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  1. #1
    Player
    Kaiserdrache's Avatar
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    Aug 2018
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    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    Redmage Redesign 2.0 Shadowbringers Edition

    The Redmage is a Class, where I say, I'd love to see it getting fundamentally changed, because to me does look half of its gameplay look like a weaker but faster blackmage clone, with literally only two whitemage based skills.

    Redmages in my opinion should be much more designed around magical elemental swordmanship with their Rapiers, and become stationary with their Staff Rapiers only when casting more powerful spells, turning them more into classical Battlemages, than they are currently.
    The speciality of the Redmage is to chain link spells, to infuse spells into weapons and gear, to punish spellcasters and stop them from casting, or protect allies from spells by absorbing them to regain Health and MP.
    The next post will show the Skill List that will show my interpretation of the Redmage.
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    Last edited by Kaiserdrache; 09-07-2019 at 10:31 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Skill List


    Level 1 > Reposte > Renamed to Rapier Thrust, can turn into either Thunder Thrust, Sonic Thrust, Frost Thrust, Flame Thrust, Rock Thrust, Water Thrust, Holy Thrust or Shadow Thrust.
    Which Element it will be is based on your Attunements. Redmages are able now to attune their bodies to the 8 elements of nature listed above.
    Thunder Thrust > Deals Damage in Line of Sight with a Lightning Beam getting shot from your Thrust Attack.
    Sonic Thrust > Weak LoS, but causes to hit targets Bleedings as damage over time effect.
    Frost Thrust > Single Target, freezes the foe, binding it vulnerable for a next guaranteed critical hit for allies.
    Flame Thrust > Causes Circle AoE Damage and increases temporaly nearby allies Damage by 5% for some time.
    Rock Thrust > Stronger single Target Damage, temporarely increases nearby allies Defense to receive 5% lesser Damage.
    Water Thrust > Interrupts Spells n Skills and causes Slow to the Target, Dealt Damage beccomes an AoE heal by 50% of the dealt damage to a single target.
    Holy Thrust > Circle AoE damage with bigger range, able to hit more targets than Flame Thust but weaker, cleanses Allies in range of it from a Condition. Cleansed conditions add Bonus Damage.
    Shadow Thrust > Weakest Line of Sight, but steals MP from hit Targets and causes Blindness so that Enemy Auto Attacks will miss.

    Enchanted Reposte removed and replaced with Attunement > Change your Element on the new Wheel of Magic that represents the 8 Elements.

    Level 2 > Jolt > Renamed to Ether Blade

    Level 4 > Verthunder, renamed to Thunder Blade, effect changed, is now a Charge Spell with 3 Charges, infuse Lighnings into your Weapon, or that of your allies, so that performed Skills will cause additional Lightning Strikes that deal AoE damage around the hit targets to nearby other targets.

    Level 6 > Corps a Corps, renamed to Storm Assault, effect changed, this skill is now a Charge Skill with two Charges and is a ground target skill dealing damage to foes standing at the ground area when you leap to it.

    Level 10 > Veraero, renamed to Wind Shield, effect changed, infuse a Wind Spell into your or allies gear, has 3 Charges. Wind Shields encircle players, reflecting received damage back to nearby targets and temporarely increase Movement and Attack Speed.

    Level 15 > Scatter > replaced with Bane > Create a magical area, that weakens enemy magical spell potency by 10% and lets DoTs end 20% faster.

    Level 18 > Verthunder II, replaced by Lightning Blade > Upgrade of Thunder Blade with longer duration and now 4 Charges.

    Level 22 > Veraero II, replaced by Eye of the Storm > Upgrade of Wind Shield, increased range n duration, has now 4 Charges.

    Level 26 > Verfire, renamed to Fire Blade, effect changed to an infusion spell with the chance to activate on usage of eithe Flame Thrust, Holy Thrust, Thunder Thrust or Sonic Thrust. Infuses the Weapon with a stacking burning effect that ist additionally added to your used Skills or that of your target ally. So more often this Burning Effect happons to an enemy, so higher stacks the potency and the duration gets renew, until caps get reached.

    Level 30 > Verstone, renamed to Stone Skin, effect changed, activates on usage of either Frost Thrust, Rock Thrust, Water Thrust or Shadow Thrust. Stone Skin makes immune to negative conditions, like poison, petrification, illness,bleedings ect, and lets you or your target ally receive no damage on next skill based attack, except of Wipe Attacks and unavoidable attacks. Those that are unavoidable, deal then 25% lesser damage with Stone Skin on.

    Level 35 > Zwerchau, renamed to Rapier Slicer, effect changed based on elemental attunement.
    Ionic Slicer > Deal Cone Damage in front of you to targets, lightning quick, unavoidable, ignoring 25% enemy defense. Do you deal critical damage to the main target, will nearby allies have temporarely 5% increased chance for critical hits.
    Cold Slicer > Deal Cone Damage, creating an ice field on the ground that can interupt enemy auto attacks, when standing on it. Slippery Ice...
    Windy Slicer > Send out a Shockwave of Air Blades, dealing multiple times damage to a target with increased chance for direct hits. Has very long range.
    Hot Slicer > Deal a strong hit to a single target with bonus damaged based on how much MP you have.
    Shining Slicer > Deals damage over time with potency based on how many DoT effects the target suffers on.
    Fluid Slicer > Deals Cone Damage and create a Water Field, which raises damage received by lightning based skills, but lowers in return fire based skill damage.
    Dark Slicer > Deals multiple damage to a single target. Weakens temporarely Enemy Damage by 5% and disable them for short time to cast magic spells with Silence.
    Dirty Slicer > Deals Cone Damage, and creates a Mud Field, which slows enemies inside of it.

    Enchanted Zwerchau removed

    Level 40 > Displacement, this skill has now 2 Charges.

    Level 45 > Fleche, renamed to Blade Storm, effect changes based on Attunement.
    Thunderstorm > Create 4 Lighning Pillars that deal each circular damage, causing lastly 1 big damage by a lighning strike when the 6 outer AoEs reach the middle.
    Snowstorm > Create a Snowstorm that deals damage over time to targets
    Sandstorm > Create a Sandstorm that reduces enemy movement speed and periodically can blind affected targets standing inside of it.
    Firestorm > Create big Inferno of Fire Pillars erupting from the ground, scorcing nearby targets with Burning DoTs, stronger than Snowstorm, but last less long
    Rainstorm > Creates a massive Acid Rain that weakens the Defense of targets inside, increases Critical Damage of Allies to targets in the Rainstorm.
    Windstorm > Creates a big whirlwind, that sucks nearby targets together and causes Bleeding DoTs.
    Lightstorm > Rays of Light fall down onto targets causing damage, the more MP you have so longer lasts this skill.
    Nightstorm > Spheres of Darkness appear and explode a few seconds later after another, causing multiple damage to nearby damage in a quick burst.

    Level 50 > Redoublement > replaced with Banera, upgrade to Bane with now 20% reduced spell potency and DoTs end 35% faster. / Acceleration, effect changed, buffs party skills temporarely now to recharge 10% faster. Increases the Chance to activate Fire Blade or Stone Skin

    Enchanted Redoublement removed.

    Level 52 > Moulinet, rename to Circle Cutter, turn either into Rising Sun with more White Ether, or into Falling Moon with more Black Ether or into Twilight Eclipse, if both is equal
    - Rising Sun is a point blank AoE Rapier Slash that additionally causes blindness to the damage of Circle Cutter from the flashing blade of your swift rapier.
    - Falling Moon leeches Health and MP from hit targets.
    - Twilight Eclipse hits targets twice and has both effects of the above, but weaker.

    Enchanted Moulinet removed

    Level 54 > Vercure, renamed to Purifying Light, effect changed, removed now additionally a condition, essentially merging Medica into it.

    Level 56 > Contre Sixte, replaced with Banega, Upgrade of Banega, decreased potency of 30% now and DoTs end 50% faster.

    Level 58 > Embolden, merged with instant cast role skill, next spell after Embolden is instantly casted.

    Level 60 > Manafication,effect added, merged with the role skill that temporarely increase MP regeneration und the one which makes immune to crowd control effects, like launches.

    Level 62 > Jolt II, renamed to Ether Arrow, upgrade of Ether Blade.

    Level 64 > Verraise, renamed to Rebirth, effect changes now based on your Ether, White Ether > Holy Rebirth, Black Ether > Unholy Rebirth, Equal > Divine Rebirth
    Holy Rebirth > Revives to Full Health, but costs 50% more MP
    Unholy Rebirth > Revives with no Weakness Debuff, and half Health, requires more time, no instant cast possible.
    Divine Rebirth > Full Resurrect, instantly, costs all MP and puts you temporarely under Weakness.

    Level 66 > Impact / Warp Thrust > Critical Impacts activate Warp Thrust. Use Warp Thrust to leap to the target and deal dame to targets between you and your target. Can confuse targets with Illusions of you later.

    Level 68 > Verflare, renamed to Shadow Blade, effect changed. Infuse with maximum Black Ether your weapon or that of an Ally to Darkness, Skills with infused Shadow Blade will cost now either 20% lesser MP, or will leech 5% Damage as regained MP, effect changes from Job to Job.

    Level 70 > Verholy, renamed to Radiant Aura, effect changed, Infuse your gear or that of Allies for the cost of maximum White Ether with Light Magic, bringing it to emit a shining aura. Affected players regenerate health over time slowly and DoTs deal lesser Damage to them.

    Level 72 > Engagement, replaced with Illusionary Quickness, Upgrade to Warp Thrust, adds Confusion Effect, letting affected targets deal damage to themself or other nearby foes.

    Level 76 > Reprise, renamed to Rapier Blast, effect changes based on Attunement, ranged attacks for the cost of White and Black Ether.
    Lightning Blast > Shoot out a Ball of Lightning, deals damage and can paralyze hit targets.
    Ice Blast > Shoot out a Ball of Ice, whith a chance to freeze hit targets in its explosion range around the hit main target.
    Earth Blast > Shoot out a big Rock, that will knock hit targets away from you, if you have the Aggressivity, if not, does it deal extra damage and weakens enemy defense by 10% for the next attack, once for everyone, that hits. Tanks, gain Aggressivity.
    Air Blast > Shoot out a Ball of condensed Air, deals damage, has increased chance for direct hits.
    Water Blast > Shout out a Ball of Water, deals damage, causes Wetness, next lightning based skill causes bonus damage.
    Flame Blast > Shoot out a Fireball, that scorches a ground target, leaving a Fire Field that damages over time targets which stand inside. Can remove Water Fields.
    Holy Blast > Shoot out a Ball of Light, which blinds targets on explosion and deals AoE Damage.
    Shadow Blast > Shoot out a Ball of Darkness, which converts 20% of the dealt damage into a temporary MP barrier for MP costs of spells n skills.

    Level 80 > Scorch, replaced with Red Lotus, Upgrade of Impact, Impact becomes Red Lotus at equal maximum Ether, when attuned to Fire. Higher potency, bigger/ longer range
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    Last edited by Kaiserdrache; 09-07-2019 at 09:52 PM.

  3. #3
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Traits

    Level 1 > Dual Cast, effect changed, gives Charge Skills the chance to be casted at the same time on you as like your nearest Ally as also to cast a Magic Spell a second time instantly after the first casting of it.

    Level 2 > Attunement to Magic > Unlocks Elemental Attunements with the Wheel of Elements

    Level 18 > Spell Infusion Adept > Enhances Thunder Blade to Lightning Blade, raises it's Charges by 1

    Level 20 > Maim and Mend

    Level 22 > Spell Infusion Master > Enhances Wind Shield to Eye of the Storm, raises it's Charges by 1

    Level 40 > Enhanced Maim and Mend (silly obsolete II, use speech, not roman numbers)

    Level 50 > Adept of Spell Sealing > Upgrades Bane to Banera

    Level 56 > Master of Spell Sealing > Upgrades Banera to Banega

    Level 62 > Enhanced Jollt II, renamed to Enhanced Ether Blade

    Level 66 > Enhanced Scatter, replaced with Warping Mastery > Your Thrusts have become so fast and powerful, that you can warp on short distance through timespace, if you find the right impacting moment for your attacks.

    Level 72 > Enhanced Displacement

    Level 80 > Red Magic Mastery > Changes Impact to Red Lotus, when attuned to Fire and having maximum White and Black Ether.
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  4. #4
    Player
    MPNZ's Avatar
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    Sep 2013
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    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    (2)
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    Ewwwwwww, it's all glowwy again!

  5. #5
    Player
    MaethusXion's Avatar
    Join Date
    Jun 2012
    Location
    Limsa Lominsa
    Posts
    905
    Character
    Makoto Edakumi
    World
    Midgardsormr
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kaiserdrache View Post
    Redmages in my opinion should be much more designed around magical elemental swordmanship with their Rapiers
    So... you want Sorcerer/Mystic Knight rather than Red Mage. Red Mage never had elemental weapon enchantments until FFXI...
    (2)

  6. #6
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    I made a concept of a Mystic Fencer, which is pretty much a Spellblade, you can check it out here: http://forum.square-enix.com/ffxiv/t...l-Melee-DPS%29

    It's a magical melee DPS, rather than a Magical Ranged. I do hope we see a "Magical Melee" class someday.

    I say take the redesign idea you have and just make a new concept all together.
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    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

  7. #7
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
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    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    I think it is absolutely fine to combine the Spellblade Concept into the Redmage, because in fact are literally both the same, just only that the current iteration of SE's Redmage is that of a ranged caster which goes only occasionally into melee combat for some enchanted Moulinet burst or as gap closer with corps a corps to get an enchanted redoublement through just to be able to cast then Verflare/Scorch. Its currently a felt 70/30 ralationship, which I'd like to see with my concept getting turned to rather 50/50, or 40/60 more towards magical melee combat, because fact is, the rapier is a melee weapon, not a ranged weapon, so should be the gameplay be more focused in my opinion on magical swordmanship with the rapier by infusing elemental magic into it.

    The basics were there with enchanted skill versions, but this concept has absolutely no connection to the elements. As user of both, white and blackmagic, should be the Redmage the master of all elements in melee combat and that is it on what my concept here is clearly based on. One needs to look only onto the first skill change to recognize this.
    Looking at the DPS Class section of the forum, I see there also RDM players complaining about it, that the class hasn't received with 5.0 more elemental skills for the missing elements.

    On the other hand, people have also no problems with it that the Astrologist has merged conceptually into it the Timemage (basically, has lost now a portion of that with 5.0)
    However, I doubt that we will ever see a Spellblade or Timemage as separate classes, the game has already so many classes, in fact FF14 is currently the Top MMORPG i know with the most playable classes of all, that I think it is not a wrong decision to merge similar jobs together with those that the game offers already, to improve that way them, than to flood the game only with more classes that end up then being nearly the same to one of the existing classes.
    Spellblade and Redmage differ from each other basically only by the prefered combat style and that alone isn't for me reason enough to add an own Spellblade Job, when in fact the Spellblade Concept is a perfect candidate for it, to conceptionally rebuild and improve the Redmage into a true master of all elemental Melee Combat Magic Swordmanship that they should be, instead of them being most only faster Pseudo-Blackmages that can heal and ressurrect, staying in the backlines most of the time.

    Redmages are skilled in melee combat, they should make more usage of it and be with it same as efficient in dealing DPS, as like with their spells. Redmages so to see are already Mystic Fencers, ist just only a different wording of what they are in fact already, Redmage just sounds only fancier and more suiting to the classical FF naming conventions for magic casters, than Mystic Fencer, cause Redmages are already Fencers with their Rapiers, their Swordmanship IS Fencing.
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    Last edited by Kaiserdrache; 09-08-2019 at 05:41 PM.