By now most people know how I feel about the topic of Red Mage. While I usually end up inserting my ideas in existing threads, I figured I should make a proper thread dedicated to this idea
Red Mage
Cross-classes: CNJ (Stoneskin, Cure, Raise, Protect), THM (Swiftcast, Surecast, Blizzard II, Sleep)
Abilities
01 Quick Thrust - Delivers an attack with a potency of 140.
02 Principle of Defense - Increase parry rate by 20% and evasion rate by 10%. Duration: 10s. Cooldown: 90s.
04 Stocatta - Delivers an attack with a potency of 100. Combo action: Quick Thrust. Combo potency: 220.
06 Burn - Deals fire damage with a potency of 250. Range: 10y. Cast time: 3s. Shares a cooldown with Frost and Shock.
08 Enfire - Causes auto-attacks and weaponskills to deal additional fire damage with a potency of 60. Effect ends upon reuse. Cannot be used with other sword enchantments.
10 Froissement - Delivers an attack with a potency of 80. Additional effect: Pacification for 3s. Cooldown: 45s.
12 Keen Eye - Increases the critical chance of the next two attacks by 100/50%. Cooldown: 90s.
15 Soul Thrust - Delivers an attack with a potency of 100. Combo action: Quick Thrust. Combo potency: 220. Additional effect: Absorbs damage as MP.
18 Frost - Deals ice damage with a potency of 40. Additional effect: Slow +20% for 20s. Range: 10y. Cast time: 3s. Shares a cooldown with Burn and Shock.
22 Enblizzard - Causes auto-attacks and weaponskills to deal additional ice damage with a potency of 60. Effect ends upon reuse. Cannot be used with other sword enchantments.
26 Iron Thorn - Delivers an attack with a potency of 100. Combo potency: 260. Additional effect: Increases damage target takes from your magic attacks by 5% for 30s.
30 Chant - Sacrifice HP to heal target ally for 200% of the amount sacrificed. Cast time: 4s.
34 Shock - Deals lightning damage with a potency of 40. Additional effect: lightning damage over time with a potency of 30 for 30s. Range: 10y. Cast time: 3s. Shares a cooldown with Burn and Frost.
38 Enthunder - Causes auto-attacks and weaponskills to deal additional lightning damage with a potency of 60. Effect ends upon reuse. Cannot be used with other sword enchantments.
42 Refresh - Restores MP for 30 seconds. Cooldown: 120s.
46 Circle Blade - Delivers an attack with a potency of 100 to all nearby enemies.
50 Requiescat - Delivers an attack with a potency of 100. Combo action: Soul Thrust. Combo potency: 210. Combo effect: Reduces target's piercing resistance by 10% for 20s.
Traits
08 Enhanced Dexterity
14 Combat Cast - Your auto-attacks and weapon skills have a 20% chance to make the next spell instant cast and cost 50% less MP.
16 Enhanced Dexterity II
20 Battle Mage - Increases magic potency by 10% of your attack power.
24 Mastery of Defense - Principle of Defense now increases parry rate by 30% and evasion rate by 15%.
28 Fast Cast - Increases spell casting speed by 20% of your skill speed.
32 Enhanced Dexterity III
36 Battle Mage II - Increases magic potency by an additional 10% of your attack power.
40 Enhanced Froissement - Froissement now also inflicts target with Silence for 3s.
44 Keener Eye - Keen Eye now increases the critical chance of the next three attacks by 100/75/50%.
48 Enhanced Refresh - When used on yourself, Refresh also restores TP.
Quested Abilities
30 Manablast - Consumes active sword enchant. Effect is determined by the active sword enchantment. Cooldown: 45s.
--Enfire: Blinds target for 15s.
--Enblizzard: Binds target for 10s.
--Enthunder: Stuns target for 4s.
35 Coup de Grace - Delivers an attack with a potency of 200. Can only be used on targets below 20% HP. Cooldown: 45s.
40 Temper - Increases damage dealt by 20%. Duration: 30s. Cooldown: 90s.
45 Phalanx - Reduces damage taken by target party member by 25%. Duration: 10s. Cooldown: 120s.
50 Double - Doubles the cost of the next spell or weapon skill, causing it to happen twice in a row. Cooldown: 90s.
52 Enfeeble - Increases damage target takes from critical hits by 15% and increases target's chances of receiving critical damage by 10%. Duration: 10s. Cooldown 240s.
54 Spellblade - Consumes active sword enchantment to deliver fire/ice/lightning damage with a potency of 300. Cooldown: 30s. Shares a cooldown with Magic Burst.
56 Contagion Transfer - Absorb one negative effect from target ally. Additional effect: Reduces the duration and potency of the absorbed negative effect by 30%. Cooldown: 150s.
58 Magic Burst - Consumes active sword enchantment. Effect is determined by the enchant consumed. Cooldown: 30s. Shares a cooldown with Spellblade.
--Enfire: Deals fire damage with a potency of 120 to nearby enemies.
--Enblizzard: Afflicts nearby enemies with +20% Slow for 20s.
--Enthunder: Deals lightning damage over time with a potency of 30 for 30s to nearby enemies.
60 Triple - Triples the cost of the next spell or weapon skill, causing it to happen thrice in a row. Cooldown: 180s.
Lv3 Limit Break - Chant du Cygne: The RDM's rapier glows with magic, followed by the RDM making three wide cuts on the enemy (each cut having particle effects to show alignment to fire, ice and thunder) in a Z-shape. The cuts glow and explode. Melee limit break.
The Questline (WARNING: Fanfiction advisory is in effect)
The Red Mage questline would involve either a focus on the three disciplines that make up the RDM (sword, attack magic, heal/support magic), or their role in the world. I originally wanted them as a sort of force that kept an eye on Halone inquisitors on behalf of the Holy See, investigating claims of wrongdoing and abuse of power, followed by them judging and executing said corrupt inquisitors. Sort of like a department of internal affairs that makes sure inner wrong-doing is punished accordingly. Part of this was given to DRK, so I can't use it anymore. Or perhaps the Holy See would bring back the Red Mage to show they have an answer to apostates like Dark Knights.
Assuming we go with the latter, the 30-50 RDM story would revolve around training you while witnessing the reestablishment of the RDM order. Maybe deal with someone who is trying to stop the reemergence of the order because it's not convenient to them (yes, I know MCH's quesline is built around this theme), or perhaps unearthing why the RDM order was dissolved in the first place.
The 52-60 questline would have you on the field dealing with rumors of wrong-doing. You'd also butt heads with a dark knight trainee that is convinced all affiliates of the church are corrupt and never up to any good.
30 The Red-Hatted League
35 Learning the talk
40 Learning the walk
45 Of hats and rapiers
50 Three become one
52 A Scandal in Coerthas
54 Between two swords
56 A puzzle in pieces
58 Signs point to...
60 Foible of the just
Achievements
It's gotta be the hat I-IV- Achieve red mage level 30/40/50/60
A Study in Crimson I - Complete the red mage job quest "Three become one"
A Study in Crimson II - Complete the red mage job quest "Foible of the just"
Notes
- As always, effects, potencies and durations are negotiable.
- The concept behind this RDM is a magic swordsman, but the key element of the job in this suggestion is utility.
- Accentuating the element of utility, this RDM can interrupt both melee and magic attacks (pacification and silence from Froissement), can Stun, bind and slow a target.
- The two melee combos that make up this gameplay model are Quick Thrust => Stoccatta => Iron Thorn (damage and +magic damage) and Quick Thrust => Soul Thrust => Requiescat (piercing debuff). The rest of the time would be devoted to keeping DoTs (Shock) up along with weaving in Combat Cast procs as needed. Utility spells and abilities/cooldowns to enhance damage (Double, Triple, Spellblade) would also be part of this job's gameplay.
- Combat Cast affects all spells, both native and cross-classed. So yes, this does affect Sleep, Cure, Stoneskin and Raise in addition to Chant and Burn/Frost/Shock.
- This being said, I know this has a low chance of implementation because the gameplay is a lot more simple than NIN or DRG or MNK. I do like simple gameplay, though I get the developers don't agree with me on that.
- Haven't decided on MP costs, but I do believe the job's native spells should be expensive (probably a little less than what Clemency costs PLDs) to encourage use of procs while keeping hard-casting magic as an option against ranged enemies.
- Battle Mage's potency boost goes for both Magic Attack Potency and Healing Magic Potency. The latter would be beneficial for not only Chant (RDM's most potent heal) but also Cure cross-classed from WHM. Due to lower potency a RDM's Cure would obviously be weaker than a WHM's, but be stronger than one cast by a PLD.
- Contagion Transfer is a last-minute addition that would prove useful in certain situations, and certainly more useful than Warden's Paean.
- Enfeeble is where you'd see a sort of symbiosis between BRD, RDM and DRG. Battle Litany, RDM's own Keen Eye cooldown, Enfeeble, DRG's piercing debuff, and BRD's own reliance on crits.
- This all said, RDM's weakness is it's lack of AoE. You don't have actual AoE until 46 when you get Circle Blade.
- Refresh is designed mostly to be used on yourself, as it supplements MP recovery from Soul Thrust. TP recovery from Refresh does play into this, but the ability can be used on party members to regen their MP. It's just more beneficial to use it on yourself.
- The sword enchantments have gone through numerous iterations, and in this case are basically damage boosts to your auto attacks and weaponskills. While Spellblade and Magic Burst consume your enchant to deal damage, Manablast is strictly for utility and nothind more. The long cooldown is intended to make this a situational ability and allow the RDM to plan ahead.
- To those curious, this job should be doing NIN-level DPS.
Questions, comments and so on are welcome.