Results 1 to 10 of 258

Hybrid View

  1. #1
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Would be awesome. WS's to enfeeble, maybe water based nukes! lol. Could be Fencer class with either CNJ/THM 15 required to unlock RDM and then the 2nd ability set could be the other class.

    That would give RDM 5 abilities to choose from between the two, could mix and match depending on your role. Maybe ws > cure combo could give an en-drain effect or something like DNC. Could be fun stuff!
    (0)
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  2. #2
    Player
    Eremor's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I don't think Red Mage (or Fencer) should get water nukes. Red Mage's primary damage should be from their sword and I think Water spells should be saved for a job that doesn't have another means of doing damage (like Arcanist).

    Besides, just look at the spells Red Mage would have access to through CNJ and THM:

    Stone
    Aero
    Cure
    Protect
    Stoneskin
    Raise
    Thunder
    Fire
    Fira

    That looks like a pretty good Red Mage spell list to me.

    Instead, Red Mage should get an ability to enhance those spells to make them more viable.
    (1)

  3. #3
    Player
    Eremor's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Also, while this thread is semi-revived, I had a question about WS -> Spell combos.

    Everyone seems to like the idea of Red Mage having WS -> Spell combos (I do too), but I was wondering, should those combos be required, alternate, or optional?

    Here's what I mean:

    Required:

    Example: WS1 -> Spell -> WS2

    This format is the simplest to implement and understand. It works the same as any other three step combo. The spell cast is required to continue the combo into WS2. This causes MP to be a limiting factor, meaning you will be unable to perform any combos if you are out of MP. It also has the secondary effect of potentially unnesseccarily building the target's resistance a particular enfeeble if one combo is strongly favored for DPS purposes (and therefore used as often as possible). However this method does allow for optimal DPS output.

    Alternate:

    Example: WS1 -> Spell
    OR: WS1 -> WS2

    This method eliminates the MP requirements of the previous example by dividing the combo into seperate two step combos. This allows you more freedom in choosing when you want to cast debuffs or simply deal damage. However it causes a drop in DPS since you would be required to choose between using your TP to open a spell combo or a damage combo.

    Optional:

    Example: WS1 -> Spell -> WS2
    OR: WS1 -> WS2

    This format eliminates all drawbacks in the system and allows you to freely choose when to cast your spells without sacrificing damage potential. This seems like the obvious solution except for the fact that it is not currently supported by the combo system so changes would have to be made, and maybe you might want to have one of the limitations described above, you know, for the sake of balance (lolbalance).
    (1)

Tags for this Thread