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  1. #1
    Player

    Join Date
    Nov 2013
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    91

    Red Mage (RDM) concept

    Just for fun, I put together an idea based on how I would fit RDM into FFXIV.

    I heavily based my ideas for this class on the Harbinger soul from Rift.

    Base Class: None (it is its own Job just like the Heavensward Jobs)
    Weapon: Sword
    Cross class: Conjurer and Thaumaturge
    Released: 4.0 (Far East expansion)
    Role: Melee DPS Disciple of Magic

    Lore
    Centuries ago, the practices of White and Black Magic were commonly practiced among mages. But the misuse of these arts in warfare resulted in an aetheric imbalance that led to an Umbral Era, and subsequently the arts became forbidden.

    Although many people dismissed it as a myth, stories tell of a Far Eastern cult of this time period who advocated the middle, balanced path between Black and White Magic. Calling themselves Red Mages, these formidable monks embraced the synergy between White and Black Magic, as well as the arts of the sword. Adventurers who have mastered both the White and Black can learn this long-lost art from the last few remaining descendants of this legendary sect.

    Abilities
    Red Philosphy: Passive ability that allows physical RDM Job abilities to benefit from Intelligence
    Spellblade's Strike: Basic 150 potency melee attack
    -a lines of spells: For differentiation from the Conjurer and Thaumaturge abilities, RDM will use Fira, Thundara, etc. much like FFXI's Geomancer. These will be similar to Ninjustsu abilities but act as independent castable Job spells. Cura will be used for self-healing.
    Chainspell I-III: Passive ability, allows your melee attacks to have a chance of making your next -a spell instant cast (this will be used instead of combo actions)
    Doublecast: Allows you to cast the next two -a spells instantly without having the Chainspell proc.
    Spikes spells: Cause an effect whenever you are hit with a melee attack, depending on the element (for example Blaze Spikes may do damage, while Ice Spikes slows movement speed0
    En- spells: Buffs your weapon with elemental energy for added damage and other effects
    Dia I-III: Light based DoT ability
    Phalanx: Scathe-like instant spell

    This is just a rough outline, but this is more or less how I personally would design it. I also would like the idea of it coming in a Far East expansion, as this could be an interesting avenue for other future Jobs (such as Samurai). It would also shed some more light into the Au'Ra race.
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    Last edited by AspectOfWinter; 02-25-2015 at 01:47 PM.

  2. #2
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    Awesome, I was just working on one of these the other day! Thank you, this will make pretty rad reference in finishing that. It's got a lot of stuff I looked into as well, but it's got a few basic problems. Like, you don't need a passive to make physicals run off of INT- you can just make their weapon(Which should be a rapier, rather than a sword- for continuity nod as well as to avoid redundancy), and some sort of class "mechanic". Every class has some feature that makes them stand out, and it's good to think of one for the class and build around that. This outline seems kind of scattered.

    But considering it is a rough outline this is pretty rad!
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  3. #3
    Player
    DenebPunkin's Avatar
    Join Date
    Jan 2014
    Posts
    154
    Character
    Deneb Punkin
    World
    Adamantoise
    Main Class
    Lancer Lv 60
    Quote Originally Posted by AspectOfWinter View Post
    Just for fun, I put together an idea based on how I would fit RDM into FFXIV.
    Although many people dismissed it as a myth, stories tell of a Far Eastern cult of this time period who advocated the middle, balanced path between Black and White Magic. Calling themselves Red Mages, these formidable monks embraced the synergy between White and Black Magic, as well as the arts of the sword. Adventurers who have mastered both the White and Black can learn this long-lost art from the last few remaining descendants of this legendary sect.
    My only gripe... is that a monk, who dabbled in both magics... now using a sword 0_0. Myabe change that "formiddable monk" to something more akin to a sword wielding magic dood...
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    Last edited by DenebPunkin; 02-26-2015 at 01:03 AM.

  4. #4
    Player
    Cariborne's Avatar
    Join Date
    Aug 2013
    Location
    N/A
    Posts
    124
    Character
    Cariborne Aasami
    World
    Siren
    Main Class
    Arcanist Lv 60
    I feel like the Red Mage would use a Rapier instead of a Sword, as the Red Mages and Rune Fencers (Tactics version of Red Mages) used Rapiers and light swords.
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  5. #5
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by AspectOfWinter View Post
    Just for fun, I put together an idea based on how I would fit RDM into FFXIV.
    I had my own ideas that I was working on, one of them was Red Mage. I decided to fit it into the class/job system we currently have. You can view the PDF here, https://db.tt/ZA9CVNM7 . And while you made them a DPS, I went in a different direction and made them Tanks, to not only give us more diversity, but to add more Tanks to the roster.

    I did get an FC mate to look at Red Mage and they said most of what I had was good, though they felt my chainspell trait fwlt a little underwelming. They had a suggestion like yours, that there would be a proc after using a melee attack, but I pointed out that the point of chainspell is to literally "chain" the spells together, not switch back and forth. I offered a suggestion about a buff you get for like 10s, but I'll make changes once I have more feedback.

    Most of your move sets seem good, as I had similar thoughts. I like the idea of Red Philosophy so that they only have to worry about one stat for damage dealing. My lore for them was that they engraved runes on their rapiers which allows them to channel the aether in their blades to perform magic and do high damage. As for you other abilities, I gave the, -a spells as you put them, different elemental names, I have Dia though it's a "Holy"-ish spell for them. As for a DoT I gave them poison, as we really don't have access to that spell yet. I didn't give them cure, since it would seem pointless in FFXIV. As for the spell spikes I made a trait that adds debuffs to the already existing elemental spells. I have the En- spell though it's only one, as only one would be needed. And I have Phalanx, though I kept it as a defensive ability, not made it an attack. As for Dualcasting while I thought about the "cast 2 spells in succession" aspect, I thought that might be a little hard in an MMO, so I made it hit for double potency, with a chance, to make the next spell be instant with no MP, though I might change this after some feedback.

    Also if you follow this link, http://tinyurl.com/ff14arrjobs you can see the other jobs I worked on! Dancer, Salve-Maker, and Geomancer. They are speculations so far, but with some feedback and commentary I might be convinced to tweek them a bit. And so far from what I've heard they all seem pretty solid so far, yay.

    Quote Originally Posted by Cariborne View Post
    I feel like the Red Mage would use a Rapier instead of a Sword, as the Red Mages and Rune Fencers (Tactics version of Red Mages) used Rapiers and light swords.
    I gave my Red Mage rapiers, even some attack names are fencing moves too.
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    Last edited by Eloah; 02-26-2015 at 05:43 PM.

  6. #6
    Player

    Join Date
    May 2014
    Posts
    32
    Not sure if I can still post my own concept as a separate thread, but I will add to the discussion.

    I also came up with a concept for the Red Mage job, which like with Eloah's concept uses Rapiers. Since only one class/jobs can use one weapon type, and sword is already used by Gladiator/Paladin.

    Also thought of them using Enspells, with my concept both benefiting from just using an Enspell, as well as receiving combo/chain bonuses for rotating the Enspells. In a way, it might work similar to Ninja's Mudra abilities, if they applied other effects while active. So it might actually fit with the original poster AspectOfWinter's Far East origin concept.

    As for the Red Mage's ability to use both white and black magic, my concept handled that via some unique abilities of the Red Mage's own, and having the highest cross-class ability for a Job with DoM classes/jobs. While Red Mage would primarily be either a Damage or Tank class, it could off-spec as healer thanks to White Mage abilities, or as ranged magical damage dealer from Black Mage.
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  7. #7
    Player
    Dyne_Fellpool's Avatar
    Join Date
    Sep 2013
    Posts
    297
    Character
    Dyne Fellpool
    World
    Goblin
    Main Class
    Archer Lv 50
    I'd like to see a rapier-wielding Red Mage as a DPS Job that has cross-class access to Fire 1&2, Blizzard 1&2, Cure 1&2, Thunder 1, Medica, and Esuna.

    It would have a very limited MP pool, so while it does have access to strong spells like Cure 2 it cant use them too often and has to decide what spells its going to use its precious MP on.
    It would have a Red Mage passive buff that granted MIND and INT equal to the amount of STR it had.

    Beyond that, it would be a primarily melee Job with the typical melee play style plus a weaker 1-2-3 combo that replenished a very small amount of MP over time.

    The idea is to have a melee class that has DRG-level dps while using all its MP to attack, and Bard-level dps when helping with extra heals/esunas.
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  8. #8
    Player
    Glaycier's Avatar
    Join Date
    Jan 2014
    Posts
    5
    Character
    Santo Espada
    World
    Goblin
    Main Class
    Conjurer Lv 50
    Red Mage should not be a DPS. They are a jack of all trades but a master of none. personally this leaves only one option open. A tank. Red Mages use rapiers to attack. They have a small buckler shield. What they lack in heavy armor they make up for in parrys and dodges. While they can't hit hard they can keep the enemies attention with spells. Losing hate? Sling a lightning bolt from your rapier. Need to survive a strong hit? Use phalanx and dodge with ease. Stoneskin and cure would be usable but mainly for soloing.

    Some staple moves that a Red Mage tank could have:
    Doublecast: could cast a provoking spell twice or cast phalanx on self and healer.
    Chainspell: makes any single target spell a AoE.
    Multijab: medium damage from rapier. Manly used for keeping hate on bosses and for soloing.
    Refresh: An MP and TP replenishing move.
    This is my idea of a red mage. Every game I have ever played that had Red Mage I always thought, "It may take me forever to kill you but I'll never die."
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  9. #9
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Glaycier View Post
    Snip
    I seemed to of hit the nail on the head with my idea then, lol. I'm seeing mor and more posts for a Red Mage Tank.
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    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  10. #10
    Player
    Kholdy's Avatar
    Join Date
    Sep 2014
    Posts
    15
    Character
    Tsumiki Miniwa
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Many people have shared their thoughts on how thy want RDM to be, so I won't need to add more. However, I have my own idea of what "Jack of all Trades" should be. We should not be reducing the direct POTENCY of a RDM's abilities, but rather limit its availability. Let me give you some examples:

    Healing: Give them a Cure that heals the same as a WHM. Also give them Raise and AoE Heal that does the same as Medica. But do not give them shields, regen, Divine Seal, Lustrate, or any those specialized spells. Over time they are less efficient as a healer, but their heals will have the same potency as an individual WHM Cure.

    Damage: Give them the ability to go to Astral III and Umbral III and thus deals the same damage as BLM with Fire I and Fire II, but don't give them spells that automatically take them there like Fire III and Blizzard III. Give them all dots like Bio I, Miasma I, Aero I, and Thunder I.

    (word limit, continued below)
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