesn't stack then you start taking away other people's job/role viability. THAT MAKES PEOPLE FEEL LIKE SHIT ABOUT THEIR JOB, THAT THEY LIKE, WHICH IS WHY THEY ARE PLAYING IT. DON'T MAKE PEOPLE WEIGHT THE WORTH OF THEIR JOB BECAUSE OF MIN/MAXING. THEY WILL HAVE LESS FUN. Any RDM from XI will know why I'm CAPSLOCKING the shit out of that statement and I would hope none would want that to happen to others.
    Pick some of the above and make sure the job does enough damage to support its duty finder claim that it is a DPS. Is it good at single target DPS or AoE Burst? I don't care which, but it has to be be either really good at one and decent at the other or good at both. Currently, I feel bards are slipping from being a real DPS and I hate doing dungeons with them because their DPS is poop across the board. If BRD is supposed to be a support, then make a duty finder role called support and make the game unnecessarily more complicated. Personally, I just think BRDs should do more damage so they can stop being lackluster when i get two of them in a dungeon. I don't want RDM to fall into the problem that it doesn't contribute enough damage in a MMO...again. MMOs are all about the damage. This game and this community certainly thinks so.

    Basic requirements for my happiness is RDM is a melee DPS and has an auto attack that gets enhanced by an enspell that causes additional magic damage. I don't care if we only have 1 enspell so long as it does damage and does some kind of cool looking magical affect every time I stab something along with a sound effect so that i can enjoy the aesthetics of a rhythm or tempo for my attacks.

    Want to make me really happy? Add Chrono Trigger or Vivi + Steiner Magic Sword techs. Not holding my breath though. Give them a long cast nuke to go with Swiftcast. Boom! Dual Cast? BOOM BOOM! EXPLOSION!

    Debuffs like slow and paralyze are not very impressive in this game since they won't stop big moves from bosses that cause raids to wipe. I don't really care about interrupt mechanics either because they were prevalent in first coil with the NEED for silencing boss mechanics. Those mechanics are getting used less because they are boring and not really fun. When does DRGs 2 Stuns and 1 Slow ever get highlighted? How about MNKs 1 ilm punch? They don't because they are garbage. My personal vote goes for getting fluid aura from conjurer and that's it. If you need an interrupt, it's there. It has some additional utility, mostly for trolling my friends.

    RDM OUT!
    (0)
    Last edited by ManaKing; 01-07-2015 at 01:56 AM.

  8. #8
    Player
    Jamez82's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Jay'nes Alexander
    World
    Malboro
    Main Class
    Conjurer Lv 50
    Just make them a sword using class with access to all whm and blm spells through cross class. Let them choose their own abilities through that to determine if they want to focus on stronger heals or stronger dmg spells.

    Their traits could give access to astral fire and umbral ice if they have a fire and ice spell cross classes, ect. Or free cures if they take cure 1 and cure 2.

    The details? I'm not thinking on it to much atm, but the idea behind making a job that utilizes the cross class system sounds awesome and rdm would make the most sense out of it.
    (0)

  9. #9
    Player
    Viviza's Avatar
    Join Date
    Dec 2013
    Posts
    270
    Character
    Viviza Viza
    World
    Ultros
    Main Class
    Conjurer Lv 60
    I think it would depend a lot on how you want the RDM to feel. The classic red mage has basic physical attacks, spells, and heals.

    I don't think it would be unreasonable to have a job with the basic heals as its utility, and some sort of resource that encourages balancing or swapping between MP and TP consumption for magical and physical attacks. A few RDM-appropriate abilities like twinspell and dispel would round it off nicely.
    (0)

  10. #10
    Player
    Best-MNK-NA's Avatar
    Join Date
    Aug 2014
    Posts
    52
    Character
    Meat Chiefkabob
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Dyvid View Post
    Sorry but this sounds more like Mystic Knight rather Red Mage. At the core Red Mage is a jack of all trades that uses both white and black magic.
    From the get go, RDM has always been a class that uses both black and white magic (aka casts supportive and damaging spells) and uses a sword. The sword has always been the iconic weapon for the RDM. A staff wielding mage who sits in the back in light armor who casts black and white magic is a Scholar and is already represented in the game. A sword wielding mage who wears slightly heavier armor is a Red Mage.

    If they got the BRD treatment as a (melee) DPS with supportive abilities (ie Refresh as an MP version of Goad) they'd fit perfectly into the game while still maintaining their iconic look and feel.
    (0)

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