To be fair, that extra armor value doesn't exactly help Dragoons survive all that much. There's a reason they're called, 'Floor Tanks.'
While I'd like to hope RDMs get their own gear, I won't expect it to happen. Less disappointment when it doesn't.
When was the last time you ever saw a fencer in mail like a dragoon? The correct answer is you haven't because the art of using a rapier requires being mobile, which armor that dragoon wears just wouldn't offer. Also some slight humor that you use the word "historically" when these jobs are paying more homage to actual history, hence why red mage also has that crystal in their back hand.
That's what I love about this game: it's not FFXI, plus it's also because of game design that it's not going to be as watered down in terms of skills compared to other jobs.
Lack of armory space says "HEEEEEEEEEEEEY!!!!!!"I'm not a fan of pigeon holing this class into being a caster and wearing caster gear. It shouldn't be just a caster. This class really does need it's own set of gear to be what it should be. Barring that they could either find a way to increase the armor value for red mages in cloth gear or find a way to give them int and mnd from the dragoon gear. Some sort of cleric stance like ability would probably work.
I actually hope Red Mage has it's own gear so at the very least i may mean better stats (possibly) and not subpar ones like we have been having recently for casters.
Also nice to have unique outfits for each job, which looking good is what matters![]()
Interview is already confirm, Red mage's main stat will be INT and share gear with casters.
https://www.famitsu.com/news/201703/01127999.html
http://ff14net.2chblog.jp/archives/50758960.html
Last edited by Kemonologist; 03-01-2017 at 04:53 PM.
While I am reluctant to condemn XIV's iteration of RDM before we know more, this factlet is another potential nail in the coffin for me. If RDM is just going to be a back line nuker like BLM with a jump in / jump out gimmick then the XIV dev team have completely missed the point of RDM. I'm becoming increasingly suspicious that they don't really care, though - I mean, look at "SMN".
I love Red Mage as a job, both in its previous iterations and conceptually, but if SE aren't willing to alter the XIV job system to accommodate RDM then I would prefer it not to be added. The feathered hat is too important for us to have to tolerate a pretender.
I actually love the SMN. The ffxi version sucked imo. They could always make the summons functions like black mage spells but we already have a Blm. Redmage being a backline and swooping in to deal a melee hit and then backing out to cast again also seems fine to me. Just the potential for him to be stuck in robes that I take issue with. Definitely planning out some glamours based on current gear just in case.
I think casters are going to need a bit more variety in gear appearances if RDM is going to be added to them. But then again, they could really do with more variety anyway. So it comes down to how much they're going to add more gear (glamour) variety to casters to accommodate the addition of RDM, and how much they're going to shoehorn RDM into the existing aesthetic.
The existing aesthetic isn't all that bad. Look at the Shire Set. Just needs a different hat and it's solid for a Red Mage.I think casters are going to need a bit more variety in gear appearances if RDM is going to be added to them. But then again, they could really do with more variety anyway. So it comes down to how much they're going to add more gear (glamour) variety to casters to accommodate the addition of RDM, and how much they're going to shoehorn RDM into the existing aesthetic.
SMN is mechanically fine and fun to play as a class, as I am sure RDM will be, it's just that SE seems to slap a job theme on the mechanical classes fairly arbitrarily in some cases. I find that really frustrating because I like to see the playstyle and the established theme as a package - that's part of the appeal of FF repeatedly using the same jobs over and over. When you have a job like XIV's SMN that pretty much ignores summoning as a theme then I find it really frustrating as I'm not getting what the package advertises, no matter if the job is good / fun / well-designed mechanically.
Same goes for RDM. If I'm going to be nuking the whole time with the occasional diving in for an ineffectual sword slash then I'm not getting the flexible hybrid class that RDM thematically should be. SE stating that RDM will use "INT gear like BLM and SMN" demonstrates that they could potentially ignore several of what I consider to be RDM's most important attributes, even if the job is mechanically functional - hence my concern.
I'll be curious to see what Red Mage's tool kit of abilities will be to be honest. There are a lot of iconic spells that could fit in for it.
Defensive: Phalanx (damage absorb) Blink (damage dodge)
Healing: Self Heals
MP Restore: Refresh
Damage Buff: Enspells (Saw a suggestion for Enastral/Enumbral that seemed to consolidate things nicely)
Group Utility: Haste/Hastaga
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