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  1. #1
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    If we're talking about future improvements to expand on RDM's playstyle then I'd like:

    -Verblizzard/Verwater & II: A damage spell that replaces veraero/verthunder (takes precedence over verflare/verholy) when imbalanced towards the opposite element that generates a massive amount of mana (because it'll be halved by the imbalance penalty.) It can apply a DoT that gains a slight potency boost when the opposing element DoT effect is already on the enemy and both DoTs replace each other, or it can just place a self-buff that buffs its opposite spell that gains in strength over time.
    This mechanic would honestly be less work to add as a long DoT. The other way as a self-buff would essentially be a stacking buff where the longer you wait to cast the opposite spell, the more damage that spell deals. Basically you'd have a smaller gauge on both sides of the mana bar and when it gets full, you cast the spell that starts the gauge on the opposite side, though at that point you could just call it a polyglot stack that converts verblizzard/verwater into verfreeze/verflood.

    -En-chant: Turns all offensive spells into melee En-spell (verfire->Enfire, Jolt->Enjolt, Impact->Enimpact, etc) versions, granting additional a small potency bonus when fulfilling positionals (Rear for Black spells, Flank for White spells.) Fast spells now combo into Slow spells rather than Dualcast into them. In additon, En-spells have half the MP cost.

    -Turbocast: Spend MP and mana to gain increased spellspeed. Better than En-chant, but will run out of MP if spammed.

    -Runic: Channel to become immune to *all* incoming Magic Damage and negative effects from magic damage on the Red Mage and reduces Magic damage taken by nearby party members, then emits a massive AoE attack.

    -AOE spells now generate 1 additional mana for each enemy they hit.

    -Verholy II/verflare II aoe spells added.

    -Moulinet has a 20% chance to trigger Verholy/Verflare ready.

    -Vercure potency and MP cost doubled.

    -Skillspeed and Spell speed merged into one stat.


    verblizzard/verwater is a natural expansion on Red Mage that plays that gives their fail state a purpose.
    Enspell is an alternate expansion that opens up a new playstyle for Redmage without touching the core mechanics.
    Turbocast is a thematic fantasy fulfillment of the quick spell spamming Red mage and gives Red mages a "speed farm" rotation where they forgo utility for damage.
    Neither Enspell or Turbocast should be overwhelmingly good . You will never be forced into a melee rotation or running dry on MP to deal "competitive" damage (within 10% of highest DPS), but the option remains for a "Mastery" rotation.
    AoE gets ST rotation's leftovers.
    Red Mage getting Runic comes from Final Fantasy Dimensions. Red Mages have access to En-spells in that game too.
    Vercure should be worth casting. This change makes Vercure on par with Cure II and it actually competes with Clemency (better when Tank healing, but doing less otherwise.) MP efficiency wise, it remains the same is now so no, RDM is not replacing a healer.
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    Last edited by Atmaweapon510; 10-27-2019 at 11:40 AM.