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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Viritess View Post
    The main issue i find with getting multiple jobs from one class is that classes are for the most part specialized as is.
    Indeed, and that would need to change to accomodate multiple jobs from one class. I touched on this when I proposed a GLA redesign in the GLA forums.
    if after some time SE just can't see a good way to toss out Debuffs that have an impact while still Melee damaging, they might just settle for a "nuker who stabs things".
    This is not exactly a bad thing. Debuffing as a job/class focus doesn't work very well. You can have nukers that rely on debuffs for damage multipliers (that's aside from how said spells hinder the mob), and the same principle easily applies to melee. If RDM was tuned so that it could do optimal damage with debuffs up, I'd probably be content with the job. Of course, we'd have to limit RDM to instant casts and at the most three debuffs, else the rotation becomes a pain.
    (0)
    * 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)

  2. #2
    Player
    Eremor's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Pretty bored here atm so I'll just go ahead and post my updated Red Mage build. Ultimately I would like to see a fairly unified build that we can put forward and say to SE "Please make Red Mage something like this." Obviously not everyone is going to like any single build but hopefully we can make one that is popular enough for SE to take seriously.

    Abilities are presented in a non-standard format simply to make it easier to see how the job would play. Starting with Fencer as the base class.

    Weaponskills:

    Lunge - Basic rapier attack, accuracy increased from in front of the target.
    Spell combo: Slow; combo bonus: Increases the target's spell casting and WS charge times.

    Combos to:
    Flourish - Inflicts accuracy down; Combo bonus: Increased accuracy down effect.

    ---

    Indirect Lunge - chance to inflict TP bleed from the left or right of the target.
    Spell combo: Blind; combo bonus: Inflicts Blind on enemies within area of effect.

    Combos to:
    Spirit Taker - deals damage to target's MP; Combo bonus: Drain MP.

    ---

    Fletch - a running attack that passes through the target, chance to inflict Bleed when used from in front of the target.
    Spell combo: Paralyze; Combo bonus: Inflicts Stun.

    Combos to:
    Tranche - a disorienting attack that exposes weakness, inflicts Imperil; Combo bonus: Increased Imperil duration.

    Combos to:
    (Red Mage weaponskill) Spellblade - A powerful elemental attack, element varies with current En-spell; Combo bonus: Increased damage.
    Spell Combo: Dispel; Combo bonus: Removes multiple effects.

    Spells:

    Blind

    Slow

    Paralyze

    Temper - Increases auto-attack damage by a set amount based on enhancement magic potency; Self target (aoe with Sacred Prism).

    Barrier - decreases incoming damage by a set amount based on enhancement magic potency; Self target (aoe with Sacred Prism).

    (Red Mage spell) Dispel

    Abilities:

    Enblizzard - adds ice elemental damage to attacks and inflicts evasion down. Consumes MP while active.

    Enthunder - adds lightning elemental damage to attacks and inflicts attack down. Consumes MP while active.

    (Red Mage ability) Enwater - adds water elemental damage to attacks and inflicts defense down. Consumes MP while active.

    Expose - resets the target's resistance to your next enfeebling magic spell.

    Composure - evade the next area of effect attack.

    (Red Mage ability) Refresh - converts half your current TP into MP for the target.

    (Red Mage 15 minute ability) Runic Blade - absorb hostile spells with your sword, nullifying their effect and restoring your MP.

    Traits:

    Enhanced Physical Accuracy
    Enhanced Magic Accuracy, levels I and II
    Enhanced Enfeebling Magic Potency, levels I and II
    Swift Composure
    Enhanced Composure - adds Regen effect while active.
    Swift Expose
    Enhanced Expose - adds a chance to reset the target's resistance to all enfeebling magic.
    Fast Cast, levels I and II - gives you a 15% (20% at level II) chance to cast your next spell instantly.
    (2)

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