Since discussion on potential development of Red Mage started taking off in the other thread, there have been alot of good ideas tossed about, but some of the ideas kinda get lost in the discussions. I want to expand on people's ideas and see what people want to do by building up their own vision of Red Mage. Players who would like to repost ideas from the previous thread are welcome too do so.
You can base Red Mage off the Gladiator Class or build your own image purely from a new class like Musketeer or Arcanist, just keep in mind if you do the latter of the two remember that there is a
- 15 abilities/spells/weaponskills limit
- 11 traits
- Abilities should not be designed solely for for cross class abilities. (IE: Making an extended duration ability for buffs like Protect which is weaker on Non-CON/WHM jobs, and not having your own buff spells to use.)
-Jobs only gain 5 abilities, and 5 cross class abilities as well. So you need to remember to build the core of the job in the class level and expand on it in the Job level.
Below is a concept I drew up earlier today. I took it a little too far with the details and I honestly don't expect people to put the same amount of dedication into theirs, but I'd really like to see the extent of peoples imagination within the limitations of FFXIV's system.
Fair Warning: This is based off my personal interpretation of how classes are currently built, granted there is probably a mistake here and there. I tried to build Fencer / Musketeer as structurally similar to how other classes setup as possible, so it may not be quite what people expected.
Second Fair Warning: This is a huge detailed wall of text, I'm using hide tags to try and condense it all.
First Build:
Fencer / Musketeer
WeaponskillsFencer / Musketeer
Weapon: Epee, Saber, Rapier type weapons.
Offhand: Parrying Daggers (Weak secondary weapon, deals little damage but increases parry chances.)
Armors: Cloth, Leather, Jackets, Harness, Scale, Chainmail (Excluding Habergeons)
Damage Modifiers: Piety, Strength
Incapacitation Weaponskills: Coule’- Left Arm, Backsword- Rear
Weaponskills
Reprise- Swing your blade around your opponents defenses when an opponent blocks, doges, or parries your attack.
TP Cost: 250, Recast: 15 Seconds
Frontal Combo Tree:
Passata-Soto > Coule' > Enfeebling Spell
Passata-Soto- Move under your targets oncoming attacks and strike under their defenses. Increases Dodge rate.
TP Cost: 1000, Recast: 10 Seconds, Duration: 5 Seconds
Coule'- Perform a feint attack and strike when their defense is down. Enhanced damage if you just dodged or parried an attack.
Combo Bonus:Increased Critical Damage
TP Cost: 1500, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Guarantees enfeeble will land for full duration, bypasses built up resistance. (Will not reset resistance timer.)Rear Combo Tree 1:
Thrust > Extension > Enfeebling Spell
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Extension- Deliver a ranged attack while distancing yourself from the target.
Distance: 5 Yalms
Combo Bonus: Reduces Enmity
TP Cost: 1500, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Consume extra MP to inflict elemental damage in addition to the status ailment. (Will cause Elemental damage even if status ailment does not land.)Rear Combo Tree 2:
Thrust > Backsword > Enfeebling Spell
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Backsword- Strike your target with the back of your blade inflicting Stun.
Combo Bonus: Increases Stun Duration and Accuracy.
TP Cost: 2000, Recast: 20 Seconds
Enfeebling Spell- Normally cast any Enfeebling spell.
Combo Bonus: Increases Duration and Potency.
Job Abilities
Job Abilities
Attaque au Fer / Pressure- Pressure your target keeping him from attacking effectively reducing the targets attack power.
Recast: 1:00 Minute, Duration: 20 seconds
Change of Engagement- Lure your target into a false sense of security leaving them open to attack reducing their defense.
Recast: 1:00 Minute, Duration: 20 seconds
Lines- Increases the party’s success rate of incapacitating the target. (Fencer term when focusing on a particular part of the body, thought it was fitting)
Recast: 5:00 Minutes, Duration: 1:00 Minute
Magic Siphon / Runic Blade- Steal your opponents MP for your own.
Recast: 1:00 Minute
Spells
Spells
I'm leaving the MP costs up to the developers, but I was thinking low cost for the Enfeebling spell and mid-high MP cost for the combo that adds elemental damage to balance it out.
Blind- Reduces target's accuracy.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Poison- Deals damage over time on opponent.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Slow- Reduces target’s attack speed.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Gravity- Decreases target’s movement speed
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Paralyze- Occasionally prevents opponent from performing an action.
Cast: 3 seconds, Recast: 1:00 Minute, Duration: 30 seconds
Traits
Traits
Enhanced Physical Attack- Increases Attack power by +8.
Enhanced Attaque au Fer/Pressure- Lowers targets attack even further.
Enhanced Parry- Increases parry rate by +8
Swift Enfeebler- Reduces the recast time of Enfeebling spells by 15 seconds.
Enhanced Evasion- Increases physical evasion by +8.
Enhanced Magic Siphon/Runic Blade- Increases MP stolen from target by 25%.
Enhanced Magical Accuracy- Increases magic accuracy by +8.
Enhanced Change of Engagement- Lowers targets defense even further.
Enhanced Magic Potency- Increases magic attack potency by +8.
Enhanced Enfeebler- Increases the duration of Enfeeble spells by 15 seconds.
Enhanced Magic Siphon / Runic Blade II- Increases MP stolen from target by 50%.
Level Progression / Abilities Learned
Level Progression / Abilities Learned
Level > Type > Ability
1 > WS > Passata-Sotto
2 > JA > Attaque au Fer / Pressure
4 > WS > Reprise
6 > Spell > Blind
8 > Trait > Enhanced Physical Attack
10 > WS > Thrust
12 > Trait > Enhanced Attaque au Fer / Presssure
14 > JA > Magic Siphon / Runic Blade
16 > Trait > Enhanced Parry
18 > Spell > Poison
20 > Trait > Swift Enfeebler
22 > JA > Change of Engagement
24 > Trait > Enhanced Evasion
26 > WS > Coule'
28 > Trait > Enhanced Magic Siphon / Runic Blade
30 > WS > Extension
32 > Trait > Enhanced Magical Accuracy
34 > Spell > Slow
36 > Trait > Enhanced Change of Engagement
38 > Spell > Gravity
40 > Trait > Enhanced Magic Potency
42 > JA > Lines
44 > Trait > Enhanced Enfeebler
46 > Spell > Paralyze
48 > Trait > Enhanced Magic Siphon / Runic Blade II
50 > WS > Backsword
Red Mage
Weaponskills
Weaponskills
Rear Combo Tree:
Thrust > Endless Waltz > Banish / Scourge
Thrust- Dash forward and impale your enemy. Closes distance between player and opponent.
TP Cost: 1000, Recast: 10 Seconds, Distance: 5 Yalms
Endless Waltz- Dance like the wind and eviscerate your opponent with a series of quick powerful attacks.
Combo Bonus: Increases Critical attack rate for each successful hit.
TP Cost: 3000, Recast: 30 Seconds
Banish- Cast Banish on your opponent.
Combo Bonus: Lowers opponents magic attack.
Scourge- Cast Scourge on your opponent.
Combo Bonus: Lowers opponents magic defense.
Job Abilities:
Job Abilities
Sacrifice- Give up half your maximum HP in order to heal an ally and grant them temporary protection from harm.
Recast: 1:00 Minute, Duration: 5 Seconds
Master of Magic / Chainspell - Allows player to cast spells without cast or recast time. Spells currently in cool-down will automatically be reset.
Recast: 15:00 Minutes, Duration: 20 Seconds
Spells
Spells
Banish- Deals Astral damage and heavy damage over time effect.
Combo Bonus: Lowers opponents magic attack.
Cast: 3 Seconds, Recast: 1:00 Minute, Duration: 30 Seconds
Scourge- Deals Umbral Damage and heavy damage over time effect.
Combo Bonus: Lowers opponents magic defense.
Cast: 3 Seconds, Recast: 1:00 Minute, Duration: 30 Seconds
Level Progression / Abilities Learned
Level Progression / Abilities Learned
Level > Type > Ability
30 > JA > Sacrifice
35 > Spell > Banish
40 > Spell > Scourge
45 > WS > Endless Waltz
50 > JA > Master of Magic / Chainspell
Red Mage Quest Line
Red Mage Quest Line
Lv30
Quest: Know Hardships and Sacrifice
Reward: Sacrifice, Ability to become Red Mage
Focus: To impart knowledge of RDM lore, one must be able to dedicate themselves to a cause and know the pain, suffering, and joy in life before they can truly know if they’re ready for the future trials. Battle for someone / something that requires personal self-sacrifice to protect.
Lv35
Quest: Blinded by Light
Reward: Banish
Focus: Since RDM focuses on arts based on the path of light and darkness, one must know that light is not always truly good. Battle against an opponent who’s been blinded by own self righteousness, warping his form.
Recommend: Prince of Pestilence (Can’t remember if he was already used in any Job Quests)
Lv40
Quest: Drowning in Darkness
Reward: Scourge
Focus: Continuation of previous quest, now you must learn that darkness is not always truly evil. Battle an opponent who’s sorrow has warped his form.
Recommend: Unknown Soldier
Lv45
Quest: Lost Lineage
Reward: Endless Waltz, 4/5 Red Mage Artifact Pieces
Focus: Now you have proven yourself worthy of RDM lore, your next task is to seek out other relics of the lost order.
Lv50
Quest: Personification Extraordinaire
Reward: Master of Magic / Chainspell, 5th Red Mage Artifact Piece
Focus: Before your mentor can pass on the final piece of knowledge to you and let you become a true Red Mage, you must prove to him your progress and show your really ready to wear the armor that epitomizes a Red Mage master.
Second Build:
Fencer / Musketeer
Fencer / Musketeer
Weapon: Epee, Saber, Rapier type weapons.
Offhand: Parrying Daggers (Weak secondary weapon, deals little damage but increases parry chances.)
Armors: Cloth, Leather, Jackets, Harness, Scale, Chainmail (Excluding Habergeons)
Damage Modifiers: Intelligence, Piety
Incapacitation Weaponskills: None
Weaponskills
Weaponskills:
*No positional requirements for Combos.
** Weaponskills are affected by physical accuracy, but damage is magically based.
Combo Tree 1:
Water Blade > Watera Blade > Wateraga Blade
Water Blade- Imbue your blade with magic dealing, Water based magical damage to your opponent.
TP Cost: 1000, MP Cost: 10~100, Recast: 10 Seconds
Watera Blade- Imbue your blade with magic dealing, Water based magical damage to your opponent.
TP Cost: 1500, MP Cost: 100~250, Recast: 20 Seconds
Combo Bonus: Poison Damage, Duration: 15-30 Seconds
Wateraga Blade- Imbue your blade with magic, dealing Water based magical damage to your opponent.
TP Cost: 2000, MP Cost: 250~500, Recast: 30 Seconds
Combo Bonus: Drown Effect, Duration: 15-30 Seconds
Combo Tree 2:
Astral Blade > Banishing Blade
Astral Blade- Imbue your blade with magic, dealing Astral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 10~100, Recast: 10 Seconds
Banishing Blade- Imbue your blade with magic, dealing Astral based magical damage to your opponent.
TP Cost: 2000, MP Cost: 100~250, Recast: 20 Seconds
Combo Bonus: Magic Defense Down, Duration: 15-30 Seconds
Combo Tree 3:
Umbral Blade > Scourging Blade
Umbral Blade- Imbue your blade with magic, dealing Umbral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 10~100, Recast: 10 Seconds
Scourging Blade- Imbue your blade with magic, dealing Umbral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 100~250, Recast: 20 Seconds
Combo Bonus: Magic Attack Down, Duration: 15-30 Seconds
Job Abilities
Job Abilities:
Arcane Seal- Boosts the power of your next magical based action. (Effects any move that consumes MP.)
Recast: 5:00 Minutes, Potency Increased: x1.5 effect (x2 with trait)
Runic Blade- Steal your opponents MP for your own.
Recast: 1:00 Minute
Focused Mind- Increases the duration of the next Enhancing spell used.
Recast: 3:00 Minutes, Duration Increased: x1.5 (x2 with trait)
Brittle Foe- Make your opponent more susceptible to incapacitation.
Recast: 2:00 Minutes, Duration: 1:00 Minute
Spells
Spells:
Sacrifice- Exchange your HP in order to heal an ally. (2 HP healed for every 1 HP lost, Self targetable.)
Cast: 3 Second, Recast: 10 Seconds, MP Cost: 100~250, HP Cost: 10% of Max HP
Fog- Increases the evasion and magic evasion of the target and party members within range.
Does not stack with Bewilder, Incantation, or Temper.
Cast: 3 Seconds, Recast: 10 Seconds, MP Cost: 25~250, Duration: 3:00 Minutes
Incantation- Increases the healing, magical attack, and enfeebling potency of the target and party members within range. Does not stack with Fog, Bewilder, or Temper.
Cast: 3 Seconds, Recast: 10 Seconds, MP Cost: 25~250, Duration: 3:00 Minutes
Bewilder- Decreases enmity generated by target and party members within range. Does not stack with Fog, Incantation, or Temper.
Cast: 3 Seconds, Recast: 10 Seconds, MP Cost: 25~250, Duration: 3:00 Minutes
Traits
Traits:
Enhanced Physical Attack- Increases Attack power by +8.
Enhanced Arcane Seal- Increases the potency of Arcane Seal by 50%.
Enhanced Parry- Increases parry rate by +8
Swift Caster- Reduces the cast time of spells by 1 second.
Enhanced Evasion- Increases physical evasion by +8.
Enhanced Runic Blade- Increases MP stolen from target by 25%.
Enhanced Magical Accuracy- Increases magic accuracy by +8.
Enhanced Focused Mind- Increases the duration of Enhancing spells by 50%.
Enhanced Magic Potency- Increases magic attack potency by +8.
Enhanced Sacrifice- Increases the amount of HP healed (2.5HP gained per 1HP lost).
Enhanced Runic Blade II- Increases MP stolen from target by 50%.
Level Progression / Abilities Learned
Level Progression / Abilities Learned
Level > Type > Ability
1 > WS > Water Blade
2 > JA > Arcane Seal
4 > WS > Astral Blade
6 > Spell > Sacrifice
8 > Trait > Enhanced Physical Attack
10 > WS > Umbral Blade
12 > Trait > Enhanced Arcane Seal
14 > JA > Runic Blade
16 > Trait > Enhanced Parry
18 > Spell > Fog
20 > Trait > Swift Caster
22 > JA > Focused Mind
24 > Trait > Enhanced Evasion
26 > WS > Watera Blade
28 > Trait > Enhanced Runic Blade
30 > WS > Banishing Blade
32 > Trait > Enhanced Magical Accuracy
34 > Spell > Incantation
36 > Trait > Enhanced Focused Mind
38 > WS > Scourging Blade
40 > Trait > Enhanced Magic Potency
42 > JA > Brittle Foe
44 > Trait > Enhanced Sacrifice
46 > Spell > Bewilder
48 > Trait > Enhanced Runic Blade II
50 > WS > Wateraga Blade
Red Mage
Weaponskills
Weaponskills:
Combo Tree 1:
Astral Blade > Banishing Blade > Heavenly Blade
Astral Blade- Imbue your blade with magic, dealing Astral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 10~100, Recast: 10 Seconds
Banishing Blade- Imbue your blade with magic, dealing Astral based magical damage to your opponent.
TP Cost: 2000, MP Cost: 100~250, Recast: 20 Seconds
Combo Bonus: Magic Defense Down, Duration: 15-30 Seconds
Heavenly Blade- Imbue your blade with magic, dealing Astral based magical damage to your opponent.
TP Cost: 3000, MP Cost: 250~500, Recast: 30 Seconds
Combo Bonus: Increased Astral Damage
Combo Tree 2:
Umbral Blade > Scourging Blade > Chaotic Blade
Umbral Blade- Imbue your blade with magic, dealing Umbral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 10~100, Recast: 10 Seconds
Scourging Blade- Imbue your blade with magic, dealing Umbral based magical damage to your opponent.
TP Cost: 1000, MP Cost: 100~250, Recast: 20 Seconds
Combo Bonus: Magic Attack Down, Duration: 15-30 Seconds
Chaotic Blade- Imbue your blade with magic, dealing Umbral based magical damage to your opponent.
TP Cost: 3000, MP Cost: 250~500, Recast: 30 Seconds
Combo Bonus: Increased Umbral Damage
Job Abilities
Job Abilities:
Fallback- Doubles MP cost, removes TP cost, and incurs a casting time to use magic weaponskills from a distance. Effect fades on reuse. (Essentially turns magic weaponskills to spells, makes back-lining an option mid-battle but high MP cost makes it unattractive for full time use.)
Recast: 1:00 Minute, Weaponskill Cast Time: 3 Seconds
Renewal- Resets the duration of all active Enhancements to full, and resets the recast of all abilities and spells for party members within range. (Will renew 15 Minute abilities currently active, but will not reset 15 Minute abilities recast.)
Recast: 15:00 Minutes
Spells
Spells:
Temper- Increases the attack of target and all party members within range. Does not stack with Fog, Incantation, or Bewilder.
Cast: 3 Seconds, Recast: 10 Seconds, MP Cost: 25~250, Duration: 3:00 Minutes
Level Progression / Abilities Learned:
Level Progression / Abilities Learned:
30 > JA > Fallback
35 > Spell > Temper
40 > WS > Heavenly Blade
45 > WS > Chaotic Blade
50 > JA > Renewal