Hey guess who's beating a dead horse guys that's right it's me
I spent the last few weeks thinking of a system for an RDM job in the game, and while the want for one and problems posed with implementing one are not lost on me(I read the forums, that was a trip), I did want to try and implement one that still fit fine in the holy trinity of class roles that FFXIV uses- which is fine. I don't care what Red Mage was in FFXI. This isn't FFXI. I am doing this for funsies anyway. While it'd be cool to see something like this in game, I recognize that I am a hack who did not do THAT much research and there are probably like a dozen problems with my writeup that you awesome folks are totally going to point out to me and I am going to love it. Especially potencies. I am totally sure I messed potencies up so hard and they are way too high. Also I didn't know what to scale MP off of.
The idea for a Red Mage to me is that their skills in the series as a whole have always laid in their versatility- the core of the red mage is "Do nothing the best, but do everything alright". Ideally, their lack of talent in one area is made up for by combining it with other areas. No that does not mean support- at least any more than any class in the current game provides. It means a melee-magic hybrid who is not as good as a black mage at dropping hot arson, or as good as a monk at punching Bahamut in the junk, but a fighter who can still give an alright jab at Bahamut's junk while said jab is also on fire. And that makes all the difference.
Spell Fencer
It all started the day an enterprising young thaumaturge smelted a thin sword blade to his scepter...
Spell Fencers are bloodsand gladiators of Ul'Dah that, while lacking sufficient aetherical aptitude at thaumaturgy or skill with a blade, make up for it by using both in conjunction to support one another. They are classified as a caster DPS class, and generally use cloth armor. Their primary stat is INT, and both their physical and magical attacks scale off of it for damage purposes. Their spells are instant cast for the most part, and run off of a separate GCD of their physical attacks. Their weapons are rapiers, which are one handed, and use light bucklers in offhand. They attack incredibly fast, but their skills have much lower potencies than other classes. Their notable class feature, in addition to being melee and magic hybrid, is "Freeform combos", where their attacks have multiple combo actions to choose from. Due to them constantly skillweaving, branching combos, and being heavily based on skill speed, spell fencers are a class with a great deal of burst potential and utility; but they tend to run out of resources quickly!
Abilities:
Featherblow: Lv. 1
Deals physical damage with a potency of 70. 60 TP.
Levin: Lv. 2
Deals lightning damage with a potency of 30.
Combo Action Aetherstrike: Restores 100 TP.
Combo Action Nighthawk: Moves the user away from the target.
Riposte & Remise: Level 4
Increases parry rate and accuracy by 15%. Cooldown of 90 seconds.
Aetherstrike: Level 6
Deals physical damage with a potency of 40. 60 TP.
Combo Action Levin: Restores MP.
Shadowstick: Level 8
Deals physical damage with a potency of 100 and inflicts Bind for 10 seconds. Cooldown of 45 seconds.
Combo Action Crag: Inflicts Stun on target for 4 seconds. Does not inflict Bind.
Aphonia: Level 10
Silences target for 6 seconds. 120 second cooldown.
Vortex: Lv. 12
Deals wind damage with a potency of 60.
Combo Action Nighthawk: Increases potency to 100.
Combo Action Featherblow: Inflicts Slow(6s) on the enemy.
Combo Action Piercing Blow: Consumes Piercing Blow's debuff effect on nearby targets in order to do 100 potency wind damage to them.
Swallowtail: Level 15
Deals physical damage with a potency of 40 to all enemies around the user. 110 TP.
Combo Action Whorlpool: Increases potency to 60.
Combo Action Levin: Restores a small amount of MP for each target affected. Targets do not take damage.
Crag: Level 18
Deals earth damage with a potency of 70.
Combo Action Featherblow: Increases potency to 100.
Whorlpool: Level 22
Deals water damage with a potency of 40 to all enemies around the user.
Combo Action Swallowtail: Increases potency to 60.
Combo Action Nighthawk: Pulls affected targets towards the user.
Spellbound: Lv. 26
Increases skill speed by 10% for 30 seconds. Cooldown of 60 seconds.
Checkmate: Level 30
Deals physical damage with a potency of 150. Can only be executed on targets below 20% HP. 10 second cooldown.
Combo Action Inferno: Increases potency to 300 and recast time to 30 seconds.
Flourish: Level 34
Inicreases a party member's MP regeneration for 30 seconds. 180 second cooldown.
Nighthawk: Level 38
Deals physical damage with a potency of 70 at a distance. Moves user next to the enemy when used. Cannot be executed if bound. 120 TP.
Combo Action Vortex: Will not move the user.
Runic: Level 42
Completely avoid the next magical damage taken. Lasts 5 seconds. 120 second cooldown.
Dispel: Level 46
Removes one beneficial effect from the target. 30 second cooldown.
Piercing Blow
Deals physical damage with a potency of 70 to all enemies in a straight line in front of the user and lowers their dexterity by 5% for 10 seconds. 60 second cooldown.
Combo Action Nighthawk: Pushes all affected targets away from the user.
Traits
Enhanced Intelligence: Level 8
increases Intelligence by 2.
Enhanced Intelligence II: Level 14
Increases Intelligence by 4.
Pin Down: Level 16
Reduces the cooldown until the next use of Shadowstick by 1 second for every attack made.
Rapier Wit: Level 20
Increases damage done with physical and magical attacks by 10%.
Aetherdexterous: Level 24
Increases TP restored by Levin's combo action to 150 and increases MP recovered by Aetherstrike's combo action by 50%.
Enhanced Intelligence III: Level 28
Increases Intelligence by 6.
Zen: Level 32
Heavily increases HP, MP, and TP regeneration when out of combat.
Enhanced Spellbound: Level 36
Increases the skill speed increase of Spellbound to 30%.
Rapier Wit 2: Level 40
Increases damage done with physical and magical attacks by 30%.
Enhanced Flourish: Level 44
Lowers the cooldown time of Flourish to 90 seconds.
Enhanced Dispel: Level 48
Also removes one beneficial effect from enemies around the target.
Red Mage
You'd have to be a fool to think the world is only black and white.
The Red Mage is something of an urban legend or folk hero from times long past- Tall tales told of heretical archmages who betrayed their nations for knowledge during the War of the Magi in the 5th Astral Era. These magus of legend learned to harness the aether in their surroundings, intertwined in their swordplay, while still managing their own internal reserves of aether as well. They did neither as well as those specialized in their respective fields, but developed their own art through a hodgepodge of techniques- learning new ways to both harness and manipulate aether that no nation was able to grasp. However, like so many other things the art was lost to all but a handful in the wake of the 6th umbral era. Unlocking Red Mage requires level 30 Spell Fencer, as well as level 15 in both Conjurer and Thaumaturge. Red Mage skills don't focus on a blade near so much as a conventional Spell Fencer, but their manipulation of magic is quite potent- They have the potential to do greater damage, but balancing your MP and TP will be more difficult in doing so!
Red Mage skills
Blood Price: Level 30
Allows the user to use HP instead of MP to cast spells for 30 seconds. HP cost per spell is double that of MP. Can be recast to cancel effect prematurely; cooldown begins when the effect ends. 150 second cooldown.
Mummer's Farce: Level 35
Transfers enmity generated by skills for the duration to the target with the highest current enmity. 10 second duration. 180 second recast time.
Doublecast: Level 40
Allows the user to cast spells while moving, attacking, or using Spell Fencer skills for 30 seconds. Casting may still be interrupted through attacks or distance, but not by breaking line of sight. 180 second cooldown.
Cantrip: Level 45
Restores 50% maximum MP. Costs 500 TP. 180 second cooldown.
Inferno: Level 50
Deals fire damage with a potency of 200 to an enemy and all enemies near it. 4.3 second cast time. 30 second cooldown.
Combo Action Nighthawk: Pushes the target and user away from each other, as well as any affected targets.
Combo Action Shadowstick: Increases potency to 300, and removes area damage. Negates Inferno's cast time.
Combo Action Swallowtail: Increases the area of Inferno.
Combo Action Aetherstrike: Slightly reduces Inferno's MP cost.
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That should be all! I honestly am missing a bunch of combo actions, but I want to pick those really carefully- too many would make spell fencers have way too much utility and I'd have to nerf their potencies into the ground even harder. I would totally love feedback, pointers, corrections, hate mail, and death threats regardless!