I want Red Mage to have a caster and melee stance just like Astro.
I want Red Mage to have a caster and melee stance just like Astro.
Red Mage must be caster according to rumors.
Well... the fact that there's a market for that is part of the problem with implementing it, and likely the greatest reason SE wouldn't do so. If the debuffer is effective enough, every party will want one. SE wants the jobs in each role to be more or less interchangeable.
There's also the issue that Machinist currently has to deal with: Anything the Machinist CAN debuff, isn't WORTH debuffing. No boss can be slowed, bound, or weighted down, and trash mobs generally don't need binding or slowing. Silence and Stun are situationally useful, but generally only on bosses (or tricky trash mobs) that were specifically designed to have certain actions stunned or silenced.
Adding a debuff specialist would necessitate creating future bosses that are actually vulnerable to those debuffs - and since SE favors boss fights that run on a tight script, stuff like Slow, Paralyze, Bind, or Gravity would be a nightmare to balance.
About the only debuffs I could see this debuff specialist getting are ones that increase player damage (ala Trick Attack) or decrease enemy damage (ala Rage of Halone) without changing the tempo of the fight or hindering movement. To make a job based around those two abilities might work, but I don't see it as being all that interesting...
Current Results
1. Magical Combos, similar to Weaponskill Combos at 90 votes (25% of the votes)
2. Mixing Physical and Magical combat, with magic being more prevalent at 63 votes (18%)
3. Spells that both damage enemies and strengthen/buffs/support the caster and/or allies at 43 votes (12%)
4-5. Dealing weaker damage, quickly at 27 votes (8%)
4-5. Combining spells/skills in some way at 27 votes (8%)
6. Some form of Stance Dancing to alter their spells at 25 votes (7%)
7. Spells that both damage and weaken/debuff/mezz enemies at 24 votes (7%)
8. Charging/Holding spells for stronger or different effects at 22 votes (6%)
9. Something not listed at 8 votes (2%)
10. Gaining a resource to use on powerful spells and abilities at 7 votes (2%)
11. Dealing high damage, slowly at 6 votes (2%)
12. Placing Area-of-Effect effects at 5 votes (1%)
13. Using pet(s)/turrets(s) in some way at 4 votes (1%)
14. Dealing weak damage, that ignores Defense/Armor at 3 votes (1%)
15. Dealing Damage-over-Time at 1 votes (>1%)
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