From what we know I'd imagine it would have a split of damaging, BLM-inspired abilities and possibly more "utility" abilities tied more to WHM along with its own "signature" abilities. RDM in this game has also been called a "ranged DPS" with the Range being a bit fuzzy. This means likely serving at least some of the roles that BRD/MCH fill potentially.
Possibilities include (all speculation, mind):
RDM (FFXI) Staples
* Refresh - Some way to give other people mana regen is very likely. Would be nice if it also did TP. Implementation: Single target, oGCD, higher effect Songs/Promotions on a single target.
* Phalanx - Defensive buff that reflects damage. Implementation: party buff, could just be "can cast stoneskin" or something.
* En-[Element] - Gives your weapon a specific effect. Implemented: Monk "Fists of X" or Ninja poisons.
* Debuffs - Disabling abilities. Implementation: Could have access to things resembling Virus, Dismantle/Rend Mind, Trick Attack, Heavy/Silence/Bind along with DoTs obviously.
* Chainspell - Rapid-fire spellcasting. Implementation: Rapid Fire from MCH but for RDM spells (feel like this might have been talked about already?)
Other Guesses:
* Spells cost (large amount of?) mana, melee combos/attacks cost TP and replenish that mana thus ensuring you jump in and out.
* Medium-sized Cure spell (to check the RDM "can technically heal" box)
* Flare-clone that acts as a rotation finisher before you go into melee as it drains your MP
* Lots of DoTs to reflect the old "debuffer" style of play?
As I said, all of these are guesses now as we've seen basically nothing of their gameplay except for jumping in and out of melee, and a couple of small spells.


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