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Thread: Red Mage thread

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  1. #1
    Player
    Yhximott's Avatar
    Join Date
    Jan 2014
    Posts
    126
    Character
    Tamsus Sostas
    World
    Excalibur
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by mosaicex View Post
    DRG says hi.
    DRG can only escape and reduce enmity though, not damage, which is why I mentioned Repelling Strike rather than Elusive Jump. It's this set of in-and-out positioning that i think will be their "positional" characteristic.

    My hope is that they'll cast spells from afar to "en" their weapon with stacks of damage boosts or effects that will debuff the enemy on contact, rush in, smash the target with a ton of damage or debuffs, then dash out to start charging again
    (0)

  2. #2
    Player
    DeMarcy's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah - die Perle der Wüste.
    Posts
    864
    Character
    Marcy Bright
    World
    Shiva
    Main Class
    Paladin Lv 90
    I agree - maybe it can be some magical Dragoon-like class! But im very excited about it
    (0)

  3. #3
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    It does look like with Double Cast RDM is tossing up Dia (DEF down) and that other one that THM used in 1.0 that gives MDEF down followed by that thrust that maybe gives a Piercing Damage debuff.

    So the white magic side of RDM could just be related to the buff/debuff side (Enfire, Dia etc) instead of a hybrid healing type.
    (2)

  4. #4
    Player
    Only1zbro's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Roland Blacksword
    World
    Adamantoise
    Main Class
    Dark Knight Lv 60
    AGAIN, DRG has two jumps that are gap closers that do dps as oGCD's. We are just saying....I personally agree with you, Yhximott and anyone else that mentioned, these movement based skills on RDM as seen in the small trailer we got will probably be the core of its gameplay. So being up much more often makes sense. Then again, just like DRG which is renowned for it's Jump throughout the series, maybe it won't.
    (0)

  5. #5
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    I'm so happy I loved RDM in FF11 can't wait for June.
    (1)

  6. #6
    Player
    CatStarPrime's Avatar
    Join Date
    Jan 2017
    Posts
    237
    Character
    Nova Wildstar
    World
    Faerie
    Main Class
    Arcanist Lv 94
    What about debuffers? There aren't a lot of them, depending on how you count tools like Heavy Thrust, Dragon Kick et alia. Virus, Super Virus... they're all so short-lived -
    (0)

  7. #7
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    The haste problems would be a total non-issue if SE tied in TP reduction in accordance to skill speed on gear / speed bonuses from abilities. As it is, they have to keep on adjusting TP costs of various abilities every now and then, and it makes the Arrow card kind of crappy for non-BLMs.
    (0)

  8. #8
    Player
    Powe's Avatar
    Join Date
    Jan 2016
    Location
    Guarding Etro's Throne with Lightning
    Posts
    728
    Character
    Hades Pluto
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Just noticed Krill has the red mage aether crystal on her jackets as a clasp or something, does anyone know what this could mean?
    (1)

  9. #9
    Player

    Join Date
    Aug 2013
    Posts
    3
    Lets look at the video once more.
    The player casts a few spells at range, then rushes into melee performing an attack, followed by an execute at range.

    Reminds me vaguely of WoW's DK from WoTLK. Why?
    You'll be applying different spells for their effects, self buff or target debuff;
    Diving into melee to use abilities which modify damage based on which effects are on your self or on your target;
    Followed by a very high damage execute, at time based resolution or health percentage.

    Leaning more to FFXIV mechanics already in the game, it may end up where what spells you cast will give you a certain series of buffs which modify your melee abilities / ranged executes.
    (0)
    Last edited by LemonKing; 01-19-2017 at 03:14 PM.

  10. #10
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I wonder if the high-speed positioning will mean players mark their starting spot before closing in and hopping back. Perhaps it will be similar to Ley Lines, a mark that persists for a length of time before it naturally disappears and you have to lay down a fresh one.
    I wouldn't like just to jump back randomly to where my character's back is directed to. As a DRG I hate that elusive jump sometimes sends me off platforms ;x

    I also don't see RDM getting access to healing white magic from the get go. I can see heals being the last stage of any combos, probably be a mild AoE before jumping away again. Although even an AoE heal I would rather trade for an AoE regen, so it can time in with any rotations. Would be nice if we can set the magicked crystal like a turret and have it spam mild AoE heals while we melee but its a caster not support.

    However I think the main focus will be buff type whm spells like bravery and faith or even oil even though that is green magic (to increase damage output due to having abilities not as potent as blm or whm) and debuff type blm spells like syphon (to ensure all RDM take a break from chain nuking and go and melee otherwise they cant recover their mp)
    (0)

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