Really depends on how they want to build the job's spell library. I won't mind which magic disciplinen the job meshes with, so long as the base class for it is a melee class like GLA or Fencer.
* 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)
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!
* I fully give permission for any of my written ideas to be used by SE without recognition.
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.
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).
Could also go the reverse, which would very much make sense in the context of magic melee. Say, open with Gravity, which then combos into Hexa-thrust (which would otherwise have accuracy penalties) which combos into Triple Crimson Pin (ditto on the acc thing for this one).
That way you have
WS => medium strength WS => spell finisher
as well as
spell => strong WS => strongest WS
* 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)
True, though the spell open combo would probably lead into a weaker WS rather then a strong one since it would let you open a combo instantly with 0 TP. Especially since most RDM spells would be fairly low MP cost enfeebles, but still an interesting possibility.
Also I was going on the assumption that the spell combo bonus would simply allow you to instant cast the spell (seemed appropriate for RDM), but I have also been considering other combo effects.
Prolly be better to keep the casting time unless the spell is deliberately short ranged like a WS simply because you can create distance between you and your opponent for the spell finisher, or start the combo from afar depending on which method is used, which would already give RDM some dynamic advantages over melee jobs.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
RDM could have flood, which could work like Flare, a self targeting AOE. Some water based enhancing skill, either a WS or spell to open a combo ending in Flood would be the bomb-diggity.Prolly be better to keep the casting time unless the spell is deliberately short ranged like a WS simply because you can create distance between you and your opponent for the spell finisher, or start the combo from afar depending on which method is used, which would already give RDM some dynamic advantages over melee jobs.
Short casting time (instant/.5 seconds/1 second) and short range would definitely make more sense for RDM.Prolly be better to keep the casting time unless the spell is deliberately short ranged like a WS simply because you can create distance between you and your opponent for the spell finisher, or start the combo from afar depending on which method is used, which would already give RDM some dynamic advantages over melee jobs.
* 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)
Alot of really good ideas here. Although im not a RDM by any means i did have an idea for them i thought might work. What if they had an ability (not a spell) that would allow them to casr in the middle of a combo without interrupting it. For instance, rdm does tier one ws, pops ability, casts a cure or debuff, then continues on with combo.
I dont think this would be op only because i think the timer for the combo should stay going. That would require the player to have to be quick about choices and it would also prevent them from casting high level spells as they have longer casting times. Basically theyd have to be able to pull off the ability, cast and still have time to pop the second ws to keep the combo going.
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