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Thread: Red mage healer

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  1. #1
    Player
    Vulcwen's Avatar
    Join Date
    Mar 2016
    Posts
    256
    Character
    Vulcwen Mhasi
    World
    Zodiark
    Main Class
    Summoner Lv 80

    Red mage healer

    Red Mage is hyped for all of the roles, due to it's hybrid nature, but as it's said to use both black and white magic,
    I think it fits best as healer. And because I love designing stuff, I decided to take a shot at designing this job as a healer.
    Note that I haven't played other FF games besides this one (although I certainly plan to do in the future), so all my impressions of RDM have been from reading other resources, which can be quite limiting. I do think I managed to fit in the signature concepts of a RDM, but some of the ability names could be a bit random.

    Anyway, I've designed this job with a melee/range hybrid style of play (and I have no idea whether it'll work or not). It's also intended to mainly fill the SCH slot. But I don't give it constant access to shields, but rather have those locked behind a short cooldown of 15s (they are all instant cast and cost no MP).

    It's currently in an early state, so numbers are probably imbalanced, and some of the
    ideas aren't thought out in depth. Because of this I also have not decided on the costs of abilities.

    Cross Class:
    • Thaumaturge (will also have Scathe and Sleep)
    • Arcanist (will also have Miasma as cross-class ability)

    Buff effects
    Code:
    Name    Description
    Enfire  Sets Attack Power equal to Attack Magic Potency 
            and increases potency of spells by 10%.
    Spells/Abilities

    * indicates it's gated behind a job quest.
    I put additional comments between ( ).
    Code:
    Lv  Name            Range   Cast    Cooldown    Cost    Description
    1   Flame           25y     3s      2.5s                Deals fire damage with a potency of 120
                                                            Additional Effect: Grants Enfire for 10s.
    
    2   Mend            25y     2s      2.5s                Cure potency: 400
    
    4   Quick Slash     3y      -       2.5s                Slashing damage with a potency of 140
    
    6   Combat Stance   -       -       5s                  Swaps INT and MND attributes while increasing Attack Speed by 10% and reducing Healing Magic by 25%.
    
    8   Quick Stab      3y      -       2.5s                Piercing damage with a potency of 100.
                                                            Combo Action: Quick Slash
                                                            Combo Potency: 130
                                                            Combo Effect: Damage over time with a potency of 30 for 21s.
    
    10  Mend II         25y     2.5s    2.5s                AoE Cure potency: 250
                                                            Additional Effect: Regen with a potency of 50 for 9s.
    
    12  Ward            30y     3s      2.5s                Increases physical and magic defence. Does not stack with Protect.
    
    15  Cut             3y      -       60s                 Slashing damage with a potency of 100. Silence for 2s.
    
    18  Revive          25y     8s      2.5s                Ressurects target to a weakened state. Can be used in combat.
    
    22  Clear           25y     1s      2.5s                Removes a single detrimental effect from the target.
    
    26  Flame II        25y     3s      2.5s                Deals fire damage with a potency of 180
                                                            Increases remaining duration of Enfire by 5s with a maximum of 10s.
                                                            (that maximum increases later on)
                                                    
    30  Quake           10y     1s      2.5s                Deals AoE damage with a potency of 120
                                                            Additional Effect: 40% Heavy
                                                            (animation is stabbing the rapier into the ground)
    
    30* Enliven         25y     -       15s                 Applies a regen effect on a target with a potency of 150 for indefinite duration.
                                                            This regen is unaffected by Combat Stance and is not snap-shotted.
                                                            Removed on re-use or when the target moves out of range.
                                                            Requires: Enfire, reduces remaining duration by 10s.
                                                            (at this level, that means it falls off right away)
                                                            
    34  Manafield       25y     -       15s                 Cure Potency: 150
                                                            Applies a damage preventing shield reducing 300% the amount healed.
                                                            Does not stack with Galvanize and Nocturnal Field.
                                                            
    35* Integro         -       -       5s                  Cancels Enliven status to restore MP.
    
    38  Dust Storm      10y     -       2.5s                Deals physical AoE damage with a potency of 80.
                                                            Combo Action: Quake
                                                            Combo Potency: 160
                                                            
    40* Astral Field    25y     -       15s                 AoE Cure Potency: 100
                                                            Applies a damage preventing shield reducing damage by twice the amount healed.
                                                            Does not stack with Galvanaize and Nocturnal Field.
                                                            
    42  Astral Energy   -       -       60s                 Restores 250 TP and 10% MP and increases Healing potency by 20%.
                                                            Healing potency buff will also apply to party members 
                                                            within 5y range of you. 20s Duration.
    
    45* Dualcast        -       -       90s                 Next spell is instant cast and will not trigger the recast timer.
                                                
    46  Enfeeble        25y     -       90s                 Reduces target's INT and MND by 15%.
    
    50  Umbral Field    25y     -       30s                 Creates an area around yourself that reduces incoming damage by 10% 
                                                            (like a self-target macro'd sacred soil, not like CU)
    
    50* Healing Gift    25y     -       5s                  Sacrifice 20% HP to heal the target with a potency of 600.      
    
    52* Flame III       25y     3s      2.5s                Deals fire damage with a potency of 250.
                                                            Requires Enfire, reduces the remaining duration of Enfire by 10s.
                                                            
    54* Manaburst       25y     -       30s                 AoE Cure Potency: 350
                                                            Damage Potency: 150
                                                            This ability has a 10% increased chance to critically heal/hit.
                                                            
    56* Remedy          25y     3s      60s                 AoE Heal over time with a potency of 120 for 18s.
                                                            Additional Effect: removes a single detrimental effect.
    
    58* Flame Slash     3y      -       2.5s                Slashing damage with a potency of 100.
                                                            Combo Action: Quick Slash
                                                            Combo Potency: 230
                                                            Increases remaining Enfire Duration by 7s.
                                                            
    60* Astral Alignment 25y     -      120s                Doubles the potency of your next Astral Field or Manaburst. (10s duration)
    Traits:
    Code:
    8   Enhanced Mind                                       Increases Mind by 2
    14  Enhanced Mind II                                    Increases Mind by 4.
    16  Enhanced Flame                                      Decreases cast time of Flame by 0.5s
    20  Maim and Mend                                       Increases base action damage and HP restoration by 10%.
    24  Enhanced Mind III                                   Increases Mind by 6.
    28  Mending Expert                                      Increases critical heal chance of Mend by 15%.
    32  To the Front                                        Increases melee damage by 10%.
    36  Enfired Soul                                        Increases the maximum duration of Enfire to 20s.
    40  Maim and Mend II                                    Increases base action damage and HP restoration by 30%.
    44  Enhanced Cut                                        Reduces cooldown of Cut by 30s.
    48  Flaming Earth                                       15% chance that Quake increases the duration of Enfire by 10s.
    Changelog:
    Code:
    - Astral Field Potency: 150 -> 100
    - Added Scathe and Sleep as cross-class options from THM
    To balance Flame Slash combo with Flame II/III
    - Flame Slash potency: 160 -> 230
    - Flame II Enfire duration: +10s -> +5s
    - Flame Slash Enfire duration: +10s -> +7s
    
    - Increased potency of Quick Stab DoT to 30, and duration to 21s (wanted to make a trait for it at first, then forgot, but it's needed to make it actually worth using).
    (1)
    Last edited by Vulcwen; 09-02-2016 at 04:08 AM. Reason: some balance changes