Here's another idea. I've done too many of these damn things but this thread got the wheels inside my head turning again. >.>;
Note: Revised as of 04/20/15
Red Mage
Preface: As some of you know, I've been pitching RDM suggestions and designs since before ARR launched. This one is following what little we know of how jobs will be introduced in the expansion, as Yoshida has said the new jobs in Heavensward will not start at lv1. As such, this suggestion assumes the job would start at lv30. I still designed it with a lv50 cap in mind.
Weapon: Rapiers
Cross class skills: Cure, Protect, Stoneskin, Raise, Blizzard II, Swiftcast, Surecast, Sleep.
Abilities
01 Quick Thrust - Delivers an attack with a potency of 120.
02 Principle of Defense - Increases your parry rate by 50% and your evasion by 5% for 20 seconds. 90 second cooldown.
04 Stocatta - Delivers an attack with a potency of 100. Combo => Quick Thrust: 200 Potency
06 Burn - Deals fire damage with a potency of X. Places a Pyro mark on target for 7 seconds. 20-yalm range.
08 Keen Eye - Increases the critial hit chance of the next two attacks by 100/50%. 90 second recast.
10 Elemental Siphon - Consumes elemental mark on target to restore MP. 60-second cooldown.
12 Hamstring - Delivers an attack with a potency of 30. Additional effect: 20% Weight for 10 seconds.
15 Manabrand - Delivers an attack with a potency of 100. Consumes elemental mark on target to enchant your sword for 30 seconds. Element varies depending on the mark consumed.
--- Pyro: Enfire for 30 seconds
--- Cryo: Enblizzard for 30 seconds
--- Electro: Enthunder for 30 seconds
18 Frost - Deals ice damage with a potency of X. Places a Cryo mark on target for 7 seconds. 20-yalm range. Additional effect: Slow for 20 seconds.
22 Chant - Sacrifice HP to heal an ally for twice the amount sacrificed. 4 second cast time. Cannot be used if below 20% max HP.
26 Iron Thorn - Delivers an attack with a potency of 100. Combo => Stocatta: 280 potency.
30 Magic Sword - Requires a sword enchant. Delivers an attack with varying effects. 9-second cooldown.
--- Enfire: Deals fire damage with a potency of X.
--- Enblizzard: Freezes target in place for 4 seconds (2 seconds in PvP).
--- Enthunder: Deals lightning damage with a potency of 30 to target and enemies near it. Additional effect: lightning damage over time with a potency of 30 for 15 seconds.
34 Shock - Deals lightning damage with a potency of X. Places an Electro mark on target for 7 seconds. 20-yalm range. Additional effect: lightning damage over time with a potency of 30 for X seconds.
38 Froissement - Delivers an attack with a potency of 80. Inflicts target with Pacification for 3 seconds. 45 second cooldown.
42 Refresh - Refreshes MP for 30 seconds. 3 minute cooldown.
46 Arcing Slash - Delivers an attack with a potency of 100 to your target and two additional enemies.
50 Requiescat - Delivers an attack with a potency of 100. Combo => Stocatta: 260 potency. Decreases target's resistance to your attacks by 10% for 20 seconds.
Traits
08 Enhanced Dexterity - Increases DEX by 2.
14 Versatility - Increases magic potency by 10% of your physical attack.
16 Enhanced Dexterity II - Increases DEX by 4.
20 Fast Cast - Increases Spell Speed by 10% of your Skill Speed.
24 Enhanced Dexterity III - Increases DEX by 6.
28 Enhanced Elemental Siphon - Elemental Siphon now also restores TP along with MP.
32 Versatility II - Increases magic potency by an additional 5% of your physical attack.
36 Enhanced Hamstring - Increases Hamstring's weight effect to 30%.
40 Fast Cast II - Increases Spell Speed by an additional 5% of your Skill Speed.
44 Keener Eye - Keen eye now increases the critical chance of the next three attacks by 100/75/50%.
48 Enhanced Froissement - Froissement now also inflicts the target with Silence.
Quested Abilities
35 Double - Doubles the potency, cost and cooldown of the next spell or weapon skill. 2-minute cooldown.
40 Temper - Increases damage dealt by 20% for 20 seconds. 3-minute cooldown.
45 Infusion - The next Burn, Frost or Shock directly enchants your sword for 30 seconds. 2-minute cooldown.
50 Phalanx - Reduces damage taken by target by 25% for 10 seconds. 5-minute cooldown.
PvP Abilities
Pyretic - Target takes damage every time they perform an action. 5 second duration. 2-minute cooldown.
Blind - Greatly reduces target's physical and magic accuracy. 6 second duration. 3 minute cooldown.
Limit Break
Chant du Cygne - The RDM marks the enemy with three glowing cuts, one red, one blue and one purple to signify the three elements. The cuts form a Z-shape before exploding in magical energy and dealing big damage. Melee DPS Limit Break.
Combat Model
Quick Thrust => Stocatta => Iron Thorn (DPS rotation)
Quick Thrust => Stocatta => Requiescat (Damage buff)
Burn => Manabrand => Enfire for 30 seconds => Magic Sword: Pyro (single-target damage)
Frost => Manabrand => Enblizzard for 30 seconds => Magic Sword: Cryo (single-target incapacitate)
Shock => Manabrand => Enthunder for 30 seconds => Magic Sword: Electro (AoE DoT)
Notes
- As is always the case, durations, cooldowns and potency values are negotiable.
- The sword enchants that result from using Manabrand on a marked target do not have special effects on their own. You simply deal additional elemental damage, applicable to both auto attacks and weapon skills. This said, I'm not sure how strong the additional damage should be. I'm thinking it should be around what Sword Oath does (50 potency), but it may need tweaking depending on how prominent enchants should be to RDM's damage model.
- Elemental marks do not stack, but do overwrite each other. So a Pyro mark applied from Burn will get overwritten if the RDM uses Shock on the mob.
- Elemental marks are purposely designed to be used quickly, hence the 7 second duration. They are also applied separately from any effects attached to their respective spells. If a target is immune to Slow, they would resist the slow effect and still receive a Cryo mark.
- MP regen for this version of RDM is dependent on Elemental Siphon and Refresh. Elemental Siphon may be enough but I haven't worked out how RDM would scale and as such, using Refresh on self may be necessary.
- Magic Sword is an ability that can only be used if you have a sword enchant up. It can be repeatedly used as long as you have the enchant active, and under ideal conditions can be used 3 times per sword enchant. Keep in mind that Magic Sword's effects are reliant on the enchant active.
- Infusion is a sort of shortcut ability. It bypasses the need to "combo" Burn/Frost/Shock and Manabrand and does not need a nearby enemy for you to enchant your sword.
- I do think that RDM needs some sort of finisher/execute type ability. Assuming a lv50 cap it would mean replacing Refresh or Arcing Slash. The alternative would be making Magic Sword: Pyro hit hard enough to help it compete with MNK and DRG (which have access to Mercy Stroke) and NIN (which has Assassinate) in overall DPS. Or RDM could be given access to Mercy Stroke.
- Temper is an honest to god DPS cooldown. 20% does seem a bit high to me, but I think it's a good place to start.
- Requiescat could also bring the INT debuff that is currently MNK exclusive, but to my knowledge Dragon Kick's debuff includes the INT Down effect rather than have it listed separately (which means one might end up overwriting the other, leading to hate between MNK and RDMs).
- For the lv60 cap, I think RDM needs a third ability that consumes elemental marks for AoE damage or something like that. 1-50 RDM only really has Arcing Slash and Magic Sword: Electro.
- Pyretic is taken from the Five-headed Dragon fight from World of Darkness. Something about it screams "PvP ability" to me and would be an excellent peel, IMO.
- My hatred for the word Refresh is well-documented, but since SE seems to be hellbent on adding skills of that nature to the game (see: Goad), I anticipated the inclusion of Refresh by making it a carbon copy of Goad, with the only exception being that it can be used on self as well as allies. This means if a RDM wants to, they can Refresh themselves every 3 minutes.
- The Fast Cast and Versatility traits are sort of iffy for me at the moment. I do feel they are necessary, as I expect RDM to partly share gear with NIN or BRD (which means they gain physical stats and nothing in the way of INT or Spell Speed). Fast Cast could be turned into a simple percentage boost the way it was in FFXI, but since the devs are talking about improving Spell Speed and Skill Speed's effect on player characters it might not be necessary to do so.
Pipe Dream - Aesthetic Elemental Alignment
At lv50 you could be given the option to align yourself elementally. All it would do is make your spells swicth places appropriately between Damage, CC and DoT. So your default RDM would be Fire (damage), Ice (CC) and Thunder (DoT). If a RDM aligned themselves with Ice, the heirarchy would change to Ice (Damage), Thunder (CC) and Fire (DoT). Aligning with Thunder would lead to a similar change.
Default - Damage: Fire (Burn, Pyro) | CC: Ice (Frost, Cryo) | DoT: Thunder (Shock, Electro)
Ice Alignment - Damage: Ice (Frost, Cryo) | CC: Thunder (Shock, Electro) | DoT: Fire (Burn, Pyro)
Thunder Alignment - Damage: Thunder (Shock, Electro) | CC: Ice (Frost, Cryo) | DoT: Fire (Burn, Pyro)
It's a waste of developer time, but as a RDM in FFXI, I remember a friend that preferred using enwater and enblizzard whereas I preferred enfire. I know some of us like the idea of using certain elements on our swords, and this may be a functional way to implement it so that our favorite element is our primary damage element.
Other Thoughts: Some random stuff on the topic of RDM.
- Since the Ishgard boat sailed, I'm not sure where in the lore you can place RDM. Ishgard was sort of perfect because it is an almost-traditional medieval city, and the mess with the inquisitors in the MSQ just seemed to be a good place to insert them (basically, in olden times a RDM would have been sent to investigate claims of corrupt inquisitors and judge them accordingly; they'd also be sent to hunt dangerous heretics when the conventional methods failed).
- Watching a bunch of Let's Play Bloodborne videos gave me the idea that they could be turned into demon/witch/voidsent hunters of sorts, but I don't know how feasible that would be.
- Some have suggested Ala Mihgo but I simply cannot picture the RDM aesthetic being properly represented were it linked to that nation. Then again, all we have to go by is a bunch of muscular people and monks, so there may be more to that nation's aesthetic that would actually work without involving the banes of my existence: pointy shoes and curved swords.
- The unlock quest should definitely be called "The Red-hatted League".