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  1. #11
    Player
    Cendres's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    947
    Character
    Cindrie Estelloix
    World
    Halicarnassus
    Main Class
    Red Mage Lv 90
    I'd love to be a red mage, I never took it very far in XI regretfully. I've heard all the red mage angst though and I do hope their role is better this time around. Dancer and blue mage were a lot of fun as well, red mage should feel they kick butt like those jobs did.
    (3)

  2. #12
    Player
    KiniRyris's Avatar
    Join Date
    Mar 2011
    Posts
    185
    Character
    Kin Ryris
    World
    Exodus
    Main Class
    Archer Lv 70
    Yes and Yes! I never played a lot of red mage in FFXI because of this. FFXI-RDM had some cool spells that boosted melee attacks but were never used in party play.

    I totally agree that RDM combos should include melee+spell actions, great thought! And i kinda like the idea of attack spells costing TP, but i think it should cost both TP and MP, but a small amount of TP. Something like 250-500 TP and 100 MP. Free TP when used in a combo.
    (4)
    xivpad - http://xivpads.com/?8065522

  3. #13
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    The question is would en-spells be single target, self cast or AoE ?

    I would quite like the idea of AoE buffs myself, what do you guys think ?
    (3)

  4. #14
    Player
    Tahldon's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    489
    Character
    Tahldon Boyoikoh
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    I wonder what they'd make Red Mage's 15Min spell be? I'd love for it to be Re-Raise...

    Honestly though, Red Mage would be in an interesting position due to the fact that it's a "Jack of all trades, master of none" type of deal. I pretty much expect them to let Red Mages use White/Black Mage spells, but due to the restrictive number of abilities a class can have, I'm wondering how many weaponskills the class would get.

    Having to split the skills of a Red Mage through melee attacks and Magics (Debuffs and buffs) along with self buffs (IE: Dual Cast, Sabotur, etc), I can forsee a lot of things missing from the class. Also, factor in the fact that there can be up to like, five skills brought over from WHM and BLM, that'll be a pretty tight bar with nothing that actually dedicates the class to anything, but I guess that's the point, huh.

    OP does make a good point though, although, because of the Red Mage's versatility, they've been doomed with having lower stats and things, so to have a melee in there trying to duke it out along side the melees could prove fatal what with how mages are squishy and all. I expect the Red mage to be as about as tough as a BRD to an extent health-wise.

    Still though... I'm kind of boggled on how many skills the class would be able to have... what? 20 Arcanist skills split through Buffs, Debuffs, Melee Weaponskills, and Self Enhancing skills? Then 5 Red Mage skills after that? Plus the 5 cross-class abilities. That's just going to be awkward and, seemingly, all over the place. And not to mention that WHM already has Chainspell... so what then?

    Eh... this is kind of making me tired thinking about it. I just want Red Mage to be really good and useful in this game... _-_
    (1)
    Well... "Common" sense isn't all that common anymore, now is it?

  5. #15
    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
    The question is would en-spells be single target, self cast or AoE ?

    I would quite like the idea of AoE buffs myself, what do you guys think ?
    I think That would be cool. I have another idea i just thought of. Ws > Ws > double cast (skill) > cast the finisher spell 2 times(both get the combo bonus).
    (3)

  6. #16
    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 Tahldon View Post
    I wonder what they'd make Red Mage's 15Min spell be? I'd love for it to be Re-Raise...

    Honestly though, Red Mage would be in an interesting position due to the fact that it's a "Jack of all trades, master of none" type of deal. I pretty much expect them to let Red Mages use White/Black Mage spells, but due to the restrictive number of abilities a class can have, I'm wondering how many weaponskills the class would get.

    Having to split the skills of a Red Mage through melee attacks and Magics (Debuffs and buffs) along with self buffs (IE: Dual Cast, Sabotur, etc), I can forsee a lot of things missing from the class. Also, factor in the fact that there can be up to like, five skills brought over from WHM and BLM, that'll be a pretty tight bar with nothing that actually dedicates the class to anything, but I guess that's the point, huh.

    OP does make a good point though, although, because of the Red Mage's versatility, they've been doomed with having lower stats and things, so to have a melee in there trying to duke it out along side the melees could prove fatal what with how mages are squishy and all. I expect the Red mage to be as about as tough as a BRD to an extent health-wise.

    Still though... I'm kind of boggled on how many skills the class would be able to have... what? 20 Arcanist skills split through Buffs, Debuffs, Melee Weaponskills, and Self Enhancing skills? Then 5 Red Mage skills after that? Plus the 5 cross-class abilities. That's just going to be awkward and, seemingly, all over the place. And not to mention that WHM already has Chainspell... so what then?

    Eh... this is kind of making me tired thinking about it. I just want Red Mage to be really good and useful in this game... _-_
    They could add all the debuffs on WS like i used in the example. Since a RDM uses melee and magic why not just combine them
    (4)

  7. #17
    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 Tahldon View Post
    I wonder what they'd make Red Mage's 15Min spell be? I'd love for it to be Re-Raise...

    Honestly though, Red Mage would be in an interesting position due to the fact that it's a "Jack of all trades, master of none" type of deal. I pretty much expect them to let Red Mages use White/Black Mage spells, but due to the restrictive number of abilities a class can have, I'm wondering how many weaponskills the class would get.

    Having to split the skills of a Red Mage through melee attacks and Magics (Debuffs and buffs) along with self buffs (IE: Dual Cast, Sabotur, etc), I can forsee a lot of things missing from the class. Also, factor in the fact that there can be up to like, five skills brought over from WHM and BLM, that'll be a pretty tight bar with nothing that actually dedicates the class to anything, but I guess that's the point, huh.

    OP does make a good point though, although, because of the Red Mage's versatility, they've been doomed with having lower stats and things, so to have a melee in there trying to duke it out along side the melees could prove fatal what with how mages are squishy and all. I expect the Red mage to be as about as tough as a BRD to an extent health-wise.

    Still though... I'm kind of boggled on how many skills the class would be able to have... what? 20 Arcanist skills split through Buffs, Debuffs, Melee Weaponskills, and Self Enhancing skills? Then 5 Red Mage skills after that? Plus the 5 cross-class abilities. That's just going to be awkward and, seemingly, all over the place. And not to mention that WHM already has Chainspell... so what then?

    Eh... this is kind of making me tired thinking about it. I just want Red Mage to be really good and useful in this game... _-_
    I would much prefer the red mage had its own unique spells, give it water spells or something.

    The main class is most likely going to be fencer if they still plan to use that class.

    I don't think we should be saying RDM is BLM/WHM, I would much prefer it to be just a battle mage, so fencer with water spells, enspells, and elemental weaponskills.

    Allow it use cross class skills from THM and CNJ.

    Sacred Prism + Enfire. <3

    16 skills/ws
    • Water
    • Waterga
    • Enfire
    • Enwater
    • Enthunder
    • Enstone
    • Enblizzard
    • Poison Slash - Umbral based weapons skill + chance to inflict poison
    • Burning Blade - Fire based weapon skill + chance to inflict burn
    • Quick Slash - Lightning based weapon skill + chance to inflict stun
    • Cyclone - Wind based weapon skill + chance to inflict bleed/choke
    • Shining Strike - Astral based weapon skill + chance to inflict dia
    • Terrastrike - Earth bases weapon skill + chance to inflict rasp
    • Shatter - Ice based weapon skill + chance to inflict frost
    • Torrent - Water based weapon skill + chance to inflict drown
    • 15 min skill ??
    (2)
    Last edited by Jinko; 04-14-2012 at 08:24 AM.

  8. #18
    Player
    illriginalized's Avatar
    Join Date
    Dec 2011
    Posts
    289
    Character
    Illmortal Tyr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by KumaAkuma View Post
    When they brought out Dancer I thought "Yes this is what Red Mage is actually supposed to be like"
    Wat? I thought RDM was just supposed to be a swordsman with debuffing spells only?
    (1)

  9. #19
    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 illriginalized View Post
    Wat? I thought RDM was just supposed to be a swordsman with debuffing spells only?
    No that's what FF 11 thought rdm should be, rdm has never really been Debuffer it just had a little of everything. Some folks need to remember that FF 11 is not the whole FF Franchise.
    (12)
    Last edited by Firon; 04-14-2012 at 08:14 AM.

  10. #20
    Player
    illriginalized's Avatar
    Join Date
    Dec 2011
    Posts
    289
    Character
    Illmortal Tyr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Vaer View Post
    Quit meleein' and refresh the mages.
    Swear to God... someone tells me to stop meleeing.. I'll never ever ever ever ever ever EVER use RDM in a pt. Just like I did in FFXI. RDM was my solo job thanks to people who refused to let me melee on RDM



    Quote Originally Posted by Firon View Post
    No that's what FF 11 thought rdm should rdm has never really been Debuffer it just had a little of everything. Some folks need to remember that FF 11 is not the whole FF Franchise.
    Hm... I dunno I've only gotten to play 6, 7, 8, 11, and now 14



    And my bad I meant to say debuff/enhance.
    (1)

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