except... we do need another back line class/job. so if red mage isn't a back line class/job, and we need a back line class/job, then you also shouldn't have any qualms with devs pushing back its implementation until well after 2.0, correct?
except... we do need another back line class/job. so if red mage isn't a back line class/job, and we need a back line class/job, then you also shouldn't have any qualms with devs pushing back its implementation until well after 2.0, correct?
Agree with this, I think Green mage, Beastmaster or Summoner need to be priorities before Red Mage.
Green Mage would be my choice, Time magic (Slow, Stop, Haste) and umbral/astral magic.
Hmm not enough en spells, its makes the class too situational IMO, you would need all of them, DBL cast could be a combo effect.I had a few ideas for rdm skills(not in learned order)
1. DBL Cast
2. Poison Thrust (ws)
3. Silence Flurry (ws)
4 Death Blossom (ws)
5. Blinding Thrust(ws)
6. Paralyzing Flurry(ws)
7. Water
9. Watera
10 Enwater
11 Enfire
12. Faith ( Increases magic attack power)
13. Bravery (Increases Attack power)
That's all i could think of for now i wanted the last 2 spots to be reserved for skills and not more spells if you have any other suggestions add them. also this would be for the base class and not rdm, also i think the job rdm should have the two sub classes of lnc/whm
I would rather see RDM weapons skills have elemental DoT's like Drown, Choke, Frost etc than enfeebling, we already have those through other classes.
If Green Mage was a back line class then I would like to see silence, paralyze and posion for that instead.
Fencer > RDM - DoT specialist
Arcanist > GNM - Enfeebling specialist
Last edited by Jinko; 04-14-2012 at 09:13 PM.
I've seen the word haste, and iirc the all powerful yoshi in the sky has stated it'll never happen.
As for other rdm staple spells, regen belongs to whm, debuffs belong to all casters, and some WS's. Idk where they're going to fit rdm in, but i foresee it being radically different than what most are looking forward to.
Who has gravity (a class/job may all ready have this in FF14, this is a legit question)? who has the en-spells? (if SE fixes elemental defense) who has Enfeeble *insert* element? who has the bar spells? who has temper?I've seen the word haste, and iirc the all powerful yoshi in the sky has stated it'll never happen.
As for other rdm staple spells, regen belongs to whm, debuffs belong to all casters, and some WS's. Idk where they're going to fit rdm in, but i foresee it being radically different than what most are looking forward to.
I'm not saying these things to be a dick and a lot of these spells in other FF games were either a RDM spell or doubled as either a BLM or WHM spell too. My point is there are plenty of spells not yet dedicated to WHM and BLM that can set RDM apart, not to mention the ability for RDM to dip into both WHM and BLM naturally, on top of cross class additions.
RDM is a melee caster and because of the combo system in place i think there really is great possibilities to do some pretty great things with RDM. Weapon skill ==> spell ==> weapon skill.
Example:
Swarm Strike (which poisons in addition to damage) ==> *spell* poison (which would increase poisons effectiveness and DOT) ==> Swallow tail (which poisons enemies surrounding your target in addition to damage)
Another Example:
Gravity (normal gravity effects on top of weighing the enemy down deceasing movement speed) ==> Shadow Stick (binds and or slows the enemy even more) ==> stop (completely stops the enemy for a short time)
I could do a lot of these ex.
Last edited by Bled; 04-14-2012 at 11:49 AM.
http://youtu.be/CFRfL0fmAOU
Agreed, and if you want to be technical none of the classes have enfeebles anymore, only side-effects of WS, Spells, and Combos and they don't land at a reliable rate (save for bind moves). Actual Enfeeble spells would be able to land more reliably, have greater effect, and you don't have to use weaponskills, combos, or have adhere to some directional condition to utilize them.Who has gravity (a class/job may all ready have this in FF14, this is a legit question)? who has the en-spells? (if SE fixes elemental defense) who has Enfeeble *insert* element? who has the bar spells? who has temper?
I'm not saying these things to be a dick and a lot of these spells in other FF games were either a RDM spell or doubled as either a BLM or WHM spell too. My point is there are plenty of spells not yet dedicated to WHM and BLM that can set RDM apart, not to mention the ability for RDM to dip into both WHM and BLM natural on top of cross class additions.
I also enjoyed Phalanx in FF11
Either way I'm all for making RDM a core enfeebler/melee job and they can even throw some sort of cure or nuke in there as well, long as they can strengthen their magic within their melee somehow to require RDM's to be up there in the fray, but not so much they can't use their magic standalone. (IE: can still cast enfeebles, but combos can make it stronger)
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Actually, I recall Haste (gear) being decided against. The haste spell was realistically nothing but for recast if used alone.
Gravity is on blizzard and stonera. Stone lowers magic resist.
I didn't say Rdm won't come and have its own stuff, I just think people should be prepared for it to be like dragoon.... yep, it can do stuff, but other jobs can do it better. Drg is DD, Mnk does it better. Pld is tank, War does it better. Rdm is half a melee, half a mage, half a, half a, half a.... Will it be versatile and fun? Yep, probly. It'll have problems unless they give it something so awesome that you have to take one.
I like Rdm, I put tons of effort into mine in XI, and in older titles it had a great purpose and was fun. FFXIV will have to make a hole that only Rdm can fill, then make Rdm to fill the hole. If/when they add it I'll play it and love it, but I don't think it'll be awesome as front-line anything.
May request instead of decideing what can and can not be RDM perhaps we can form some suggestions around what can by making a skill lists/system that Spell or skill "X" could fit into.
I only post this request because, like many forum thread in the internet as a whole. we end up with some suggestions, and then pages of back and forth quotes.
Would be great that if you think skill or spell "X" is a good idea. propose some sort a system where it could be feasable.
A humble request, thank you![]()
Red Mages? Melee?
Pfffffffffffft get the fuck back and keep enfeebling, you're getting in the way of real damage dealers.
Abilities:
http://wiki.ffxiclopedia.org/wiki/Spontaneity (This above all would probably be something specific for when they introduce long cast spells, i.e meteor or something.)
http://wiki.ffxiclopedia.org/wiki/Composure (This has become a staple of RDMing, increasing duration of buffs on yourself is something all mages have wet dreams of.)
http://wiki.ffxiclopedia.org/wiki/Tranquil_Heart (This I think should be WHM/RDM really.)
http://wiki.ffxiclopedia.org/wiki/Phalanx_II (Unique spell that reduces both magic and physical damage taken? As well as casted on others? Yep.)
http://wiki.ffxiclopedia.org/wiki/Gain-MND (Gain/Boost spells grants you additional + stats. Who wouldn't want this? But SE does need to reexamine the stat bases....)
http://wiki.ffxiclopedia.org/wiki/Temper (For those front line enthusiasts.)
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