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Thread: #RIPRDM

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  1. #8
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ageofwar View Post
    Rewatching the video there does seems to be one ablity that gives 2/3 of both bars.
    That's the cooldown I was talking about. The RDM hits 41 white/black mana and uses a cooldown to double the mana accumulated. Not-Holy adds 21 white mana, and Not-Flare is speculated to do the same for black mana. If I were to hazard a guess, those two spells will probably be locked behind a requirement; requiring a Cross Cut => Chant du Cygne => Millionstab combo, requiring you use the jump back, or requiring you to spend X amount of mana (though the chances of the last one are very low).
    Quote Originally Posted by Okamimaru View Post
    what im saying is dont base everything you see based on a video of someone playing a class that they havent played at optimal
    I only brought up rotation because the rotation is the result of what abilities a class has. When the bulk of your abilities are ranged spells, and the devs show nothing but mechanics that involve ranged spell casting aside from grudgingly putting the sword to use for 3 GCDs...the writing is on the wall. You'll cast like a turret until you pool enough mana to do your three hit combo and back to casting you go.

    I wish I were wrong, but as I said in the other thread, the devs have had plenty of opportunity to prove me wrong, and have not.
    Quote Originally Posted by 8bitNinja View Post
    Focusing more heavily on magic vs melee for the Red Mage fits the Final Fantasy XIV lore. After all, the Red Mages are former Black and White Mages that worked together to create an entirely new school of magic.
    And at that point I ask, why Red Mages? If you want mages that don't use swords making peace and joining forces, Sage would have been a much better pick. Make them ascetics focused on balance in everything to create something bigger/better, and go from there. It'd even conceptually fit as a magic counterpart to MNK (who have the light and dark chakra thing).
    (2)
    Last edited by Duelle; 05-26-2017 at 05:12 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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