So I wrote this post a while back, and instead of writing a new thread I just updated this one since now that's its been SO SO long, I had some more time to enjoy Red Mage, and see some potential updates and or refinements that it could see. Of course I'm not in the helm of the director's chair in SE or anything, so my recommendations are just a wish list that I HOPE to see in the RDM's near future. Even if a single one of this is made to light I'll be a happy person.
Not saying RDM isn't perfect, because it's the sole reason I returned to FFXIV, and I've played it now through the course since Stormblood's release. I love the job and this is the reason why I made this post.
Red Mage is perfect, in its single target rotation. But I feel as though it has some areas to improve with its AoE rotation AND some new Raid Utilities.
So here’s my example of refining it:
Jolt II >> Impact II (Automatically changes, removing one button)
Acceleration (Becoming a Trait, rather than an ability – this also removing a button)
Remove Tether (Free up another ability slot)
Verholy / Verflare are assigned to an individual button and is dependent to player’s White / Black meter. *If Black is higher > Flare activates; if White is higher > Holy activates.
*Doing so will also remove an ability button
Embolden: Increase Duration by 10 seconds, Reduce Potency to 5%, to both Player and Members within range; remove the reduction%.
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New Spells for 5.0
Enhanced Scatter II – Activates Verblizzard / Verwater
• Verblizzard – AoE Ice Damage to enemies within Range
• Verwater – Aoe Water Damage to enemies within Range
[One can only be used after Scatter II] Once the Verblizzard or Verwater is used, both deactivate.
Verwater / Verblizzard Potency is double the damage of Scatter II (125) >> (250)
Scatter II Enhanced isn’t 100%, but it’s close to it.
*Verflood / Verfreeze assigned to same button and changes depending on which “En” sword skill the player chooses. Verflood is an AoE, while Verfreeze is a single target.
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New Abilities
• Chainspell [45s] – Grants Double to Triple Dualcast Effect at the expense of reducing Spell Managauge regeneration by half.
• Fencer [30s] – Channeling the Red Crystal, it Greatly Increases the Damage of the Next Enchanted Sword Ability at the expense of utilizing the entire gauge * Meter must be at least 40/40
• Equanimity – [15s / 45s] Meditating in the Red, the balance between White and Black become one, allowing all spells to equally increase the Manameter
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Sword Abilities
• Enfire – Igniting the blade with Fire, the Red Mage delivers a threefold attack that may reduce the enemy’s attack; *when used with the Combo, the ability to cast Verfreeze initiates.
• Enstone – surrounding the blade with stones, the Red Mage delivers a threefold attack that may reduce the enemy’s defense *when used with the Combo, the ability to cast Verflood initiates.
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Other stuff I sort of thought about but might push it to a “support” role
Haste – Decreases Party Member’s Recast Timers / Ability Timers by 10% [Uses 20 White Meter]
Temper – Increases Party Member’s Direct Hit Rate by 10% - [Uses 20 Black Meter]
Regain – Grants an MP / HP / TP regeneration at the expense of [50/50 meter]
-Alongside these buffs: have an ability called:
Composure: Doubles Duration of Next Enhancing Magic at the expense of Double the Cost of Mana and MP.
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Thanks for reading; and also to those that read this SO SO long ago, appreciated the feedback.
Now that we’ve had time to let the jobs and their roles marinate through the course of almost a year of its release we (at least I know I) am eager to see how it will evolve within the next course of months and or change with 5.0 if we end up getting a small hint of it or picture of our next adventure on the horizon.
See yall in game, Pat out.