As it is, all jobs have MP in this game and there are many MP-using actions that aren't tied to a "mage job." "mage" is defined a lot more loosely in this game, an IMO that's for the better.
As it is, all jobs have MP in this game and there are many MP-using actions that aren't tied to a "mage job." "mage" is defined a lot more loosely in this game, an IMO that's for the better.
I can imagine if Redmage gets an enspell it could be one that's element is determined by some other factor like your sword or a weaponskill element. It would be nice if fnc/rdm had alot of parrying ability and able to parry aoe weaponskills. Possibly even counter when parrying or setting off some other effect like reducing the enemy's stats for so long after parrying an attack.
If refresh comes back into the game i'd rather it was more like a heal spell perhaps curing some health and giving a chunk of mp or mp regen. I really dont want to see cycles coming back to rdm so i would prefer enhancing spells with more umph but also alot more expensive or on a 15 minute timer so they are used only when they are absolutely needed.
edit: I'd really like to see Aquaveil make a return as well spell interuption rate down would really help a front line mage.
Last edited by Alaltus; 04-20-2012 at 03:09 AM.
I was talking about FFXI, but it's actually significantly easier in FFXIV. It's spelled out in the armory system, mages are disciples of magic. Until we get a hybrid, like Red Mage or Blue Mage, and figure out where they stick them. DoW makes sense, simply because at the moment, DoM can't use DoW weaponskills as a hard rule, but DoW can use any DoM spell really.
I'd make it like Dancer in XI where you'd be required to melee to operate. Not with TP, but some kind of mechanic that restricted your abilities and spells and magic, but operate fully when in combat.
I always saw RDM as a front-line mage. Something they pulled off with BLU but never catered to the TP fearing players that kept BLU's out of events in fear of that.
i wonder how they would design red mage as a job with just 5 skills in difference to thaumaturg or white mage..
i mean would it really create a different feeling if you chose thm as the primary class for example, having fire, ice and thunder... and then just 3 melee skills and 2 enfeeble skills for example?
thats what it makes a red mage in difference to thaumaturge?
well i think the jobs are working right now, because the jobs are almost like the classes are theirselves.. cnj is almost a whm, thm almost a black mage... but what for a red mage, time mage or whatever??
a time mage which builts on a conjurer or thaumaturge? strange. it doesnt really work..
new classes? new job system in 2.0.??
Not going to bother reading this entire topic so I don't know if this was mentioned but, RDM should get en-spells and elemental spikes and the ability to use sacred prism to give it to the party.
Fair point, I don't know why it didn't strike me to put in a spikes spell in the second build. I was actually struggling coming up with something for the fourth spell, which was ultimately Bewilder. While I'm happy with Bewilder I really wouldn't have minded the addition somewhere in there.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Application. Fire from a BLM could be different than Fire from a RDM. Effects and bonuses could be different. Not to mention methodology. Ranged nuke versus melee-range "finisher" spell. Seeing a RDM open up with Thrust, combo into Backsword and the finishing it with Fire at point-blank range sounds like something appropriate for the magic fencer, and have neat animations to boot.i wonder how they would design red mage as a job with just 5 skills in difference to thaumaturg or white mage..
i mean would it really create a different feeling if you chose thm as the primary class for example, having fire, ice and thunder... and then just 3 melee skills and 2 enfeeble skills for example?
thats what it makes a red mage in difference to thaumaturge?
* 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)
Bumping, and also to want to bring up something else. Who should the mentor/Red Mage character be? I vote for Rainemard Mecru making a return, properly represented and displaying what a Red Mage should aspire to be. Or better put, alive and not stuffed in a box.
* 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)
I'm sure he'd be happy to be alive too. XD
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
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