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  1. #21
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80

    Based on new information, I believe Red Mage will receive their own version of Raise and possibly Cure as well. There is a spell visible on the bottom hotbar that has a visual similarity to Raise and also has the same MP cost as Raise (at level 70). In addition, the spell right beside it looks similar to Cure/Cure III and has the same MP cost as Cure. Neither of those actions appear on the list of caster role actions.


    Another interesting note, it seems Red Mage accumulates a resource by casting spells and then that resource is spent by executing melee weaponskills.
    (0)

  2. #22
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Blueyes View Post
    snip...
    Definitely liking what I'm seeing with rdm.
    (0)

  3. #23
    Player
    ShaolinMike's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    458
    Character
    Michael Stormcloud
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I don't think RDM will be doing any healing. It looked like the "white mana" spells were some form of Stone and Aero (along with something else).
    (0)

  4. #24
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Did they say anything about the red mage ui bars? Without knowing anything specific, it looks like a white magic and black magic gauge that fill up when you cast either a white magic damage spell or a black magic damage spell respectively. And it appears that only some of them fill it. There also appear to be some abilities that are both white and black abilities since they fill both bars simultaneously like that aoe that looks like it would be right at home on dark knight. And that one self buff that greatly fills both, of course.
    (0)

  5. #25
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ShaolinMike View Post
    I don't think RDM will be doing any healing. It looked like the "white mana" spells were some form of Stone and Aero (along with something else).
    I think (and hope) they'll do as much heal as BRD and MCH do mana/tp recovery. Only when necessary.
    Technically speaking, this is what would suit them best. They're still suppose to be a mix of BLM and WHM, if they can't heal (or not more than a BLM) then there's some serious design flaw. I am not saying that they can main heal or even be remotely considered as a healer. What I mean is that if needed, they can dish out some emergency heal at the expense of personal dps to help some phase transition like BRD and SMN can recover TP/MP at the expense of their own dps. Ideally they won't do it, but if needed they can.
    It's a bit like the paladin heal. A paladin is light years away from a healer, but the one heal he can dish here and there can save someone's life.

    This would fit the job perfectly.
    (3)
    Last edited by Sylvain; 05-23-2017 at 11:28 AM.

  6. #26
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Translations from Reddit.

    ヴァルサンダー (Val Thunder)
    Lv.4 - Lightning aspected magic damage with potency of 300
    Increase black mana by 11
    50% chance of proccing Val Fire status
    Cost 600 MP // 4.86s cast time (probably 5s base)

    コル・ア・コル (Koru a koru, probably Corps-à-corps from this list of fencing terminology >_>)
    Lv.6 - Gap closer to target that deals physical damage with a potency of 130
    Range 25y // Cooldown 40s

    ヴァルエアロ (Val Aero)
    Lv.10 - Wind aspected magic damage with a potency of 300
    Increases white mana by 11
    50% chance of proccing Val Stone status
    Cost 600 MP // 4.86s cast time (5s base)

    スキャッター (Scatter?)
    Lv.18 - Unaspected magic AoE damage around target with potency of 100
    Increases black mana and white mana by 3
    25% chance to proc traited Scatter
    Traited Scatter: Increases black mana and white mana by 8
    Cost 840 MP // 1.94s cast time (2s base) // Radius 5y

    ヴァルファイア (Val Fire)
    Lv.26 - Fire aspected damage with a potency of 270
    Increases black mana by 9
    Requires Val Fire proc in order to use
    Cost 360 MP // 1.94s cast time (2s base)

    ヴァルストーン (Val Stone)
    Lv.30 - Earth aspected magic damage with a potency of 270
    Increases White Mana by 9
    Requires Val Stone proc in order to use
    Cost 360 MP // 1.94s cast time (2s base)

    デプラスマン (Déplacement)
    Lv.40 - Physical damage to target with potency of 130
    Additional effect: Jump back 10y
    Cooldown 35s

    Acceleration
    Lv.50 - While active, the next Val Thunder or Val Aero is guaranteed to proc additional effect (like MCH ammo)
    Duration 10s // Cooldown 35s

    ムーリネ (Moulinet)
    Lv.52 - Frontal physical AoE towards target with potency of 60
    If Black Mana and White Mana are above 30, changes to Enmoulinet
    Cost 200 TP // Radius 6y

    コントルシクスト (Contre de Sixte)
    Lv.56 - Unaspected magic AoE around target with potency of 300
    OGCD // Cooldown 45s

    Embolden
    Lv.58 - Increases magic damage dealt by 20%
    Effect decreases by 4% every 4 seconds
    Additional effect: Increases nearby party members' physical damage dealt by 10%
    Additional effect decreases by 2% every 2 seconds
    Duration 20s // Cooldown 120s

    ジョルラ (Jorura) (No Tooltip)
    Approx 240 potency
    Procs ability to use Impact
    Cost 240 MP // Cast time 2s

    Impact
    Lv.66 - Unaspected magical damage with potency of 270

    Other Ability Notes
    Casting a spell with a cast time gives the Chainspell buff which removes the cast time for the next spell

    https://www.reddit.com/r/ffxiv/comme..._translations/
    (2)
    Last edited by LunarEmerald; 05-23-2017 at 10:30 PM.

  7. #27
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by LunarEmerald View Post
    snip...
    Definitely interesting. I'm guessing we melee to recover mp and cast to recover tp. I think it's going to be fun. One thing that's weird, taken from that same post only about our cross class skills, or more specifically caster cross class:

    ">> Diversion - Same as quelling strikes // 15s duration // 120s cooldown

    >> Lucid Dream - Halves your enmity and refreshes MP with potency of 80 // 21s duration // 120s cooldown "

    Erm, sounds to me like diversion is utterly useless. I guess if enmity was a severe problem would could take both, but even if the mp refresh was entirely wasted there seems to be no reason to ever pick diversion over lucid dream.
    (0)

  8. #28
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    From the videos,you have the cast, instant, cast, instant thing going on, each building white and black magic
    Then you melee to spend the white and black magic (30/30 and 25/25)

    I'm highly curious if it does give mana back, or if it's a matter of "you will run out eventually" like summoner
    (0)

  9. #29
    Player
    Greven's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    778
    Character
    Chris Von'greven
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    All the Casters have a shared heal looking skill so yes it will
    (0)

  10. #30
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    What we see on the caster role skill list is a support ability said to remove DoTs from a target party member party member other than yourself. (More info can be found here.)

    Aside from whether or not Red Mage will bring healing utility, I want to take the time to talk about observations I've made from watching the Stormblood - Job Actions video in combination with Letter from the Producer.

    To start with, Red Mage has a unique guage that measures accumulated white and black mana (which I'm going to refer to as red mana when not specifically addressing either white or black mana individually). Their values do not reset outside of combat, but I assume you can only accumulate those resources during combat.

    We only have one example which shows the red mana being spent which we see during the Job Actions video. Three weaponskills are used back to back which each consume a large portion of the red mana, but that resource is not a requirement for executing those weaponskills since we see the first of which used without consuming the red mana during the Live Letter. Either because a sufficient amount was not accumulated beforehand or consuming red mana is not a default function and that to spend that resource you must first activate an ability which may be demonstrated in the Job Actions video. It's certainly possible that spending that resource will be our means of restoring MP.

    Next up is Chainspell which is a trait that activates upon the completion of a spell cast, at which point the Chainspell status effect is acquired. There is the possibility that the Chainspell buff only applies after hard casting a spell meaning you can't Swiftcast a spell and then immediately Chainspell a second instant spell. The Chainspell status lasts for 15 seconds and ensures that the next spell cast during that time will be instant. After which another spell must be cast to acquire the Chainspell status once again. The primary function of Chainspell is to mitigate the long cast time of certain spells.

    Edit: More in-depth analysis can be found here.
    (0)
    Last edited by Blueyes; 05-31-2017 at 03:55 AM.

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