
Don't lose faith good sir! the Dev team is always watching our threads more then likely they're already reading this page and thinking over peoples ideas and conceptsAnd that's about it, although I have been giving this a lot of thought, and actually logged onto the discussion page specifically to post my ideas for red mage being a tank tonight. I highly doubt the suggestion will actually get read by anyone on the development team, as I'm sure they're already flooded with red mage suggestions already; but everything is already in place for it to be a perfect magic-based tanking class. I just hope they have the same thoughts on the matter.



RDM can make such a great tank, fun to play and (finally!) different than the rest.

That actually sounds great. have cross abilities with blm and pld. it could work.Red Mage:
Role- Tank
MT Buff: Umbral Ice Aspect - Envelopes your armor in magical ice, Reduces damage dealt from offensive abilities by 15%, increases mana regen slightly, enmity gain, and reduces damage taken by 20%.
OT Buff: Astral Fire Aspect- Envelopes your sword in magical fire, deals fire damage with a potency of 50 with each auto attack.
Main Class Survivability Power: Convert - Exchanges HP/MP values, works well with Umbral Ice Aspect
Main Class Gimmick: Higher Magic Resistance/Magic Damage than other tank classes, optionally with a buff to switch magic/physical defense for non situation tanking.
Now, I think a 'Mage' tank sounds pretty cool and would greatly add to the variety of the tank line-up.
But i'd want it to play differently from the general tank gameplay we already have.
(Alternative RDM Tank Concept, more based on actual magic spells)
Here's what i'd do:
4 Different Combos.
Combo 1 (3 Steps): Pot 150 - 180 - 240 | Gives you a Small Swiftcast Buff on Step #2, a Big Swiftcast on Step #3.
Combo 2 (2 Steps): Pot 150 - 200 | Gives you MP Regen 20 pot 18s
Combo 3 (1 Steps): Pot 50 | Applies a DoT 40 Pot 30s
Combo 4 (3 Steps) Pot 150 - 200 - 260 | Enmity on Step #2 and Step #3
This "Swiftcast" buff would be used to use actual magic, but make it work like an oGCD(no cast time, no cooldown, aka. be weaved inbetween combos).
Besides using actual magic as oGCDs with the swiftcast buff, you could also simply cast them without Swiftcast, but as a normal spell with casting time and as a GCD.
So you would be using your combo 1 Step #2, get a Small Swiftcast buff (dur:10s) allowing you to instantly cast a small spell as oGCD to weave inbetween your GCD.
Use Combo 1 Step #3 and get a Big Swiftcast buff (dur:10s) allowing you a any spell in the same fashion, as oGCD to weave between your GCDs.
Of course there would be offensive magic and defensive magic.
They could have effects tied to it in a similar fashion to BLM or WHM.
Offensive
Thunder 1/3 - DMG 25 Pot | Add DoT 40 pot 30s
Fire 1/3 - DMG 250 pot | Add ATK+10%
Blizzard 1/3 - DMG 180 pot | Add Refresh Pot:20 18s
Defensive
Phalanx 1/2 - DMG barrier Pot: 500, 1500 | or DMG Mitigation for only one of the two, -10-25% for 6-10s (undecided)
( Similar to Adloquium's Galvanize shield )
Cure - Heal 700 pot
Regen - HoT 180 pot 24s
Refresh - Refresh 100 pot 24s
Haste - Buff Attack Speed Up +25% 30s
Enfeebling
Slow 3 - Defbuff Attakc Speed -30% 18s
Bio 3 - Defbuff DMG Dealt -10% 18s
(Since you could use them without the Swiftcast buff from the combos and just cast them as normal spells that run on GCD, you could also pre-buff yourself before fights with Phalanx, Regen, Refresh and Haste)
Then you could have a Chainspell (180s cd) ability to allows you to cast spells as oGCDs without the use of Swiftcast for 10s (Swiftcast buff only obtained from combos btw).
And Dualcast (40s cd?)would double the potency of the spells, so you can choose to have a strong Offense or Defense at your leisure.
This would also make your choice of spells depend on whether you're MTing or OTing, as OT you would obviously use more offensive or enfeebling spells.
When you're MTing you can opt for a high defense and maintaining your HP / MP.
Using Dualcast on Phalanx 2 to mitigate at 3000 potency for a tankbuster seems pretty damn cool to me.
Or Dualcast on Phalanx 1 to get 20% DMG mitigation for 10 instead of 10% for 10s.
On the Offense you could use it with Fire 3 to get a 500 Potency attack, which seems really cool too.
And i think this concept goes really well with Red Mage,
Jack of all trades, Master of none. (Medium Melee Damage, Medium Magic Damage, Medium Healing/Defense, but combined, they are RDM)
(all of these numbers are just examples and could be adjusted to whatever to balance it properly)
One of the reasons i find this concept really interesting, is because it would feel like more of an active approach to tanking to me instead of the current tanks that pretty much all rely on cooldowns, except WAR which has Inner Beast.
Edit: As for actual defensive cooldowns, i wouldn't give them too many. The magic barrier (Phalanx) seems plenty already.
Especially as RDMs traditonally use Shields as far as i know, they would get both block and parry.
so, Cooldown #1: I'd create a cooldown that increases the block rate while allowing them to actually block magic damage, which is impossible as of now.
For Cooldown #2: I'd go with a simple -30% all damage mitigation for those oh-s#!* moments.
Offensive Cooldowns could be something like En-spells, but obviously you can't have too many as you can only have so many skills on your hotbar.
Another "Offensive cooldown" could be a MP cost reduction and magic potency buff at the same time, This could be used defensively too though, allowing for greater gameplay-choice.
Edit 2: Added Enmity Combo
Last edited by ShinMetsu; 05-07-2016 at 02:45 PM.

Calculator:
-Pure Support.
-Wields an abacus.
-Their AF would look like
and
.
Inspired by Log Horizon, which I highly recommend to everyone. This job would have no offensive attacks. Instead, their combos would consist of pure potency added to targeted players' next abilities.
An example would be; 150 potency added to next DPS attack or 300 potency to next healing spell, 2nd move in combo gives 220 potency to next DPS attack or 500 potency to next healing spell, etc. Their CDs would be based around increasing these potencies, giving out potencies faster, making them AoEs, etc.

They would need some sort of offense for questing in general; you don't always have a companion with you. But their class quests could all revolve around you buffing your allies as they did their work, and that would really be pretty awesome.Calculator:
-Pure Support.
Inspired by Log Horizon, which I highly recommend to everyone. This job would have no offensive attacks. Instead, their combos would consist of pure potency added to targeted players' next abilities.
An example would be; 150 potency added to next DPS attack or 300 potency to next healing spell, 2nd move in combo gives 220 potency to next DPS attack or 500 potency to next healing spell, etc. Their CDs would be based around increasing these potencies, giving out potencies faster, making them AoEs, etc.

Chemist:
Role- Healer
Main Class Gimmick: Mixtures, works in similar fashion as Ninjitsu except combining ingredients to make different effects, maximum three ingredient abilities and Mix/Throw.
Positive Mixtures:
Tier 1. Mix Effects: Potion, Elixir, Ether.
Tier 2. Mix Effects: Hi-Potion, Hi-Elixir, Hi-Ether.
Tier 3. Mix Effects: X-Potion, Phoenix Down, Remedy
Failed Mixture: Broken vial, or random Drink.
Trait: Chemistry - Doubles effect of all potions drank.
Combo 1: Throw spoiled potion
Combo 2: Throw spoiled ether
Combo 3: Throw spoiled elixir
Dot: Throw Poison
AoE: Throw Volatile Concoction
Auto-Attack: Punch
Standard Weapon: Herb Satchel
Lv.50 Armor: FF-Tactics inspired outfit
Lv.50 Legendary Weapon: Tonic Ejection Device (shoots the bottles at your target, custom mix animation & attack animation)
Last edited by Teirdalin; 05-06-2016 at 03:08 PM.

Horn player
Role - Support and dps
Swinging of the horn like a hammer to cause damage. The swinging action causes you to play notes to buff and support the party.
Not sure of the moves set but its something similar to monster hunter
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I know it probably wouldn't work too well, but between Cid, Biggs, and Wedge and the whole Garlean Ironworks faction, I'd love to see some kind of Magitek soldier (maybe with Garlean gunblades?) and some sort of Engineer crafter with Cid himself acting as the Guildmaster.
The next healer should be different from the current ones. The current healers are all casters with focus on MP. That is why I think for 4.0, the new healer should be The Dancer. Dancer is a TP focused melee healer. Unlike the other healers, Dancer regains fast TP, by doing melee damage and everytime when she does her attacks, the enemy has a chance to receive a debuff. The Dancer can also dance which drains her MP and unlike Bard, dancing will not effect her healing power or dps. Since we are going to Ala Mhigo with 4.0, the Dancer should fit right in.
When I think of the Dancer, I see a class that uses daggers, fans, chakrams etc. Gearwise, they should not have those caster robes, but something similiar to this design:
This one is a fanart of a known FF Dancer.
Males could look like this:
The problem with the males, is that one group doesnt mind the feminine outfits, but a vocal group is against it, so I have no idea how they could add the outfits for males and keep it masculine.
Their AF gear will look similiar like their gear found in Final Fantasy XI:
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