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  1. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Old idea, same job.

    Commenting on OP's suggestion, the pets have too many abilities. The issue I have with Maneuvers is the risk of running into instances where you do nothing but input maneuvers (that and maneuvers sort of became the foundation for NIN Mudras). AI in this game is pretty wonky, so placing too much hope on the mammet/automaton wouldn't be a good idea, IMO.

    I like that you want the master and mammet to use skills in tandem, but I'd scrap the whole skillchain bit (latency and lag would screw you over, for one). Unless I guess you want to involve a debuff of sorts, kind of the debuff 1.0 used to show the mob would be affected by combos. Kind of like you use your attack, the mob gets a debuff called "Combo!", and if the mammet does their attack, then you get the skillchain effect.

    I figured Overload was more of a pacing mechanism in FFXI (since Maneuvers cost nothing but time), though I have to commend you on putting Overload to use in some way.
    (1)
    Last edited by Duelle; 07-18-2015 at 08:17 PM.
    * 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)

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