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  1. #1
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51

    Fencer And Red-Mage - New Tank Class Suggestion

    Introduction to Fencer and Red-Mage
    This job is a magical evasion and parry tank. uses a Rapier and Small Shield. and wears decent armor. but what makes red-mages is strong is there very high magic defense

    [Stats]
    Rapiers damage is based on intelligence/Mind in both of these stats red-mages has pretty high value's these stats also reduce damage taken from physical and and Magical based attacks

    Parry on a red mage you want parry on every peice of your gear. cause most of your strong enmity gain attacks depend on you parrying and riposting

    Auto Attacks are Magical
    Your attacks are not physical based there magical. Rapiers channel magical energies throw there small thin blades that would normally break if they didnt have this Aether energy flowing into them

    Artifact Weapons
    Save the Queen
    Spiritus Sheild

    Fencer Starting Class
    lvl 1 Blazing Wolf Stance ( While this is active your magic and healing skills are increased by 20%)
    lvl 1 Fernir's Fang (Only Usable in Wolf Stance) Attacks Single Target dealing 200 Potency
    lvl3 Stalwart Aurochs Stance - Assumes a Defensive Stance parry chance is increased by 50% and MDef and PDef increased by 30%
    lvl3 Goring Aurochs - only activate when you parry - Strike all targets with 360 angle dealing 220 potency causes massive enimity
    lvl5 Soaring Falcon Stance ( speedy stance your movement speed is increased by 50% and you have 22% chancing of attacking twice
    lvl5 Falcon Claw ( - only usable while in falcon stance instantly warps you infront of the target hitting them 120 potency while cancelling out everyone elses enimity but your own
    lvl10 Enstone ( Everytime you attack take damage enemy monsters take 40 potency magic damage additional effect increases enimity
    lvl12 Enstonra ( everytime you deal damage you deal additonal 80 potency magic damage and your attacks deal additional enmity
    lvl14 Blink (gives you one shadow to asborb damage if that damage is parried they shadow stays and you take no damage and shadow stays if you take full damage shadow disappears and still take no damage instant cast. long cool down
    lvl15 Water - Instant Cast Ranged Attack ( Deals 120 Potency Water Damage ( Additional effect) Increases Enmity (Additional Effect: Esuna friendly targets within melee range of target this spell is casted on)
    lvl18 Heal - Heals target for 5% of max total HP (instant cast) additional effect: Massive Enmity
    lvl19 Double-Cast ( Allows you cast same spell twice in a row)
    lvl21 Quake (Blizzard II like range Instant cast) deals 120 potency to all nearby targets (additional effect) Enimity + stun)
    lvl24 Esunage (Removes All harmful effects from all raid and party members with 80 ylms) (this is cross classed with other healers)
    lvl27 Waterra ( Instant cast) Deals 300 potency split inbetween 3 targets (additional effect: friendlys near those targets gain regen effect: watch is healed for 50 potency for 12 seconds
    lvl30 Healera ( Heals everyone within 40 ylms for 8% of there max health additional effect: Massive enmity

    Red-Mage
    Fernirs Howl (Deal 220 Potency Melee magic attack) Combos from Fernirs Fang Combo Effect: 12 second Silence
    Ark Crystalys (Deals 220 potency to all nearby targets Combos From goring Aurochs ( Combo Effect: 30 Second Paralyze Aoe)
    Raising Pheonix (Deals 220 potency (combos from Falcons CLaw ( Combo Additonal effect (4 Second Damage Immunity)
    Healreja ( Heals Everyone within 80 ylms for 12 of there max health additional effect: lowers everyones enminty by halve
    Waterja ) Deals 600 Potency Split/divined 6 random targets (100 potency each) additional effect: friendly allies near monsters hit are healed by 30% of damage this ability does
    Refresh Gives Target Refresh (Potency 120) for 12 second
    Phalanx : You create a barrier around yourself made of magical water. All Attacks against you become parried while this is active for 8 seconds (additonal effect: Tidal Wave (All nearby enemy targets are take 80 potency damage when phalanx timer is up adds 20% slow 8 seconds
    Dia ( Aoe Instantly cast (massive Enimity) low mp cost) Damage over time)

    Note: Water Spells only deal 100 potency if there only 1 target. so you wont be doing 300-600 potency to single target if you use it on one.
    (0)
    Last edited by Zodathria123; 05-21-2016 at 11:37 PM.

  2. #2
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Dark Knight - superior magical defense, Paladin - superior physical defense, Warrior - superior HP/recovery. They already butchered one job which didn't suit tanking, don't let them destroy another. Can someone, at the very least, tell me why people are so bent on turning Red Mage into a tank? I get that people want the job included, but why does everyone try to shove a square peg into a round hole?
    (4)

  3. #3
    Player
    Ashelia_Ferron's Avatar
    Join Date
    Jun 2015
    Posts
    764
    Character
    Ashelia Ferron
    World
    Siren
    Main Class
    Paladin Lv 70
    This idea is the worst I've seen yet for RDM.

    Relying on Parry , which is complete RNG? No thank you. They're also not going to change what primary stat to go off to INT/MND, and especially not change the stat to modify defensive values
    (1)

  4. #4
    Player
    Anienai's Avatar
    Join Date
    Sep 2013
    Location
    Camp Bluefrog
    Posts
    1,600
    Character
    Anienai Talenca
    World
    Zalera
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Lemuria View Post
    Can someone, at the very least, tell me why people are so bent on turning Red Mage into a tank?
    Scholar fills the enfeeble and healing job.
    SMN fill the enfeeble dps job.

    The last job not filled with enfeeble is the tank spot. I think they can mitigate dmg with their en- spells and I would hope they dual wield tank (swords). I wish they would take away the slashing debuff from nin/war and put the -en spells in their place.
    (0)
    The price of solving everything is everything.
    Quote Originally Posted by Illmaeran View Post
    Roe, no question. Why be a kitten when you can be a goddess?

  5. #5
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Careful you'll confuse people if you use Final Fantasy's actual spell naming conventions, need to number them.
    (0)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,334
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Yasuhiro View Post
    Careful you'll confuse people if you use Final Fantasy's actual spell naming conventions, need to number them.
    Cynical much? No offense, but that sort of comment clearly gives away having only played a FF game made after 1998 and then making the incorrect assumption all FF games were like that, which was not the case. The original English language versions of FFI, IV, VI and VII all used numbers to show spell potency/tiers instead of the stupid 'ra','ga','ja', 'na' system (the later only appeared as standard in the English language versions with FFVIII), which is exactly the reason why FFXIV does the same. Yes it might be now a modern tradition, but then this game has more in common with FFI and FFXI than modern FF titles like FFXIII so I digress (FFXI after all used both).

    As for the OP's post, Fencer ironically was actually considered as a starting class for version 1.0 but was ultimately never added (although references to 'fencing' skill still existed in 1.0's files but were dummied out and never used). So it is definitely possible if SE does decide to continue to use 'starting class and then upgrade to Job; rather than the stupid classless 'Extra Jobs' Heavensward had, FNC is a good a class as any for RDM.
    (4)
    Last edited by Enkidoh; 05-22-2016 at 01:15 AM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  7. #7
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by Enkidoh View Post
    Cynical much?
    Yes
    No offense, but that sort of comment clearly gives away having only played a FF game made after 1998 and then making the incorrect assumption all FF games were like that, which was not the case.
    You said the exact same thing to me in another thread and I already told you in the same thread way back the numbering system was done because of space limitations with english text and VII had an awful localization. I also said that Final Fantasy V was my favorite game in the series. Wanna know why GBA got the correct translations? Better hardware and more space to get around the limiations when it came to spells. You do know that they used the spell names we know today in the original Japanese versions though right? You even said it yourself ENGLISH version, kanji don't translate to english so that's why they took the liberty of numbering them T_T
    potency/tiers instead of the stupid 'ra','ga','ja', 'na' system
    lol, don't get too upset over it. Take it to reddit.

    Quote Originally Posted by Enkidoh View Post
    Not this again. The stupid 'ra'/'ga' suffixes on spells is actually only a recent introduction in the English translations - the earlier (as in, NES/SNEs era) FF games actually just used numerals to show different tiers of spells (even FFVII used numbers). The whole ra/ga thing in the English-language releases started with FFVIII, thus the use of numerals for spells is actually a callback to the old-school FF games and not the games from the past ten years or so. The FF series did exist before the Playstation era you know.

    And before you pass judgement, FFXI used both the ra/ga suffixes and numbers (leading to convoluted and silly spell titles like 'Curaga VI'), so your argument is further invalid I'm afraid.
    Quote Originally Posted by Yasuhiro View Post
    Considering that my favorite game in the series is V I know, lol, no need for passive aggressiveness on a internet forum and guess what, they were numbered because of space limitations on the consoles they were on NES couldn't fit as many letters in during battles and other menus, FFVII did it because of poor localization, much like this game. No excuse when the other versions of XIV manage to get spell names right.

    Everyone who's a fan of this series knows this, lol.
    Seriously exact same person with the near exact same post and they never replied after being proved wrong and they still try and correct me. Just going to assume they're a drive by poster. I'll just take what they said and apply it here.
    so your argument is further invalid I'm afraid
    (2)
    Last edited by Yasuhiro; 05-22-2016 at 02:16 AM.

  8. #8
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,334
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Being proved 'wrong'? What I said was not wrong at all Yasuhiro - it is a fact that the first four English language titles had spell name tiers listed as consecutive numbers. Regardless of the reason why Square did it that way, that is just the basic facts of the situation, no right or wrong attached to it. Michael Christopher Koji Fox responded way back on the Beta forum and explained exactly why the English version of FFXIV ARR used this older style of spell naming incidentally, so I feel I would just be repeating it.

    Either way, I'm sorry if my post sounded a little harsh, but really, this argument has been dragged out long enough. I've stated my opinion and the facts as they are. Take from them what you will. Hence I'm stepping away from this argument before it blows up any further, as it seems whatever I say will just add more fuel to the fire, which is why I never 'responded' to you in that other thread either as I felt I had said what I needed to say and anything further was only fuelling the flames. (I'm sorry to the OP for this thread derailment - regular thread discussion will now continue ).
    (4)
    Last edited by Enkidoh; 05-22-2016 at 02:11 AM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  9. #9
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51
    Just because class becomes a tank means it butchered. dark knights are awesome now. much better then they were in 11 have accept this. they never be a hybrid jobs in final fantasy 14 if they do not fulfill a primary role, tank, dps or healer then highly unlikely they never be added in final fantasy. i would be perfect happy with red-mage being a tank. then not have red-mage at all in 14

    thing is has nothing to do with "I hate this red-mage idea" its more likely "I hate tanking only want to dps/healer hybrid overpowered character" type ppl

    sorry we have grow up and stop being final fantasy fanboys and girls. and release times are changing so does the jobs. if we want a red-mage to be in 14 then it has to be a tank
    (2)
    Last edited by Zodathria123; 05-22-2016 at 12:04 AM.

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,879
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Anienai View Post
    How many classes are?
    In most regards, to each their own role, all.

    Quote Originally Posted by Zodathria123 View Post
    Just because class becomes a tank [doesn't?] mean it butchered. dark knights are awesome now. much better then they were in 11 have accept this. they never be a hybrid jobs in final fantasy 14 if they do not fulfill a primary role, tank, dps or healer then highly unlikely they never be added in final fantasy. i would be perfect happy with red-mage being a tank. then not have red-mage at all in 14

    thing is has nothing to do with "I hate this red-mage idea" its more likely "I hate tanking only want to dps/healer hybrid overpowered character" type ppl

    sorry we have grow up and stop being final fantasy fanboys and girls. and release times are changing so does the jobs. if we want a red-mage to be in 14 then it has to be a tank
    By that logic, it'd also need 4 percentile mitigation cooldowns, 3 3-step combos, and plate armor. Do we really want to use precedent as the LIMITS of what can done when one of the leading complaints for the game is homogeneity and stale gameplay.

    (I realize you're hybrid-ish tank is already addressing many of those concerns, but I don't see why you would draw the line precisely there, rather than even considering what can be done to make the trinity system itself more flexible, allowing for less flattened job identity.)

    On topic:

    Your numbers, percentiles, effects, and/or durations on most skills seem a bit ridiculous.
    A tank who can cancel party enmity?
    A sprint stance?
    A 12-second silence?
    A 30-second paralyze?
    An 80-yalm AoE?

    Your spell systems also provide virtually no indirect synergy. You AoE with water, and do not use it otherwise unless you absolutely need that 200-potency per-PM heal over 12 seconds.
    A split 600-potency that always does 100 potency per enemy is simply a 100-potency AoE with a cap of 6 targets (much like how the old Bane was capped at 4).
    Your heals and DoTs (Dia) both seem to serve the same main function (unless Dia's DoT component is powerful) -- enmity. How much do we need?
    Not sure why a spell that's been iconic to a singular effect since early D&D is being given a uniquely different effect here. "Blink" as a 1-time shield (charge reset on parry)?

    Would like to see the cooldown and any damage caps on Phalanx.
    Would like to know the tick potency and duration on Dia.
    (0)
    Last edited by Shurrikhan; 05-22-2016 at 02:20 AM.

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