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  1. #1
    Player
    Mimilu's Avatar
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    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Another Red Mage Tank Idea

    I'm gonna post this in a separate thread, instead of Nektulos-Tuor's, as to not detract from their idea.

    Red Mage (RDM)
    Avoidance and Mitigation Tank
    Weapon: Rapier + Shields
    Attack Type: Pierce, Close Range
    Armor: Caster Gear, Caster DPS Gear
    Limit Break: Tank
    Limit Break 3: Chant du Cygne
    Cross Class: Gladiator and Conjurer
    Important Stats: INT for Damage (both Weapon Skills and Spells), TP for weapon skills, MP for spells, VIT

    With this design, I wanted to make Red Mage more of an Avoidance Tank, using things like shields, Evasion, Parry, and Block to avoid taking damage, while still giving them the mitigation and buffs to take hits when they need them.
    For their offense, I want them to be able to seamlessly weave their Weapon Skills with their offensive spells and for them to have an actual meaning or use.

    Special Mechanic
    Offensive Spells and Attunement Buffs
    Red Mages can weave four magic spells between Weapon Skill Combos, Ardor, Krysta, Blitz, and Dia.
    At level 32, Red Mages gain the trait, Elemental Attunement, which grants them Attunement stacks when they use Ardor, Krysta, and/or Blitz, after certain Weapon skills.
    Ardor grants Fire Attunement, which increases the user's Magic Defense by 5%.
    Krysta grants Ice Attunement, which increases the user's Physical Defense by 5%.
    Blitz grants Lightning Attunement, which decreases Damage done onto the user by 10%.
    A Red Mage can only have one of each stack on them at a time.

    Barrier
    Red Mages have access to three abilities that grant a barrier: Uriel Blade, Trine, and Blink.
    Uriel Blade and Trine will always take last priority when absorbing damage while the user has other barriers on them (Stoneskin, Galvanize, etc.), meaning any other barrier placed on the user will be used up first.
    Blink, on the other hand, will always have first priority when taking damage.


    Abilities and Traits
    Weapon Skills
    - Burning Blade: Damages a selected target. Potency of 150. Instant cast time. 2.5 second recast.
    - Shining Blade: Damages a selected target. Increases Enmity. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Burning Blade > Shining Blade: Potency of 200.
    - Red Lotus Blade: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Burning Blade > Red Lotus Blade: Potency of 190. Increase Magic Damage Dealt to the target by 20% for 12 seconds.
    - Seraph Blade: Damages a selected target. Increases Enmity. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Shining Blade > Seraph Blade: Potency of 280. Decreases the target's Damage by 10% for 10 seconds.
    - Uriel Blade: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Shining Blade > Uriel Blade: Potency of 240. Creates a barrier on the user that will absorb damage equal to 100% of the damage done.
    - Requiescat: Damages a selected target and increases the user's Evasion by 20% for 10 seconds. Potency of 100. Instant cast time. 90 second recast.
    - Osmosis: Damages all enemies with in 5 yalms of the user and absorbs half of that damage as MP. Potency of 100. Instant cast time. 20 second recast.
    - Shield Drum: Increases Enmity to all enemies with in 5 yalms of the user. Instant cast time. Instant cast time. 2.5 second recast.

    Spells
    - Ardor: Damages a selected target and deals fire-aspected damage to them for 21 seconds. Potency of 40. Instant cast time. 5 second recast. When used with Dualcast, the Dot's time will double instead of reset.
    - Krysta: Damages a selected target and decreases their Accuracy by 10% for 20 seconds. Potency of 40. Instant cast time. 5 second recast. When used with Dualcast, the debuff's time will double instead of reset.
    - Blitz: Damages a selected target. Potency of 120. Instant cast time. 5 second recast.
    - Dia: Damages a selected target. Increased Enmity. Potency of 100. Instant cast time. 2.5 second recast.
    - Bubble: Increase the user's Vitality by 50% for 30 minutes. Includes Vitality gained from equipment. 3 second cast time. 2.5 second recast.
    - Imperil: Damages and Stuns a selected target for 3 seconds. Potency of 100. Instant cast time. 5 second recast.
    - Trine: Places a barrier on the user that will absorb damage equal to 20% of the user's maximum HP. 2 second cast time. 2.5 second recast. When used with Dualcast, the amount of damage the barrier can absorb is doubled.
    - Blink: Places a barrier on the user that will absorb five damaging enemy skills, spells, and/or abilities. Some powerful attacks can bypass this barrier. 2.5 second cast time. 420 second recast.
    - Decoy: Links the user to a selected party member. 50% of the enmity generated by that party member will go to the user instead. Instant cast time. 90 second recast.
    - Convert: Damages a selected target and converts half of that damage into TP. Potency of 150. Instant cast time. 120 second recast.

    Other Skills
    - Phalanx: Stance. Doubles the amount of Defense and Damage Reduction Attunements give but decreases the user's Damage by 20%. Switches Spell Blade off when used. Instant cast time. 2.5 second recast.
    - Spell Blade: Stance. Increases the user's Damage by 15% but increase Damage they receive by 5%. Additionally, Attunement buffs change, with Fire Attunement increasing Physical attack by 5%, Ice Attunement increasing Magical attack by 5%, and Lightning Attunement increasing Damage by 10%. Switches Phalanx off when used. Instant cast time. 2.5 second recast.
    - Harmonize: Grants the user one random Attunement buff they currently do not have. Instant cast time. 2.5 second recast when the user has one or two Auttenment buffs, 60 seconds when they has three.
    - Checkmate: The user must have at least one Attunement to use this. Uses up all Attunements the user has. Damages a selected target. Potency of 100 per Attunement. Instant cast time. 90 second recast.
    - White Flame: The user must have at least one Attunement to use this. Uses up all Attunements the user has. Heals a selected target. Increase Enmity. Potency of 400 per Attunement used. Instant cast time. 5 second recast.
    - Stymie: The user will recover HP when they successfully Evade, Block, Parry, or absorb damage via barrier for 10 seconds. Additionally, increases the user's Evasion by 10%. Potency of 500. Instant cast time. 60 second recast.
    - Composure: Restarts all damage/attack absorbing barriers the user has on them. Instant cast time. 240 second recast.
    - Jewel: Decrease Damage the user receives by 20% for 20 seconds. Instant cast time. 120 second recast.
    - Dualcast: Cast the next spell the user casts twice, while increasing it's MP cost by 50%. The spell cannot Crit while under this effect. Only effects Ardor, Krysta, Blitz, Dia, Trine, and Convert. Instant cast time. 90 second recast.

    Skill Level
    1. Burning Blade
    2. Bubble
    4. Shining Blade
    6. Ardor
    8. Shield Drum
    10. Jewel
    12. Krysta
    15. Imperil
    18. Red Lotus Blade
    22. Dia
    26. Seraph Blade
    30. Blitz
    *Quest* 30. Spell Blade
    34. Requiescat
    *Quest* 35. Trine
    38. Convert
    *Quest* 40. Phalanx
    42. Blink
    *Quest* 45. Checkmate
    46. Harmonize
    50. Dualcast
    *Quest* 50. Stymie
    *Quest* 52. Decoy
    *Quest* 54. Uriel Blade
    *Quest* 56. Osmosis
    *Quest* 58. White Flame
    *Quest* 60. Composure

    Traits
    8. Enhanced Vitality I: Increases Vitality by 2.
    14. Enhanced Vitality II: Increases Vitality by 4.
    16. Enhanced Jewel: Shortens Jewel's cooldown time to 70 seconds.
    20. Enhanced Shield Drum: Decrease the amount of enmity any party member with in 5 yalms of the user can gain for 5 seconds.
    24. Enhanced Vitality III: Increases Vitality by 6.
    28. Point-in-Line: Increases the user's Parry Rate by 15%.
    32. Elemental Attunement: Grants the user Attunement buffs after using Ardor, Krysta, and/or Blitz after certain Weapon Skills.
    Burning Blade > Ardor: Fire Attunement
    Red Lotus Blade > Ardor: Fire Attunement
    Shining Blade > Krysta: Ice Attunement
    Requiescat> Krysta: Ice Attunement
    Seraph Blade > Blitz: Lightning Attunement
    Uriel Blade > Blitz: Lightning Attunement

    36. Enhanced Seraph Blade: Absorb half of the damage Seraph Blade does as MP.
    40. Aquaveil: Decrease Damage the user receives by 10% while they are casting spells.
    44. Enhanced Requiescat: Extends Requiescat duration to 25 seconds.
    48. Enhanced Harmonize: Restores the user's TP/MP depending on what Attunement the user receives from Harmonize. Fire Attunement restores 20% of the user's MP, Ice Attunement restores 20% of the user's TP, and Lightning Attunement restores 10 of the user's MP and TP.


    Thank you for your time.
    (1)

  2. #2
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    Evasion tank will not work. Perfect dodge being nerfed, hard, gave a clear sign of that. Nor does anyone want to tank based on RNG. they already don't like the current.

    I won't get into this RDM being a tank idea again, as i already said in his topic that RDM being a tank most likely won't happen since we already have 3. But evasion tanking won't work.
    (0)

  3. #3
    Player
    Ladon's Avatar
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    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    Yup. There will never be an avoidance tank in this game. They are very aware how much Ninja broke the tanking meta in FF11.
    (2)

  4. #4
    Player
    Grimmel's Avatar
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    Ul'dah
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    Character
    Overlord Mitron
    World
    Balmung
    Main Class
    Black Mage Lv 63
    Why can't this go in any of the number of RDM + SAM threads? :|
    (0)

  5. #5
    Player
    AlphaFox's Avatar
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    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Grimmel View Post
    Why can't this go in any of the number of RDM + SAM threads? :|
    Because then the ideas "may" go unnoticed and thus want to feel everyone saw it. With that, RDM is not ment to tank at all. Just because a way was found in XI doesn't mean its how its suppose to be, kinda breaking the whole "Jack of trade, master of none" if you have them tanking.
    (0)
    Last edited by AlphaFox; 08-30-2015 at 01:35 PM.

  6. #6
    Player
    Mimilu's Avatar
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    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Blood-Aki View Post
    Snip
    Quote Originally Posted by Ladon View Post
    Snip
    It focuses more on using shields to absorb the damage, with a little evasion and parrying as well.
    And why would having 3 tanks stop it from becoming a tank?
    We already have 3 melee (DRG, MNK, NIN), 4 ranged casters (BLM, BRD, SMN, MCH), and 3 healers (WHM, SCH, AST).
    You can say that playing as a Tank is boring but it's the most important role in the game.

    Quote Originally Posted by Grimmel View Post
    :|
    What AlphaFox said. I spent time making this, I want people to read and discuss it. :B
    (1)

  7. #7
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    Quote Originally Posted by Mimilu View Post
    It focuses more on using shields to absorb the damage, with a little evasion and parrying as well.
    And why would having 3 tanks stop it from becoming a tank?
    RDM does not use "shield" RDM has been protrayed as mainly a magical fencer, fencers use one handed rapiers, No shield. It's like giving a sword to a blm.

    We already have 3 melee (DRG, MNK, NIN), 4 ranged casters (BLM, BRD, SMN, MCH), and 3 healers (WHM, SCH, AST).
    You can say that playing as a Tank is boring but it's the most important role in the game.
    No..WE have 2 ranged casters, Which are Black mage and Summoner, BRD, MCH, are ranged PHYSICAL DPS. (which are also 2 by themsevles) There is a difference.

    So we have 2 ranged casters 2 ranged DPS, 3 Tanks, 3 Healers, and 3 Melee DPS, to even that out, they would have to add another CASTER DPS or even ranged, But obviously since RDM is a magic based job, it will follow the caster family. it would make no sense to bring out a 4th tank job. that has no business tanking (due to how the job has been viewed and nothing they use supports tanking) You see now? It simply just makes little sense to do this.


    What AlphaFox said. I spent time making this, I want people to read and discuss it. :B
    Get in line with Nektulos-Tuor who also did the same thing, But he ended up just shooting down anyones opinion who didn't agree with him. and comeplty ignored what i just said to you about 4th tanking making no sense as well as a class that it makes no sense on. Nothing wrong with discussing it again, like so many people are doing, in another topic.. but much like Nektulos's idea, it won't work. Especially the way you want to work (evasion)
    (1)

  8. #8
    Player
    Mimilu's Avatar
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    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Blood-Aki View Post
    RDM does not use "shield" RDM has been protrayed as mainly a magical fencer, fencers use one handed rapiers, No shield. It's like giving a sword to a blm.
    I thought giving RDM shield spells would allude to their nature as enchanters in various FF games, having access to both black and white magic.
    RDM have three parts, melee, black magic, and white magic.
    The shields and self-buffs represent white magic, the damaging spells are black magic, and the weapon skills are melee.

    Quote Originally Posted by Blood-Aki View Post
    No..WE have 2 ranged casters, Which are Black mage and Summoner, BRD, MCH, are ranged PHYSICAL DPS. (which are also 2 by themsevles) There is a difference.

    So we have 2 ranged casters 2 ranged DPS, 3 Tanks, 3 Healers, and 3 Melee DPS, to even that out, they would have to add another CASTER DPS or even ranged, But obviously since RDM is a magic based job, it will follow the caster family. it would make no sense to bring out a 4th tank job. that has no business tanking (due to how the job has been viewed and nothing they use supports tanking) You see now? It simply just makes little sense to do this.
    Except both BRD and MCH get stances that up their DPS in exchange for cast times, i.e. like a caster. Just ask any veteran BRD, hitting level 52 changes the job completely, for better or worse.
    And saying that RDM would go in a caster role is contradicting what you just said in your first point: RDM are magical fencers. It would make less sense to deny them all three parts of their repertoire: Melee, Black Magic, and White Magic.
    Also the idea that RDM = Tank making little sense is purely your opinion.

    Quote Originally Posted by Blood-Aki View Post
    Get in line with Nektulos-Tuor who also did the same thing, But he ended up just shooting down anyones opinion who didn't agree with him. and comeplty ignored what i just said to you about 4th tanking making no sense as well as a class that it makes no sense on. Nothing wrong with discussing it again, like so many people are doing, in another topic.. but much like Nektulos's idea, it won't work. Especially the way you want to work (evasion)
    Like I said previously, when I meant Avoidance Tank, I mean they mainly use shield spells to avoid damage, with as much evasion and parrying support as any other tank would get.
    And are you really one to talk about "shooting down anyone's opinion who doesn't agree with them and completely ignoring what was just said to them "?
    Saying that making a 4th Tank makes no sense is just, for lack of a better word, stupid. They only have three roles in this game, why would they stop adding jobs to one of them? Especially when one role (DPS) has 7 jobs already, compared to Tank and Healer's 3?
    (1)

  9. #9
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    Quote Originally Posted by Mimilu View Post
    I thought giving RDM shield spells would allude to their nature as enchanters in various FF games, having access to both black and white magic.
    RDM have three parts, melee, black magic, and white magic.
    The shields and self-buffs represent white magic, the damaging spells are black magic, and the weapon skills are melee.


    Except both BRD and MCH get stances that up their DPS in exchange for cast times, i.e. like a caster. Just ask any veteran BRD, hitting level 52 changes the job completely, for better or worse.
    That dosn't magcialy make them "casters" surely you are not so foolish as to realize this.. Scathe on blm is instant, doesn't mean its a "physcial" caster all of sudden.

    So no, regardless of how much you deny it, they are not, anything of the sort near "casters" unless you cannot tell the difference between magic, arrows, and bullets.

    And saying that RDM would go in a caster role is contradicting what you just said in your first point: RDM are magical fencers. It would make less sense to deny them all three parts of their repertoire: Melee, Black Magic, and White Magic.
    "Melee, black magic and white magic" None of those are related to tanking. for a magic based job, Not sure what this was about. you actually proved my point further, of why they won't work as a tank.

    Also the idea that RDM = Tank making little sense is purely your opinion.
    As much as an opinion as saying DRK would work as a back line caster. Sometimes opinions dig into common sense.


    Like I said previously, when I meant Avoidance Tank, I mean they mainly use shield spells to avoid damage, with as much evasion and parrying support as any other tank would get.
    Avoid means stay clear of, getting away from damage. AKA evading, Shields don't make you 'get away" from damage, they reduce the incoming damage or BLOCK it entirely. That isn't "avoiding" so your own wording was your undoing.

    And are you really one to talk about "shooting down anyone's opinion who doesn't agree with them and completely ignoring what was just said to them "?
    Saying that making a 4th Tank makes no sense is just, for lack of a better word, stupid.
    DO you know what "stupid" even means? lack of the word is certainly correct in this situation, as if you have been paying attention to how they have been relasing the jobs you would understand why adding a 4th tank so close to the last one is it self, stupid.

    They only have three roles in this game, why would they stop adding jobs to one of them? Especially when one role (DPS) has 7 jobs already, compared to Tank and Healer's 3?
    Never said they would "stop adding jobs" but as i said above if they FOLLOW THE PATTERN they are going, we won't be getting a tank/healer next jobs, it will be DPS. depending on how long these 2 take. and since they hinted at sam and rdm being next, 1 or both will most likely BE DPS. the other is up for debate, (fearing SAM being tank)
    (0)

  10. #10
    Player
    LandricFrey's Avatar
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    Character
    Landric Frey
    World
    Goblin
    Main Class
    Red Mage Lv 90
    please, no.
    (1)

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