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  1. #51
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Good Goin Ramsey, keep the ideas comin.

    Quote Originally Posted by Lucas_Castle View Post
    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
    Fair point, I was thinking Musketeer would suffice sense they were famously known as fencer type fighters (with guns), but the way the game is built up (using archer as an example) they give jobs only a single weapon type. So would Musketeer be a fully ranged attacker with a mainhand gun, or would they incorporate the guns as a throwing type offhand that does jack for damage. I guess they could take a page from Corsairs and Engineers book and hook in magical abilities within the Guns justifying having one equipped, which could work in the RDM aspect. I'm just throwing more ideas out there though.
    (1)

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

  2. #52
    Player
    Ramsey's Avatar
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    Aug 2011
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    Ul'dah
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    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    I'd much prefer to get engineer out of Musketeer, though I don't see that working. Then again, it's more feasible than MSK>RDM. Only gun wielding mage I can remember is FFX-2's "gun mage" which was a Blue Mage with guns.
    (1)

  3. #53
    Player
    zaviermhigo's Avatar
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    Mar 2011
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    Uldah
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    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I build rdm with a base in enfeebling, with still melee able to do dmg but obviously less dmg than the other dow, but the enfeebles bring it on par in dmg. Would love dedicated enfeebles instead of "cast blizzard and it procs gravity" or w/e it is I forget. I want the spell gravity back and to have it be useful, paralyze, slow, haste, all these give em to rdm and slap on a cure and maybe water lol.
    (1)

  4. #54
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    That's kind of one of the major points of discussion I'm trying to address is how to fit all that stuff on RDM, were limited to 15 abilities +5 from the job, having enough melee capability, white/black/enfeeble magic, and JA's to fit within those limitations and not be overpowered or more likely underpowered due to it's own versatility. It's a pretty rough balancing act, doable but rough.
    (1)

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

  5. #55
    Player
    Zantetsuken's Avatar
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    Mar 2011
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    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    The Musketeer [Class] > RDM [Job] actually might actually work pretty well.

    RDM have used bows and other weapons besides their Rapiers, so it wouldn't be a total departure...

    Under this build, Musketeer would need to use Rapier as main, and Pistol as off hand...

    The idea has merit!
    (1)

  6. #56
    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 SwordCoheir View Post
    That's kind of one of the major points of discussion I'm trying to address is how to fit all that stuff on RDM, were limited to 15 abilities +5 from the job, having enough melee capability, white/black/enfeeble magic, and JA's to fit within those limitations and not be overpowered or more likely underpowered due to it's own versatility. It's a pretty rough balancing act, doable but rough.
    Something I brought up on the XI forums when it came to RDM was the fact that something to play off could be the application of the three disciplines that make up the job. Spell selection doesn't necessarily have to be exact copies of what WHM and BLM get. I mean, if BLM can cast fire from 20 yalms and hit for burst damage, RDM's version of Fire could only be cast from melee range and do 2/3 total damage but with a shorter cast time (instant if Combo'd into) and cooldown.
    (1)
    * 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)

  7. #57
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Another Variation for a possible Fencer/RDM build. I dunno where I'm finding the energy to do this stuff. XD

    Gonna incorporate this into the main post as well.


    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
    (1)

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

  8. #58
    Player
    Vanguard319's Avatar
    Join Date
    Mar 2011
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    I've returned! First I find pants, then Louisoix dies for sending me to the void.
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    Uni Neko
    World
    Hyperion
    Main Class
    Archer Lv 72
    Quote Originally Posted by Ramsey View Post
    I'd much prefer to get engineer out of Musketeer, though I don't see that working. Then again, it's more feasible than MSK>RDM. Only gun wielding mage I can remember is FFX-2's "gun mage" which was a Blue Mage with guns.
    technically, Corsair's Quick Draw ability was considered magic damage, so they were kind of minor gun mages in thier own right. (in any case, it was directly affected by magic dmg gear.)
    (0)

  9. #59
    Player
    Vanguard319's Avatar
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    I've returned! First I find pants, then Louisoix dies for sending me to the void.
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    Uni Neko
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    Hyperion
    Main Class
    Archer Lv 72
    Quote Originally Posted by Zantetsuken View Post
    The Musketeer [Class] > RDM [Job] actually might actually work pretty well.

    RDM have used bows and other weapons besides their Rapiers, so it wouldn't be a total departure...

    Under this build, Musketeer would need to use Rapier as main, and Pistol as off hand...

    The idea has merit!
    It's true rdm could equip bows and darts in XI, but they had pathetic skill in them compared to thier sword/dagger skill.
    Gunblades on the other hand...
    (1)

  10. #60
    Player
    Ramsey's Avatar
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    Ul'dah
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    Ramsey Asterdahl
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    Sargatanas
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    Armorer Lv 60
    Quote Originally Posted by Vanguard319 View Post
    technically, Corsair's Quick Draw ability was considered magic damage, so they were kind of minor gun mages in thier own right. (in any case, it was directly affected by magic dmg gear.)
    There are numerous instances in numerous Final Fantasy games where characters who are not mages deal damage that counts as "magic" damage. Perhaps if quick draw had used MP.
    (0)

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