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  1. #1
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60

    How Would You Design Red Mage!?

    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

    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: Piety, Strength

    Incapacitation Weaponskills: Coule’- Left Arm, Backsword- Rear
    Weaponskills
    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
    (20)
    Last edited by SwordCoheir; 08-20-2012 at 01:35 AM.

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  2. #2
    Player
    Volsung's Avatar
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    Apr 2011
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    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    sword user with magic enhancing rapiers, gains mp by attacking, has combo's interchangable with spells. extra enfeeb/enhancing also.

    That is what I would do
    (7)

  3. #3
    Player
    DeadRiser's Avatar
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    Mar 2011
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    Limsa Lominsa
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    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Nice. I really like the weaponskill names you gave them. I just can't wait for new classes/jobs to level up ;-;
    (1)

  4. #4
    Player
    illriginalized's Avatar
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    Dec 2011
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    Character
    Illmortal Tyr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    As long as they keep it within the boundaries of the FF series.. I don't care.
    (0)

  5. #5
    Player
    Wevlum's Avatar
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    Mar 2011
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    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Some kind of mage/DD hybrid that has combos that use both its enfeeble spells and its ws. Cast silence->use weaponskill for example.

    It'd take a lot of red crayon that's for sure.
    (1)
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  6. #6
    Player
    Shneibel's Avatar
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    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    but why only INT & PIE ?, I mean the RMD are melee/magic so isnt it suppose to be STR/PIE or STR/INT ?
    (0)

  7. #7
    Player
    Wevlum's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Shneibel View Post
    but why only INT & PIE ?, I mean the RMD are melee/magic so isnt it suppose to be STR/PIE or STR/INT ?
    Shrug, technically you'd expect archer to use str but they're dex and pie but yeah if it were an enfeeble class and that were the only spells they got, I don't see why it'd get int.
    (0)
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  8. #8
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Wevlum View Post
    Shrug, technically you'd expect archer to use str but they're dex and pie but yeah if it were an enfeeble class and that were the only spells they got, I don't see why it'd get int.
    Same way you'd expect GLA/PLD to be VIT rather than STR really, it doesn't make alot of sense with some jobs. PIE is guaranteed because of enfeebling potency, and MND and STR were already used by several jobs so I thought "Eh, why not INT.", it's kind of the red headed stepchild of stats.

    Besides, I want people to build up their own version of RDM not fully adhere to mine. So if you wan't RDM to use STR, VIT, or the Moon Phase for all I care go for it. :P
    (1)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  9. #9
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Wait .. this is a new thread ... seriously .. why ?

    why can't you guys just keep all this information in one place, it would make it much easier on the community devs.

    You say you have split the thread so that people's idea's don't get lost, but what will happen is one thread will just die off (and somehow I feel you just wanted to have your idea's as the OP)

    P.s. This belongs in the battle mechanics sub forum.
    (4)
    Last edited by Jinko; 04-16-2012 at 02:33 AM.

  10. #10
    Player
    Eremor's Avatar
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    Mar 2011
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    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I posted a detailed build in the previous thread (and I was also annoyed at how the topic somehow meandered off to discussing Summoner...) maybe I'll repost it here maybe not, but I will mention here some points that I feel would be important to any Red Mage build.

    First, if Red Mage is going to be anything other then a liability in melee it needs a powerful survival ability (but not so powerful that it breaks the job for other purposes). Red Mage needs to do more then just barely survive devastating AOE attacks as that would just produce a extra drain on the healer, and since it is unlikely that RDM would be a powerful DD job it pretty much needs to be able to take care of itself in order to be accepted in the front lines.

    Second, a specific job role. In order to keep Red Mage from being pigeonholed into a single monotonous task (Refresh wh***) it needs to be designed to fill a specific role in parties, and it needs to be able to accomplish that role under any conditions (keep in mind the crowd control adjustments cover all traditional debuff spells).

    Third and most importantly, it should be fun to play. Don't go adding a bunch of abilities that make sense for the job but require you to bend over backward while playing it to get the job to function properly. The abilities should flow together to create an enjoyable combat routine (not that it should be monotonous either), not a random button mashing mixup. (think about how you would lay out the abilities on your action bar and what if any conditions are needed to activate them)
    (3)

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