* 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)
Look at Shaman from WoW as an example.
It has multiple uses,
Elemental Shaman - uses magic (back line)
Enhancement Shaman - can use some elemental magic but mostly melee skills (front line)
Healing Shaman - can use healing magic (back line)
I think for RDM something like this would be good, how they would work this all into one class is the problem as WoW has talents trees which change the aspect of the class.
Stances maybe ? obviously the stance would have to alter the skills and stats dramatically, it would be very interesting none the less though.
Something like a stance that increases melee damage by X% and another stance to increase magic damage by X%, them augment the class further with materia and gear designed around a certain play style.
You could take it further in that when you switch stance the spells completely change, from long distance spells to close range melee skills with the same effects.
Last edited by Jinko; 04-16-2012 at 07:21 PM.
Well, enhance has the choice of hard-casting stuff and burning their mana that way, or casting when procs are up and making their spells instant. Art of War for paladins was a similar mechanic where your offensive (Exorcism) and restorative (Flash of Light) spells were instant and had inconvenient cast times when used outside of Art of War procs.
That being said, going back to the comment I made about letting different weapon classes equip the Red Mage crystal could possibly help us lean in that direction to simulate "specs" without having to actually put "specs" in the game. As I see it, all it would take is setting restrictions for each weapon class when dealing with a hybrid job like RDM.
PS: Great idea, Ramsey.
Last edited by Duelle; 04-17-2012 at 07:20 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)
That could work within a cleric stance kind of setup. I know I'm stealing from SCH in FFXI here but something based around
Light Arts- White Magic potency boosted by 20%, Black Magic Potency, Attack Power reduced 20%.
Dark Arts- Black Magic Potency boosted by 20%, White Magic Potency, Attack Power reduced 20%.
And naturally make Fencer / Red Mages melee capabilities superior to their magic abilities, if anything just to keep from having a third stance to take up an extra action bar slot.
Some of my initial fears with RDM is if we let the magical and melee aspects remain separate from each other, one side may end up becoming overly favored over the others (similar to FFXI), or too powerful. With some kind of focus like that, it might keep the versatility aspects of RDM from being too powerful while letting the magic and melee side stay separate. Just maybe though.
Last edited by SwordCoheir; 04-17-2012 at 02:43 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
There is that possibility, of course its down to SE to fine tune the different aspects of the class to balance them in a way where neither side is lacking.
It would probably be an ongoing thing where each side see's tweaks every patch to strengthen the class, similar to what they are doing with Paladin.
I put this in the other thread but I guess it fits here too:
So RDM being a jack of all trades, it would get some melee skills (likely with status effects) and a little of both support and offensive magic. Red Mages have traditionally used swords but Gladiator is already the 1-handed sword class. However Red Mages have also been known to use Rapiers so that would make Fencer the class (since class = weapon) which leads to Red Mage as the Job.
Now Rapiers are a little different from Gladiator swords, they would be used without a shield and thus would be able to parry. Parry should be a form of light damage mitigation for Red Mage so that it can stand on the front lines, in the same way evade helps Monks stay in the front lines longer. To balance it against WAR's parry ability, RDM would obviously have much less health so it would not be able to take Warrior's spot as a parry tank. Also they could link some conditional skills to parry.
Throw in CNJ/THM as their cross-class, give them Dualcast/Fast Cast as their 15 min and throw in some job exclusive en- spells.
Blend of Black, and White Magic, and also have a few status ailment spells, and Doublecast.
I think it would be difficult to fit Red Mage into the current system (or even pre 1.19) with cross class abilities being the way they are (limited to no duplicates).
You might have a Fencer, with a Red Mage job who has Conjurer and Thaumaturge as their cross class abilities.
Red Mage, being a jack-of-all-trades type, with many fighter weapons and armor available, using an array of white and black magic spells, but not specializing in any one area.
Although I'm sure the lore could be adapted in FFXIV. Where the red mage is a subset of fencers who utilize magic to enhance their effectiveness. Be that Red Lotus for a flame sword attack or an enfeebling attack like Swarmstrike (weapon skill that afflicts poison).
Challenge Accepted.
As I have neither the time nor the spreadsheets to properly balance MP and TP costs, or any exact numbers for that matter, please use your imagination for the purposes of exact numbers.
In addition, given the current system requirements for a class and a job to be paired 1:1, this includes Fencer.
*Footnote #1: Weapon Type - Spellswords
Both Fencer and Red Mage are referenced as using "spellswords." This is a term that crops up frequently in Final Fantasy. In one instance, even as a job that evolves from the Red Mage which evolves from Fencer. In this case, spellswords would be a set including a sword and main gauche off hand, preventing the use of a shield. The weapons would feature varying stats, but almost always also a reasonable parry value.
*Footnote #2: Japanese Name Relevance
The Japanese name 魔法剣士 mahou kenshi lit. "Magic Swordsman", is relevant due to the fact that in the Japanese version of the game, classes are named entirely around their weapon type in the case of melee classes, with no reference to any sort of flavor or lore. In this case, I am designing Fencer to use spellblades, which allows the class's abilities to tie more closely into Red Mage's, in a way that makes sense. "Fencer" is lore that's piled on top of that, to give the class quests flavor. It also works well with the sword and main gauche as weapons.
*Footnote #3: Magic Sword
From a technical standpoint, Magic Sword would require an additional case be added to the current ability system. An ability that can branch based on the context of a buff on the player. On the upside, all the spells this ability would access are currently in the game, thus requiring no additional art assets be created.
This design of Red Mage hinges on this ability. It's a slightly unsatisfactory solution in that sense, however, I think it accomplishes the goal with the very limited number of ability slots open to a job.
*Footnote #4: Altruism, Composure, Malevolence
These effects fade over time, I.E. their potency degrades slowly until they expire. Their cooldowns would be such that the same ability could not be used twice in a row.
P.S. No one wants Red Mage for refresh. We already have Ballad. The people who want Red Mage simply either enjoyed it in Final Fantasy XI, or in most cases, seem to have (like me) always had a soft spot for Red Mage in the series history.
There are ways to make Red Mage unique, but it is true, that simply implementing it as it was in FFXI would be a waste of time and effort, and run counter to the current job system.
Last edited by Ramsey; 04-17-2012 at 07:14 AM. Reason: Added an additional footnote.
to OP: I like your take on the Fencer/Musketeer class however I wa sunder the impression that the Musketeers use well Muskets :P shouldn't there offhand then be a musket? The guild in Limsa for the Musketeers shows them all equipped with guns of some sort and I was bewildered that this wasn't a class already especially when I was teased with being given a gun in an early mission cut scene only to have ti taken away. If they release a Musketeer class and I get another sword and no gun I'll be really disappointed![]()
|
![]() |
![]() |
![]() |
|