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  1. #1
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    As someone who particularly enjoys dabbling in these fictitiously created concepts, I don't particularly like this concept:
    • I don't think Scythe is the right weapon for this. I get the notion of the Judge (but that doesn't fit with Fencer, change one or the other IMO)
    • I understand that you like RDM, but it seems way too thematically and mechanically similar. That's not a good thing
    • I gave pretty critical feedback on your BLU, that appears you didn't take it into account. You're overloading the concept with effects. You did the same thing on BLU (and I've been guilty of doing it in the past too). Keep the focus on fewer, but higher impact buffs
    • What exactly is "void holy energy". That seems ridiculous to me lol. Light and Dark elements are usually either solo or supplementary to the natural elements, I don't think I've ever seen successful instances where dark and light (antagonist forces) work together
    • Some of the naming conventions are decent, but some of them are pretty wonky (but then again, FF14 isn't good at this either IMO)
    (3)

  2. #2
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    this actually makes me wonder if the TC played XI since our dark knight plays like it was based off of rune fencer and given a dark knight skin.
    Like how AST is basically chemist with an astrology skin
    (0)

  3. #3
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Hey FFXIV Community, finally completed my final tweaks to the Rune Knight.

    -Changed his name of course lol; since he's not wielding a sword
    -Redid his Rotations
    -Redid his Abilities
    -Polished up the Overcharge Gauge mechanics to make it more of a game

    Thanks again for all the feedback, and let me know what you think of the polish up.

    I know SE more than likely already has chosen the jobs that are coming to the next expansion, but MAYBE, we'll see something along the lines of a community made concept =D
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  4. #4
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    So two things pop out. The first is definitely the overall shared sentiments of it being effectively Red Mage with a different coat of paint. It'd be like taking a White Mage, renaming various skills and then calling it "Geomancer". Another one is definitely the whole thing about using a scythe not just because of the name argument, but because scythes the usual vision as combat weapons simply never existed and never had adequate combat styles to them (war scythe doesn't count either since that's basically a glaive).

    The other thing is that although it's nice to see maybe some effort taken into simplicity, it needs to be vastly more so. Again, if you want to make a better tank, please go level a tank for that better understanding of what's needed.
    (2)

  5. #5
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Kazrah View Post
    So two things pop out. The first is definitely the overall shared sentiments of it being effectively Red Mage with a different coat of paint. It'd be like taking a White Mage, renaming various skills and then calling it "Geomancer". Another one is definitely the whole thing about using a scythe not just because of the name argument, but because scythes the usual vision as combat weapons simply never existed and never had adequate combat styles to them (war scythe doesn't count either since that's basically a glaive).

    The other thing is that although it's nice to see maybe some effort taken into simplicity, it needs to be vastly more so. Again, if you want to make a better tank, please go level a tank for that better understanding of what's needed.
    Thanks for the advice as usual Kazrah!

    In my current romp through the world of FFXIV I returned for 3.4 and to level the DRK, which has been a lot more enjoyable than I expected; of course, I'm still sort of low, so I haven't seen its complete evolution; but some of its style opened my eyes as to how one has to operate.
    • I did a few more changes to my concept, changed it to have dual swords, instead of the Scythe.

    Yeah it shares resemblance to a RDM, but I felt it would have been fun to tie it in to the Red Mage Story.

    *The Rune Fencer isn't entirely like a RDM, but it does share a Gauge that resembles the Red Mage Gauge, but its Red / Blue, which charge the Runes for each side of the spectrum.

    The overall balance that comes with the Rune Fencer is their use of the gauge; which has all its potential: the abilities / and such all have some sort of effect or repercussion towards the Runic Overcharge Meter: so balancing it, or making sure there's a charge is vital to give the Rune Fencer optimal tanking or dps'ing.

    As far as complexity; the Rune Fencer has these rotations:
    • MP
    • Red Gauge Combo
    • Blue Gauge Combo
    • Enmity / DPS Combo
    • The Finisher Combo is the exact same as a Red / Blue just only works when both Red/Blue is 100/100

    Reading it may look complicated, but to me, there's not much to it than this:
    1. Increasing the Red/Blue Gauge
    2. Utilize your Aspir / Banish for Hate opener
    3. Using Solace Sphere to Tank the enemy
    4. Weave a Magic Spell after a Red / Blue Rotation
    5. Then use abilities for damage mitigation etc.
    • -Don't have enough Runic Overcharge? Use "Enlightened Overture"
    • -Or use Anti-Sphere - it extinguishes the Runic Annaul Sphere and damages enemies, 1/4th of the damage is transmitted to Overcharge Gauge.

    And of course there's much more in there.

    Complexity could be simplified by actually visualizing it; but I'm no graphics designer lol, so I can't just craft, draw out, or make a video! Maybe one day I can, but as of right now, I can only write my visions.

    Thanks again; going to let this one fade away into the forums! Thanks again to everyone who replied and gave me feedback =)
    (0)

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