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  1. #1
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by Firon View Post



    1. Make RDM attack spells cost tp.

    2. Make support spells like en-fire and such cost mp but gain more effectiveness when the caster has more than 1k tp.

    3. Let Red mage combo into spells. Ex: Poison Thrust > Silence Thrust > Fira(Single target for Red mage).

    I really don't want to see this class to feel like an Pure Mage again.
    1. Red Mage could have very high Melee Accuracy but low Damage. TP builds up very quickly. Convert (exclusive to RDM) converts TP into MP.

    2. I like your suggestion, essentially save TP for increased melee dmg or Convert to mp for increased Enfeebling/Magic Attack Strength.

    3.Excellent idea. Forces RDM to manage TP / MP ratios to be most effective.

    4. Refresh: make it a Cross Class Mage Ability. Refresh transfers casters MP pool (25-75%) to single target.
    (1)

    Papa was a rolling stone...wherever he laid his barbut was home.





  2. #2
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    rdm will be something else who knows what but it will be streamlined like every other class in the game and you wont have a massive list of spells in FFXIV. remember you get 5 job ablitys and 20 other cross class at lv50. and will probly have to wait for fencer to be unlocked.
    (0)

  3. #3
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Why are people trying to make RDM into what 11 had, RDM should not get refresh nor should they be an enfeeblist.

    I agree that summoner should not have any healing magic, give them cross class skills of a THM but not CNJ.
    (0)

  4. #4
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Jinko View Post
    Why are people trying to make RDM into what 11 had, RDM should not get refresh nor should they be an enfeeblist.

    I agree that summoner should not have any healing magic, give them cross class skills of a THM but not CNJ.
    This. Also yeah no thanks to SMN healing. Maybe the pet could have access to some aura PT regen thing, or the pets can nuke..idk. Just as long as the actual Summoner is not relied on as a main healer like in XI /dies
    (0)

  5. #5
    Player
    Eremor's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I've had my hopes up for Red Mage since I saw it in the third player's poll, I believe the choice was 'A front line debuffing job (Red Mage)'. Not sure if that was the exact wording but 'front line' was definitely in there...

    I played Red Mage in XI for years, I loved the job but always felt it never quite lived up to it's full potential (at least in parties, soloing I pushed the limits and enjoyed every minute of it). But I digress, I don't want to copy Red Mage exactly from XI to here, now it's time for Red Mage 2.0.

    Now even though Fencer sounds like a class that wouldn't use any magic at all, it's somewhat of a necessity that it does since the majority of skills will come from the base class (only 5 of 20 abilities come from jobs at this time) so Fencer is going to feel alot like Red Mage since I just can't fit the entirety of the Red Mage job in a measly 5 skills.

    So here is my suggestion for a build for the Fencer class and the Red Mage job as I hope it might be here in FF XIV:

    Weaponskills (in combo order, names are just off the top of my head)

    Thrust - Basic rapier attack; damage increased from in front of the target
    combos to:
    Flourish - lowers target's accuracy; combo bonus increased accuracy down effect
    ---
    Indirect - chance to inflict TP bleed when executed from the left or right of the target
    combos to:
    Spirit Taker - Inflicts damage to target's MP; combo bonus drain MP
    ---
    Fletch - a running attack that passes through the target, chance to inflict Bleed when used from the front of the target.
    combos to:
    Tranche - stun attack, chance to stun increased when used from behind the target.
    combos to:
    (Red Mage weaponskill) Death Blossom - powerful attack that inflicts magic evasion down; combo bonus increase magic evasion down effect.

    I know this is fewer weaponskills then most other jobs get but I thought it was important to keep the idea of a melee mage, and more WS means less mage, so trying to keep it balanced. Important to note that the weaponskills inflict abnormal status ailments (ie. flourish inflicts accuracy down effect rather then blind), this is important to allow the Red Mage to stack WS effects and direct spells (like blind) for extra enfeebling potency. I also Included the unusual effect of Spirit Taker, it would deal MP damage rather then HP damage, ideally this would be balanced such that it would potentially be possible to use it to fully deplete an opponent's MP before their HP (maybe 2 or 3 hits for most mobs 4-5 for a boss). This could potentially be powerful but could be balanced by giving bosses an MP recovery move, this would be a better counter then simply giving bosses impossibly huge MP pools since while it would keep Spirit Taker from locking down spell casting completely it would still be useful as a delaying move (making the boss waste TP to recover MP). Also the MP drain effect would probably not be equal to the full damage of the WS but at least some reasonable return. For Fletch I was thinking that the WS animation would actually move your character through the mob. (sort of like Shoulder Tackle) Ideally this would be quick enough to allow you to combo with Tranche even when soloing (like how it is possible to hit mobs from left or right if your timing is good).

    Spells:

    Blind

    Slow

    Silence

    Paralyze

    Haste

    The classic debuffing spells for direct, on demand debuffs, plus haste to help with soloing and support role in parties. Maybe swap one out for Bind for crowd control.

    Red Mage Job spells:

    Dispel - a potentially powerful debuff

    Refresh - yeah I know this probably going to be flamed, but right now it seems that XIV is in need of another refreshing support job, especially a single target caster to help with PLD. I don't mind if Red Mage is that job so long as it isn't the main focus.

    Abilities:

    Cold Steel (Enblizzard) - adds ice elemental damage to attacks and inflicts evasion down. Consumes MP while active.

    Arcing Steel (Enthunder) - adds lightning elemental damage to attacks and inflicts attack down. Consumes MP while active.

    (Red Mage ability) Liquid Steel (Enwater) - adds water elemental damage to attacks and inflicts defense down. Consumes MP while active.

    Expose - reset's the target's resistance to your next enfeebling magic spell.

    Composure - dodge next area of effect attack.

    Here's where the meat is. In order to make sure Red Mage isn't pushed to the back lines I thought it would be good to make the enspells the primary means of debuffing a target. Additionally I tried to make each enhancing spell as useful as possible, Wind based mobs are weak to Ice damage and also are more likely to have high evasion, Earth based mobs are weak to water and also are more likely to have high defense, attack down on enthunder was just to fill out the triad (probably wouldn't be used much). I limited it to just these three in order to make Red Mage the elemental counterpart to Monk. Exposure is needed because all of the traditional debuffs are nerfed by the crowd control adjustments, this lets you be able to at least stick one debuff on any mob at any time. Composure is absolutely essential, especially since Red Mage would most likely have the lowest HP pool of any job in melee, it will require a very potent survival ability just to avoid being a liability in combat.

    15 Minute ability:

    Runic Blade - Absorb hostile spells with your sword, nullifying their effect and restoring your MP.

    I thought this would make a good support role ability, probably be a suitably short duration (10s probably). It could be chainspell, but why? With no native offensive spells chainspell would be very underwhelming, since spamming enfeebles would just build the mobs resistance.

    Traits (in no particular order):

    Enhanced Physical Accuracy

    Enhanced Magic Accuracy, levels 1 and 2

    Enhanced Enfeebling Magic Potency, levels 1 and 2

    Swift Composure

    Enhanced Composure - increases melee damage and reduces TP the target gains from your attacks while composure is active (thinking 30s duration or untill it's consumed by an aoe attack)

    Swift Expose

    Enhanced Expose - adds a chance to reset the target's resistance to all enfeebling magic.

    Fast Cast, levels 1 and 2 - 15% (20% at level 2) chance of having your next spell cast instantly (I thought this would be more noticeable then having your 2 second cast times reduced by 20% but the overall effect would be the same. Numbers are assuming an Enhances Fast Cast trait on AF armor bringing the total to 25%. The primary purpose of this is to reduce the effect of spell casting on melee capability, it would have no effect on recast times)

    Red Mage cross class skills would probably be best as CNJ and THM since without any native heals or nukes this would help keep the image of a generalist mage as well as give Red Mage a good list of support abilities (being in melee makes the Red Mage perfectly placed to pop off Sacred Prism + Sanguine Rite).

    This is just my idea, it could certainly be better. I just hope that we can influence any decisions regarding the job to make sure it is both useful and more importantly is enjoyable to play.
    (1)
    Last edited by Eremor; 04-15-2012 at 11:58 AM.

  6. #6
    Quote Originally Posted by Jinko View Post
    Why are people trying to make RDM into what 11 had, RDM should not get refresh nor should they be an enfeeblist.
    Probably because FFXI's RDM was actually a different take on what it generally was, especially in the earlier games. Why shouldn't it be an enfeeblist? Especially when SE already confirmed there will be a mage class that deals with it? Or are you in the frame of thought enfeebles should go to every mage and we have no specialists in this game?

    Quote Originally Posted by Babydoll View Post
    This. Also yeah no thanks to SMN healing. Maybe the pet could have access to some aura PT regen thing, or the pets can nuke..idk. Just as long as the actual Summoner is not relied on as a main healer like in XI /dies
    Ironically enough SMN is more like the classic style SMN these days in FFXI.
    (0)

  7. #7
    Player
    kazaran's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    635
    Character
    Elrond Peredhel
    World
    Seraph
    Main Class
    Gladiator Lv 50
    Plus, please brign in SMN. Not a buff happy one either. It kinda got ruined.
    (0)

  8. #8
    Quote Originally Posted by kazaran View Post
    Plus, please brign in SMN. Not a buff happy one either. It kinda got ruined.
    I don't think SMN was ever buff happy in any of the games. In XI it had some USEFUL buffs, but SMN is probably one of the most damaging jobs in new content outside of those who have Empyrean/Relic/Mythic weapons.

    Especially SMNs who did their trials or went after a Nirvana.
    (0)

  9. #9
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Elexia View Post
    Probably because FFXI's RDM was actually a different take on what it generally was, especially in the earlier games. Why shouldn't it be an enfeeblist? Especially when SE already confirmed there will be a mage class that deals with it? Or are you in the frame of thought enfeebles should go to every mage and we have no specialists in this game?.
    I've already said that enfeebles should be on a green/time mage, which should be a back line class, RDM should be a melee class with elementals DoT's based weaponskills and spells.

    I'm not arguing that there shouldn't be a role for enfeebling, I'm saying I don't' want it to be RDM.

    I'll repeat myself seeing as you didn't read my other posts, what I would like to see is:-

    Arcanist > GRN > Enfeebling/time magic, astral and umbral spells. (cross class from THM,PUG)
    Fencer > RDM > Enspells, Weaponskills that inflict elemental DoT's and Water spells. (cross class from both THM and CNJ)

    Seeing as RDM is water they could get aquaviel which when used with sacred prism could be an AoE party buff, sacred prism + enspell AoE elemental weapon buffs.
    (0)
    Last edited by Jinko; 04-15-2012 at 10:22 PM.

  10. #10
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Jinko View Post
    I've already said that enfeebles should be on a green/time mage, which should be a back line class, RDM should be a melee class with elementals DoT's based weaponskills and spells.

    I'm not arguing that there shouldn't be a role for enfeebling, I'm saying I don't' want it to be RDM.

    I'll repeat myself seeing as you didn't read my other posts, what I would like to see is:-

    Arcanist > GRN > Enfeebling/time magic, astral and umbral spells. (cross class from THM,PUG)
    Fencer > RDM > Enspells, Weaponskills that inflict elemental DoT's and Water spells. (cross class from both THM and CNJ)

    Seeing as RDM is water they could get aquaviel which when used with sacred prism could be an AoE party buff, sacred prism + enspell AoE elemental weapon buffs.
    Jinko if rdm is gonna be hybrid meele _ mage they need to have one mage sub and one melee sub and CNJ/LNC could be the best depending on their skill set. The rest i agree with.
    (2)

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