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Clearly, the best Final Fantasy character is Locke Cole.
Glamour is TRUE ENDGAME
The point of a tank is to improve the balance of incoming and outgoing raid damage through mob-holding. As long as you reduce raid damage taken by holding enemy attention and causing their attacks to be less effective, you're a tank. Generally a tank will also seek to improve raid damage dealt through facilitating positional and AoEs as well, but a kite-tank is still a tank. Evasion is tanking just as much as standing there and taking the hit to your face (assuming you can take damage when hit in the face than someone else would take if you hadn't). And as for armor types, if it works, it works. It doesn't have to depend solely on the Defense stat any more than a Warrior would have to depend on a damage taken down stat. It'll need eHP, but the sources of that can be anything.
That said, I'll agree that neither RDM's armor and weapon or arsenal seem particularly tank-oriented. *Blocks dullahan blade with a steel toothpick.* *Blasts enemy with an array of offensive attacks and utility... to survive (without kiting).*
Last edited by Shurrikhan; 11-08-2015 at 04:30 PM.

I'd rather a Blink Tank than a Kite Tank. I'm not sold on the effectiveness of a Blink Tank in XIV, but a Kite Tank would drive me up the freaking Wall trying to cast or score positionals. And wouldn't work against enemies that can attack within their entire combat zone.



*points to sig* Here's a place to start. >.>
I'll continue to argue that we need more jobs that can believably tank, and SAM fits that idea quite well (as I've said before, if you want to make SAM a DPS, you can but you'd need to base it more on this rather than this).In one of the somewhat older live letters, Yoshida said that they are only going to make 2 jobs per expansion from now on. For the sake of balance, I don't believe they will release a dps + healer or dps + tank, it would most likely be dps + dps in one expansion and then tank + healer in the next. Meaning in 4.0 we will most likely get 2 dps jobs. If the Rising is anything to go by, Red Mage and Samurai would be next.
With that in mind, RDM could be a melee DPS with utility, BLU could come in as a sort of caster whose damage partly counts as blunt damage (to create synergy between MNK and another job).
This is only "difficult" if you're bent on seeing it be a middle-of-the-road hybrid like in the console FFs. Summoner has proven the devs are willing to bend the concept of a job to make it work in an MMO, and I'd see no reason why that principle wouldn't apply to RDM. In fact, I think it'd be more important to apply that idea to RDM than to any other job because of how it works in the console FFs.Well there's just one problem... It's still a Red Mage. And I speak for every single iteration of Red Mage throughout the Final Fantasy franchise. Red mages are not just black mages with a sword, even though they can cast black magic. Same thing with white magic. Red Mages have always been a jack of all trades job; a Swiss army knife with every tool the party needs - including dps. So with this taken into consideration, this makes Red Mage living up to its glory much harder in a game as rigid as FFXIV. If the FFXIV team and certain people in the community think they've had enough of the summoner complaining & backlash, then they are woefully unprepared for what would happen if they made red mage just another caster.
We know we don't want another refresh bot. I personally want to stab things with a fencing sword while having the option to off-heal (provided the job has built-in limits on it) and either mixing attack magic with sword swings or imbuing weapons with magic damage; maybe even having extremely limited ranged options via attack magic (either being really expensive or requiring procs to use).
* 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)

I'd do it like Summoner. Utility DPS. Presumably not a "Support DPS" like Bard/MCH, but one with a Heal Spell ((Which, unless it is % based like the old Lustrate, will eventually be rendered near useless)) and a bunch of utility, on top of having respectable damage. I'd prefer it to mix up Spells and attacks rather than elemental spells, so Mage Knight can still be a thing, but I suppose with Fists of Earth, Wind, and Fire, that boat has already sailed. And of course a Spell combo system to get Dual Cast in there. Though when they do put it in, assuming they don't just forget about dualcast, It'll probably be some buff you get at level 50.
I, personally, would like to see another job that does blunt damage. If I were to design red mage, I would make it a DPS job that uses a 1H mace for blunt damage. I know a mace is not iconic to the red mage job but they have used them before. I envision it wearing scale armor similar to dragoon as it would be a melee DPS. Optionally, it can equip paladin shields.
Play style would include generating combo points on an enemy (similar to WoW's rogue) and using said combo points to cast AOE spells (black and white), which can be used in conjunction with Double Cast, an ability with a 60s cooldown. It would also have access to enspell, barspell, and enspike abilities. Ideally, I would also like to give them an in-battle resurrection ability.
However, the problem then comes in selecting the main stat for this class. I would select it a STR class but its spells could be percentage based as opposed to potency based, thereby eliminating the need for focusing on INT or MND.
You're missing the point. It would be stupid to release just a tank and a dps without a healer at an expansion. Being limited to 2 jobs per expansion, we have to first look at what roles do we need before looking at the history of the job. This is the mindstate the devs were in when they made Dark Knight a tank. The job's history provides opportunity.
As of the moment we need a caster dps. The reason why I said it could have a stance system is because if both sam and rdm are released, there would be 4 melee, 3 caster, 2 support. If Red Mage could fill the roll of both caster and support, then the roll counter evens out at 3. Just like how there's 2 barrier healers and 2 regen healers even though there's only 3 healer in total. The history of red mage being a jack of all trades provides this opportunity.



We can actually do with more DPS options at this point. We won't really need another tank or healer in the rosters for a while, as the current ratio is 3:3:7 (which is actually pretty good in terms of role distribution).
And there's plenty of places to find a caster DPS. Blue Mage being one. Geomancer being another. You could also dig up a one-shot job like Pictomancer (AKA Relm from FFVI) or even create a brand new job for it.As of the moment we need a caster dps.
The roll counter doesn't need to be perfectly even.If Red Mage could fill the roll of both caster and support, then the roll counter evens out at 3. Just like how there's 2 barrier healers and 2 regen healers even though there's only 3 healer in total.
The job's is a mix of sword and magic. The jack of all trades thing is a console implementation that works there because you don't have to constantly compete with other players nor are you subject to the expectations of anyone but yourself. Turn-based combat doesn't lend itself to proper hybrid gameplay, either.The history of red mage being a jack of all trades provides this opportunity.
There's templates to base the job on without it being a total disservice like FFXI's RDM was. Several of us have pointed to WoW's retribution paladin and enhance shaman for this reason; those are actual working hybrids that bring melee and magic to the fray while still bringing their utility AND justifying their spots as DPS.
* 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)


I'ts probably been stated by someone, but I'm all for RDM being a support DPS, but with the option to go melee or range. RDM would start melee and have some spells that act as aura's to buff allies, and then around 50 gain WM/GB equivilent where they go caster mode and switch to all spell damage.
Honestly we don't need another tank or healer in the next expansion.
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