yes please,bring us rdm thats the only job i want in this game.
yes please,bring us rdm thats the only job i want in this game.
I couldn't sleep so I whipped up an idea of what the base fencer class could be that red mage could use as a base class with my previous red mage job idea.
I made the fencer to be a duelist. Something that works with one opponent, but has trouble with multiple.
Lvl 1- Lunge - Basic Front WS
Lvl 2 - Retreat - Slide backward and regen Hp. Fades upon being hit.
Lvl 4 - Reprise - After you are Parried/Missed WS
Lvl 6 -Passata-sotto - Increase chance to dodge single target enemy
Lvl 10 - Shadow Stick - Combo off Lunge: Bonus Heavy on target
Lvl 14 - Appel - Taunt
Lvl 18 - Riposte - After Parry WS
Lvl 22 - Finesse - Increase Crit. Rate buff for next attack
lvl 26 - Featherblow - Back Attack WS
Lvl 30 - Swarm Strike - Combo off Featherblow causes poison: Bonus Increase poison duration
Lvl 34 - Engagement - Auto-attack against target increase TP generation
Lvl 38 - Disengage - Lowers damage from single target enemy when holding highest enmity
Lvl 42 - Fleet of Foot - Removed heavy and if heavy is removed grant movement increase
Lvl 46 - Swallow Tail - AoE WS Combos off Shadow Stick: Bonus turn to single target multi-hit attack
Lvl 50 - Check Mate - Ws combos off Swarmstrike: Bonus: Greatly increase crit damage.
EDIT: For easier reading. All in one spot.
Red Mage:
Cross Classes: THM and CNJ
1) Mage Stance - buff like cleric stance - Lowers melee damage, increases all casting stats (Healing pot, M.Acc, ect) and grants refresh. With a fencer being base, red mage would be a weaker caster. This so the Red Mage can shift to nuker/healer on the fly.
2) Double Cast - Classic Red Mage ability - Cast two spells, even different ones, using the same cast time.
3) Omni-Spell - Elemental-less nuke - I would have this spell combo off any attack spell and takes effects off the nuke which it was combo from. (Example: if combo-ed off fire become a fire damage AoE or if combo from thunder does singe target thunder)
4) Spellblade - I made it up be goes with theme - WS combo effect gives a buff that makes next spell cast free of mp cost and insta-cast.
5) Chain Spell - 15 min ability and classic red mage ability - For duration of the buff all spells have no cast time or cooldown
Keep in mind. I have not played FFXI and do not see Red Mage as a Debuffer/Buffer. I see red mage as melee that can cast low level white and black magic that has quicker spells to make up for weaker spells.
Last edited by Klive; 04-14-2012 at 03:54 PM.
Forum Lurker Extraordinaire.
Like a good stalker, I'm always there.
Eh, I think I'd take the parry requirements off those abilities, your not really going to parry unless you have the intention on tanking and it just feels like it would take away from it's abilities even with a taunt to utilize abilities like forsight.
There doesn't seem to be a 3rd combo group in there either, DD's (even GLA) have 3 combo setups to work with by 50 some getting a 4th by the time they complete a Job.
BTW: There's no Swift Strike on the list for Shadow Stick to combo off of.(NVM Fixed it.)
Don't take what I'm saying too seriously though, I over-analyze things a bit. XD
Last edited by SwordCoheir; 04-14-2012 at 03:58 PM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
I fixed the swift strike part. I made the fencer to be a dualist, kind of a light tank that is great for one on one fighting. I tried to keep in mind what fencing is really like. I used the GLA as a loose template and that is why it doesn't have a 3rd combo line. I accept it is a rough idea at best. I'm not a a dev or anything.Eh, I think I'd take the parry requirements off those abilities, your not really going to parry unless you have the intention on tanking and it just feels like it would take away from their abilities.
There doesn't seem to be a 3rd combo group in there either, DD's (even GLA) have 3 combo setups to work with by 50 some getting a 4th by the time they complete a Job.
BTW: There's no Swift Strike on the list for Shadow Stick to combo off of.
Don't take what I'm saying too seriously though, I over-analyze things a bit. XD
Last edited by Klive; 04-14-2012 at 04:01 PM.
Forum Lurker Extraordinaire.
Like a good stalker, I'm always there.
i hate front line rdm. you just suck at the game if your front line. damn.
I would like a real RDM. A battle mage~ Sword and magic, as it's meant to be.
That's how I always played it in XI. :3 (I really didn't care if people hated me for playing the job as intended. XD)
Last edited by Nabiri; 04-14-2012 at 05:42 PM.
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~
First off I'd like to say that I'll be happy as long as I get my pimp hat.
One thing I don't see happening is rdm getting the elemental en- spells. The primal weapons seem to be going down the route of adding elemental dmg and I think giving the ability to rdm will just wate an ability. Why cast en-fire when you could just equip an ifrit wpn for example. I do think that the most effective way of making the rdm a melee role will be to involve tp in whatever spellcasting abilities it has or maybe even to make one or two spells only available after a miss or something.
okay, but again- it's been all but confirmed that the next class will be a back line/caster class. which means if you get what you all want and red mage is more of a "battle mage", that puts it up in the front line. which means no red mage any time in the near future, because the next class will most certainly not be anything front line-ish.
It is supposed to be neither front nor back line..(it did best in the front thought) RDM is simply a jack of all trades..master of none. Some select few elite people in FFXI managed to pull that off ^_^ The only thing it was really lacking was DD. It wasn't supossed to be as powerful as a mnk or war...but shoulda been decent. Meh..I think if Yoshi puts it in XIV he will do a good job =D
Hmm, what other job can Fencer be?Thing is, Red mage will be a job. The base class is something that can branch into something other than Red Mage. They already plan to have the classes have more than one job. So keep that in mind with your ideas. The base class should be something that can branch into something other than Red Mage.
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