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).