I find myself agreeing with this.
We don't need the FFXI RDM (that is, a enhancing/enfeebling mage) ported over to this game, because we are getting that with Arcanist (>> Timemage.. hopefully)
Until then, RDM should be shelved.
When the time does come for RDM, I hope the devs need to go back to the full history of the Job and come up with a build that builds on the Jack-of-all-trades origins.
Final Fantasy Wikia sums it up best:
So in short, RDM should require:Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a high price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it. Thus, the Red Mage is a jack-of-all-trades, but a master of none. However, in certain games, Red Mages have a special ability such as Dualcast which boosts their spell casting efficiency. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and a red cap with a white feather.
- Dualcast-type ability
- Some White Magic (cure-type and buffing spells )
- Some Black Magic (elemental damage spells )
- Rapier
I think it might be useful to draw from the Mystic Knight job in creating a FFXIV RDM.
The Mystic Knight is very similar to the RDM but it's spells are focused on enchanting their swords with elemental and enfeelbing magic. (or En~ spells in FFXI)
eg.
A RDM who's Job spell list consisted of En-spells, has access to THM and CNJ spells, can Dual-cast, and has some function by which TP is used to help cast spells, would be much more faithful to the RDM lore than the Refresh-whore of FFXI IMO.
- En-Poison
- En-Silence
- En-Thunder
- En-Drain



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