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  1. #71
    Player
    Zer0's Avatar
    Join Date
    Aug 2013
    Posts
    210
    Character
    Ameline Rose
    World
    Coeurl
    Main Class
    Machinist Lv 81
    I'd like to see something with rotations in distance. Like how a Monk has to move from flank to rear and back. They would have spells with max and min distance that they'd have to switch back and forth. Moving between melee attacks to ranged.
    (0)

  2. #72
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by CookieMonsta View Post
    some can please fill me in on why everyone's so obsessed with RDM?
    Here are the reasons why people like RDM, most of these are also the reasons why its hard to fit it in as is

    • Iconic status: it is one of the Original FF jobs, and the only one that dosne't have a clear anolouge (ACN and its Jobs don't count)
    • It only does everything: This is a sticking point, Red Mages are capable of using both Black and White Magic, at first I thought this was their only gimmick until I found out they also use swords as well. So they can heal, use elemental magics or be up close and personal with a rapier (which is why I expect and perhaps desire a frankenstien between that class and Magic Knight, mostly due to the Armory System)
    • XI Nostalgia: RDM was one of many classes that was in XI, where it is rather infamous for 2 things. Phalanx and Refresh
    One thing to to note is that a Class already exists that uses damaging elemental spells to DPS and Heal, WHM (though the Aero Spells were usually white magic anyway) as well as ACN and its jobs mostly due to the SMN/SCH split. With that said, it's elemental power is moot due to the removal of the wheel, some of its other iconic skills have been given to BLM (Swiftcast and Convert), and on the Healing side, AST already fills the Jack of all trades niche that Red Mages usual have and (Complete with a lack of third tier spells, then again SCH also has that problem as well), not to mention that ACN, a class that already uses both Black and White magic, already exists.

    The other problem is that to compensate from learning from both schools, Red Mages generally are limited to a lower skill cap then their "purer" counterparts, which usually means that they have to -aga/III spells, no Holy, etc. This isn't a problem if it was a Healer job because Cure III is situational anyway and until AST, havving 0 "2nd tier" spells for healers might had been considered the norm, but as a Caster DPS, they would have soe issues if they were limited to Fire/Blizzard II, making them a BLM that can heal a little better than an actual BLM (I'm not including thunder becuase the only differences are the DoT duration and WHM already lacked offensive III spells before HW) XI players as well a the bravely series compesatedby giving RDM their own gimmick, whcih wound up being research management related, but Refresh would be a little redundant unless they are going the support route and BD/BS's version works for a mechanic that doesn't exist in XIV.

    The only possible route I think they could take short of creating something new and making the class "In Name only" or merging it with Magic Knight (again risking an "In Name Only scenario) is probably the Chainspell or Phalanx mechanic, But AST already has something that works like Chainspell anyway, and Phalanx seems more fitting to Tanks, which would have DRK-levels of ramifications. I know little of XI though, so take what i said with a grain of salt
    (1)
    Last edited by Morningstar1337; 02-08-2016 at 09:09 AM.

  3. #73
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    So seeing as RDM is usually a mix of WHM and BLM, would people get upset if they were required to have both classes at 50 (or say Conjurer to 46 and Thaumaturge to 38) for the sake of maximum attack skills and allowing for the class to suit almost like the crafter jobs, in that they have 10 slots to pick from to effectively build there class, or I guess in a way only preset skills to be added for use. Such as a passive skill to allow them access to Aero 2/Stone 2/Fire 2 but obviously at level 10 your not gonna see them tossing those spells out. However playing into the jobs "master of none" they are weaved in but at cut potency on top of their own personal skills.


    To me, I know some may call it lazy but it would feel more like a real Red Mage if were actively using the skills we are used to using when we play as the full on classes. Perhaps they could even get a type of stance or even "magical understanding" that allows them to switch potency of skills (including cure/cure 2 but still at cut potency from normal WHMs). I could even see a class skill unlocking "Full potential" for a brief time to allow spells full potency (Cures being the ones in question). Broken or not I guess is the real question, kinda going on my previous idea. The spells would be needed to max full potential of the elemental sword skills. Just quoting myself so no one has to hunt it down

    Like with monk you have kinda like 2 paths to take in combos, you have your straight DPS, then you have a Buff>Dot (I am only level 40 so I may be doing it wrong). So start with the opening strike, we then branch to two paths, Ice and Fire. 2nd strike fire grows on the tip and 3rd the fire grows more (or I guess we can go with just stacks) After the stack is big enough or maxed (say the RDM can do the combo again to increase its damage) we can then use a skill to expel the stored energy into a single high damage strike or fire pillar, mini-flare, whatever they decide.
    Melee strike 1 > Fire path Melee 2 > Fire path melee 3. Sword is now sitting in a charged. Cast Fire (Sword is now ready to unleash its strike but needs stance 3) > Melee 1 > Fire path melee 2 > Fire path melee 3 > Expel (just an idea on name) the fully charged fire strike from the sword. Same deal with ice spell. Aero perhaps for a wide DOT, similar to Summoners Bane. Stone, perhaps breaking guard thus allowing more damage temporarily.

    EDIT: Actually after looking over it, I guess change it up to an Elemental path ( the effect being determined by the last elemental spell used) and then a pure DPS path for when all buffs or stacks are up and running.
    (0)
    Last edited by AlphaFox; 02-09-2016 at 03:17 PM.

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