How about make a BLU? lol jk...(or not)
I didn't read the whole thread but what if a RDM type job could apply debuffs through their weapon attacks? Instead of a paralyze spell they get a paralyze aura and each successive procc of the weapon increased the status affect?
Yea it seems this is the most popular choice.
A few points i would like to point out. I think the dev team went the right direction by removing enfeeb skills and attaching them to combo's/skills, but there are some many folks here set on making rdm an debuffer.
I'll explain in more detail.
Making a Redmage spells cost tp would mean it would need to fight the monster in order to cast(should not be the case for all spells mostly dmg spells. This thus in turn making the WS > spell > ws combo setup kinda forced on the player.
I also think cure's and enhancing spells should cost mp and i think the DEV team should get smart and make new healing spells for the FF universe. RDM should learn a cure that in between cure/cura that heals for something like 650hp mabye they could call it Ruby heal or something.
I also had this other idea that rdm could have these non elemental spells instead of normal ele ones, something like ruin from FF 13, So this way rdm wont get stuck in the trap with only a few ele choices.
1. DBL Cast
2. Poison Thrust (ws)
3. Silence Flurry (ws)
4 Death Blossom (ws)
5. Blinding Thrust(ws)
6. Paralyzing Flurry(ws)
7. Ruin
9.Ruinaga
10 EnLight
11 Endark
12. Faith ( Increases magic attack power)
13. Bravery (Increases Attack power)
14. Ruby Heal (Cure spell)
15. Ruby Shield (-5% dmg reduction, can be AoE)
Job skill
16. Composure(enhances buffs)
17. ???(i have no name) (Next ws or spell only cost half the tp)
18. Dispel(Removes beneficial buffs from the target)
19. Ruby Charge (ws)
20. Chain Attacks(Able to use WS/spells for no tp cost for 15 secs) I thought chainspell was to magic only.
So to stay true to the Meele/Magic Hybrid i think the class/job should be made like this.LNC/WHM to help on both dmg and buffing. Invig would help it cast more spells and do mroe dmg. WHM would help it AoE it's buffs like Bravery/Faith.
That's the thing, though. A magic fencer doesn't have to be limited to just nukes through weapons. Sure, Ingus setting his sword on fire in the opening for FFIII was awesome and what the job should aspire to be, but more can be done to mix melee and magic.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
yeah that's how i want rdm to be. Melee mage who can do dmg but cast spells when needed. Honestly it doesnt even have to be rdm they make i would totally kill for mystic knight.
Sine necro'ing threads is all the rage:
Well, yes. Final Fantasy's magic has always been cut and dry and focused exclusively on White Magic being "it" when it came to healing. Blue Magic and Geomancy would be good candidates to expand as far as healing potential, in that regard.
Generally speaking, you need targeted heals (minor, medium, major potency), AoE heals, heals over time (HoT), smart heals, healing as a secondary effect from mitigation abilities, location-based heals, and lesser heals with secondary effects. Right now Final Fantasy has targeted heals and AoE heals, because Regen's effects are so minor they don't really qualify as HoT.
Red Mages getting a heal spell would have to be secondary and reliant on a proc or something, just to be on the safe side.
So...yeah....how about them Red Mages? With their rapiers and pimp hats?
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Yeah, lol regen is terrible.Sine necro'ing threads is all the rage:
Well, yes. Final Fantasy's magic has always been cut and dry and focused exclusively on White Magic being "it" when it came to healing. Blue Magic and Geomancy would be good candidates to expand as far as healing potential, in that regard.
Generally speaking, you need targeted heals (minor, medium, major potency), AoE heals, heals over time (HoT), smart heals, healing as a secondary effect from mitigation abilities, location-based heals, and lesser heals with secondary effects. Right now Final Fantasy has targeted heals and AoE heals, because Regen's effects are so minor they don't really qualify as HoT.
Red Mages getting a heal spell would have to be secondary and reliant on a proc or something, just to be on the safe side.
So...yeah....how about them Red Mages? With their rapiers and pimp hats?
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.