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  1. #11
    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
    Quote Originally Posted by Eremor View Post
    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.
    Hmm I have seen this kind of thinking a lot lately why is it considered healing melee as a waste of resources ?

    Isn't the point of a healer to heal whoever needs healing, yet people in this game seem to think of healer = tank only, screw everyone else.

    RDM doesn't need to be self sufficient any more than the next class, healers just need to learn to heal everyone.

    (and I was also annoyed at how the topic somehow meandered off to discussing Summoner...)
    There was a few comments about summoners but nothing much, I mentioned green mage quite a bit mainly because I think your build above would suit that better than a RDM. (minus the close combat skills)
    (2)
    Last edited by Jinko; 04-16-2012 at 02:45 AM.

  2. #12
    Player
    Delsus's Avatar
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    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    RDM will only be good with haste and refresh, RDM without them is like DRG without a polearm
    (1)

  3. #13
    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 didn't say that every job in melee range needs to be self sufficient. I said that Red Mage specifically should be mostly self sufficient (if it was wholly self sufficient then that would pretty much make it severely overpowered in solo situations) because of the fact that it would not be seen as a damage dealing job, and therefore the public opinion would be against having a "useless" job taking extra damage in melee range when it should just be sitting in the back lines casting refresh and haste.
    (1)

  4. #14
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jinko View Post
    Hmm I have seen this kind of thinking a lot lately why is it considered healing melee as a waste of resources?
    Probably because MP is still a hot comodity from the looks of it. It'd be one thing if WHM and BLM were designed with MP regen after using certain abilities or refund mechanics to their spells through traits, but Matsui seems to be obsessed with having a refresh role in groups. =/
    Isn't the point of a healer to heal whoever needs healing, yet people in this game seem to think of healer = tank only, screw everyone else.
    This is due to differences in application. If healing was quick, easy to get off, with MP efficacy built in and easy to AoE and whatnot, then yeah there's no excuse for a healer to not heal melee aside from the tank. Usually, the more "precious" MP is, the more melee become a liability.
    I didn't say that every job in melee range needs to be self sufficient. I said that Red Mage specifically should be mostly self sufficient (if it was wholly self sufficient then that would pretty much make it severely overpowered in solo situations) because of the fact that it would not be seen as a damage dealing job, and therefore the public opinion would be against having a "useless" job taking extra damage in melee range when it should just be sitting in the back lines casting refresh and haste.
    The funny thing about game mechanics is that they can very well change the opinion of people when applied properly. If RDM in this current incarnation is going to be a magic fencer with enfeebles tacked on, then I expect it to be front-line worthy in DPS, with the enfeebles adding to their contribution and going from there. You or others may have a hard time wrapping their brains around the idea of a RDM being something other than support, but not all of us are like that.
    (0)
    Last edited by Duelle; 04-16-2012 at 05:42 AM.
    * 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)

  5. #15
    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
    The problem with RDM being a competent DPS job in addition to debuffing and potentially buffing as well is balance. If RDM parses any where near MNK or even DRG in addition to being able to lock down enemies with potent debuffs (silence, paralyze, etc) then wtf is the point of MNK and DRG? Flip side, if RDM is a powerful DPS and the enfeebles are very weak to maintain balance then what's the point of RDM?

    Trying to fill a gap in the job line up here, we don't need another dedicated DPS job, there is currently no dedicated debuffer so looks like thats what we need. If you don't want that debuffer to be front line thats fine, but thats not Red Mage. I'd be fine with Time Mage or whatever being a dedicated back line debuffing job, but we aren't talking about Time Mage here. Better no Red Mage at all then a back line Red Mage.
    (2)
    Last edited by Eremor; 04-16-2012 at 06:18 AM.

  6. #16
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    After thinking about it: 5 abilities is all we get so how do we design something? Well here is something with very little thought that maybe someone else could build off of. If it is based on gladiator it could have blm and whm subs. I'm hoping they will add swords more geared to magic stats. or hell make an all new rapier class.

    1 a self healing ability that adds an effect for you to gain mp by slashing at the enemy, long duration maybe
    2 spell combo off of flat blade that does light damage: additional effect AoE refresh
    3 WS combo off of savage blade: additional effect enemy def down (maybe adds DoT?)
    4 WS combo off of flat blade: additional effect AoE haste (small percent)
    5 Chainspell your next 3 WS or spells have no recast

    maybe AF could enhance the haste or refresh or enemy def down
    (0)
    Last edited by Volsung; 04-16-2012 at 06:28 AM.

  7. #17
    Player
    Firon's Avatar
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    Mar 2011
    Location
    Ul'dah
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    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Duelle View Post
    Probably because MP is still a hot comodity from the looks of it. It'd be one thing if WHM and BLM were designed with MP regen after using certain abilities or refund mechanics to their spells through traits, but Matsui seems to be obsessed with having a refresh role in groups. =/
    This is due to differences in application. If healing was quick, easy to get off, with MP efficacy built in and easy to AoE and whatnot, then yeah there's no excuse for a healer to not heal melee aside from the tank. Usually, the more "precious" MP is, the more melee become a liability.
    The funny thing about game mechanics is that they can very well change the opinion of people when applied properly. If RDM in this current incarnation is going to be a magic fencer with enfeebles tacked on, then I expect it to be front-line worthy in DPS, with the enfeebles adding to their contribution and going from there. You or others may have a hard time wrapping their brains around the idea of a RDM being something other than support, but not all of us are like that.
    Have to disagree about he mp issue on whm they have so much extra mp to use during fights its crazy. I have soloed healed ifrit with 1 tank 1 whm(me) the rest close range melee or blm. To simply put whm's are lazy and don't want to heal anyone else but the tank. Only mmo i ever played where a melee can sit in red hp and the whm will ignore the when the tanks hp is full.
    (0)

  8. #18
    Player
    Firon's Avatar
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    Mar 2011
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    Ul'dah
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    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Also This is why i made the suggestion i did in the other thread cause most ppl when they write up rdm they want them to be debuffers. It was a reason why i suggested they put all the debuffs on rdm's melee skills. It also why i suggested their spells cost tp instead of mp so the class wont be sitting with their sword tucked away trying to get mp back, I'll Repost some points i made in OP in the other thread.

    1. Make rdm spells cost tp

    2. make ws and spells combo into each other

    3. only make enhancing spells cost mp
    (2)

  9. #19
    Player
    Tibian's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    I wouldn't design Red Mage at all, especially at this point in time in the game.

    XIV needs a more dynamic mage class than a "combination" class/job. It also doesn't need a melee mage class right now either.

    The only reason people want Red Mage right now is for refresh. Having an entire class made and implemented just for Refresh is pretty sad.

    There are plenty of opportunities for SE to create a more inventive class/job than Red Mage.
    (1)

  10. #20
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
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    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    It's the main reason I suggested adding DoT's to its weapon skills instead of enfeebles, this way the DoT's would act as extra DPS. (it would be a lot easier to balance and wouldn't be over powered)

    Leave enfeebles to a back line job.

    I don't really see why everyone wants the RDM me to be the enfeebler. (well I do, FF11 derp)
    (2)
    Last edited by Jinko; 04-16-2012 at 07:57 AM.

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