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  1. #1
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70

    Red Mage (Tank) Please!

    Many people are arguing about the new jobs and I think Red Mage as a tank would be a unique concept.

    Appearance:
    Here

    Cross-Classes
    Lancer 30
    Thaumaturge 15


    Main Stats
    Vitality
    Dexterity

    Main Weapon:
    Rapier Wand

    Lightning, Wind attacks costs TP.
    Fire, Ice, Earth attacks and abilities cost Mana.


    Skills:

    Aero Walker
    Increases Evasion Chance by 25%.
    Increases Parry Chance by 25%.
    Increases Parry Potency by 20%.
    Caster is immune to interrupts.
    Decreases damage done by 15% whilst increasing enmity gain.
    Duration: Forever.
    Recast: 2.5s
    Costs 500 TP to cast.

    Tethered Attunement:
    Increases the party's HP restored by spells or actions by 20%.
    Lowers the party's cast time of healing spells by 0.5.
    Duration: 20s
    Recast: 90s
    off-gcd

    Provoking Thunder:
    Deals lightning damage with potency of 50.
    Additional Effect: Lightning damage over time with a potency of 50 for 18s.
    Gesture threateningly, placing yourself at the top of a target's enmity list.
    Recast: 45s
    Range: 30y

    Earth Wall:
    Reduces damage taken by 20%.
    Duration: 20s
    Recast: 90s

    Mana Shield
    12% of all damage taken harms your mana instead.
    Duration: Forever.
    Recast: 30s, ends when you run out of mana or click again.
    Costs mana each time you are hit.
    Ends when you run out of mana.

    Crimson Blizzard
    Deals ice damage with a potency of 140 to all nearby enemies.
    Range: 8y
    Increases enmity.
    Recast: 2.5s.
    Casting: 1.5s.
    Costs Mana.

    Lightning Strikes
    Your next five attacks deal an additional 100 additional potency in damage.
    Lasts: 60 seconds.
    Recast: 30s.
    Casting: 1.5s.
    Costs 100 TP.

    Haste
    Increases Attack Speed by 50%.
    Increases TP reduction by 60%
    Lasts: 10s.
    Recast: 60s.
    Cast: 1.5s.
    Costs 150 TP.

    Earth Shield:
    The next three attacks are absorbed.
    Lasts: 20s.
    Recast: 60s.
    off-gcd
    Costs 100 TP.

    Transfer Mana:
    Decreases Mana of caster by 6% every second for 3 seconds. (18%)
    Increases Mana of target by 6% every second for 3 seconds. (18%)
    Channeled: 3s
    Recast: 90s.
    Costs Mana.

    Stab:
    Delivers an attack with a potency of 160.
    Costs 80 TP.

    Impale:
    Delivers an attack with a potency of 100.
    Stab Combo Potency: 290
    Increases Enmity.
    Costs 90 TP.

    Rapid Assault
    Delivers an attack with a potency of 150.
    Impale Combo Potency: 360
    You cannot move and take 10% less damage during channel.
    Impale Combo Potency: Further Increases damage reduction during channel to 30%.
    Channeled: 4s.
    Costs 60 TP.

    Sieving Strike
    Delivers an attack with a potency of 100.
    Stab Combo Potency: 250
    Stab Combo Bonus: Restore Mana.
    Costs 60 TP.

    Thieving Assault
    Delivers an attack with a potency of 150.
    Sieving Strike Combo Potency: 330
    Sieving Strike Combo Bonus: Increases Enmity.
    Each attack restores Mana and TP by a small amount.
    Mana Steal Combo Bonus: Further Increases Mana and TP restoration.
    Channel: 4s.
    Costs 90 TP.

    Living Bomb
    If target dies this attack deals fire damage with a potency of 300 to all nearby enemies and spreads "Living Bomb" to them.
    Fire damage over time. Potency: 100
    Duration: 9s.
    Recast: 30s.
    Cast: 1.5s
    Costs Mana.

    Fire Prison
    Creates a Fire Prison, dealing fire damage with a potency of 75 to any enemies who enter.
    Duration: 21s
    Recast: 21s
    Cast: 2.5s
    Costs Mana.


    Quote Originally Posted by Lemuria View Post
    You could only do that if the DPS held back. Even 'proper' tanks had difficulty holding back aggro from many DPS in the late game simply because of the crazy damage they could output. Red Mage wasn't terrible in the aggro stakes, but there wasn't much enmity gear to go around for them, and they had limited strength since you would basically NEED sub war for provoke which killed some of your magical potential.

    At any rate, we have 3 tanks, 3 healers, 2 casters, 2 melee DPS and 2 ranged physical DPS. Surely we need an extra melee DPS, an extra ranged physical and a new caster before we start worrying about more tanks?
    We lack a Caster Tank, and a Melee Healer.

    My idea is to make a Caster Tank. More or less, and no Dark Knight is not a caster tank.

    I believe already Samurai will be the Melee Support.
    (3)
    Last edited by Nektulos-Tuor; 09-06-2015 at 02:16 AM.

  2. #2
    Player
    SlyTribal's Avatar
    Join Date
    Mar 2014
    Posts
    118
    Character
    Sly Tribal
    World
    Balmung
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Many people are arguing about the new jobs and I think Red Mage as a tank would be a unique concept.
    Just gonna be the first to say it, Rdm was capable/used as a tank in XI for a long time. So, XI did it first.
    (5)

  3. #3
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by SlyTribal View Post
    Just gonna be the first to say it, Rdm was capable/used as a tank in XI for a long time. So, XI did it first.
    Actually they weren't really capable as a tank, so much as just solo-capable. Holding threat as an RDM was next to impossible unless anyone you happened to be with did almost nothing.
    (4)

  4. #4
    Player
    SlyTribal's Avatar
    Join Date
    Mar 2014
    Posts
    118
    Character
    Sly Tribal
    World
    Balmung
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Welsper59 View Post
    Actually they weren't really capable as a tank, so much as just solo-capable. Holding threat as an RDM was next to impossible unless anyone you happened to be with did almost nothing.
    They were able to generate a great amount of hate by using certain spells in good rotation or via general spamming, even to the point of pulling hate where Paladin's struggled to take it off. However they lowered the enmity of the spells at a later point, ruining the Rdm tanking days.
    (1)

  5. #5
    Player

    Join Date
    Apr 2015
    Posts
    658
    Quote Originally Posted by Welsper59 View Post
    Actually they weren't really capable as a tank, so much as just solo-capable. Holding threat as an RDM was next to impossible unless anyone you happened to be with did almost nothing.
    I wouldn't exactly say that, i saw a few RDM tank fafnir and keep hate, Cure 4 was a MAJOR enimity grabber, especially with +enimity gear. it was indeed done.
    (3)

  6. #6
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Blood-Aki View Post
    I wouldn't exactly say that, i saw a few RDM tank fafnir and keep hate, Cure 4 was a MAJOR enimity grabber, especially with +enimity gear. it was indeed done.
    You could only do that if the DPS held back. Even 'proper' tanks had difficulty holding back aggro from many DPS in the late game simply because of the crazy damage they could output. Red Mage wasn't terrible in the aggro stakes, but there wasn't much enmity gear to go around for them, and they had limited strength since you would basically NEED sub war for provoke which killed some of your magical potential.

    At any rate, we have 3 tanks, 3 healers, 2 casters, 2 melee DPS and 2 ranged physical DPS. Surely we need an extra melee DPS, an extra ranged physical and a new caster before we start worrying about more tanks?
    (1)

  7. #7
    Player
    SlyTribal's Avatar
    Join Date
    Mar 2014
    Posts
    118
    Character
    Sly Tribal
    World
    Balmung
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Lemuria View Post
    At any rate, we have 3 tanks, 3 healers, 2 casters, 2 melee DPS and 2 ranged physical DPS. Surely we need an extra melee DPS, an extra ranged physical and a new caster before we start worrying about more tanks?
    3 Melee; Monk, Dragoon and Ninja
    (1)

  8. #8
    Player

    Join Date
    Apr 2015
    Posts
    658
    Quote Originally Posted by Lemuria View Post
    You could only do that if the DPS held back. Even 'proper' tanks had difficulty holding back aggro from many DPS in the late game simply because of the crazy damage they could output. Red Mage wasn't terrible in the aggro stakes, but there wasn't much enmity gear to go around for them, and they had limited strength since you would basically NEED sub war for provoke which killed some of your magical potential.
    Yes, it was a daunting task to say the least, damage had to hold back and RDM tanks were only, in most cases used in dire "hold this NM untill everyone gets here" situations so it wasn't Optimal, but it did work.
    (0)

  9. #9
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Lemuria View Post
    You could only do that if the DPS held back.
    Reason tanks struggled in late game to hold enmity was due to the simple fact the enmity cap was so freaking low and they didnt scale it to take into consideration the increased damage output. Not until this year that is.
    (0)

  10. 08-29-2015 09:59 AM

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