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Thread: Red Mage idea

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  1. #1
    Player
    AlaulaTheGreat's Avatar
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    Mar 2011
    Location
    Gridania
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    Character
    Alaula Aurelia
    World
    Hyperion
    Main Class
    Armorer Lv 60
    Musketeer> Redmage.
    Oh ho hohohohoho~
    (0)

  2. #2
    Player Risae's Avatar
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    Mar 2011
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    Ul'dah
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    Character
    Risae Nyan
    World
    Louisoix
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    Gladiator Lv 90
    To be honest this game doesn't need a "Red Mage". If you wanna play as a Red Mage, please go back to FF11.
    (0)

  3. #3
    Player
    Duelle's Avatar
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    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Risae View Post
    To be honest this game doesn't need a "Red Mage". If you wanna play as a Red Mage, please go back to FF11.
    Refresh-bot and lolenfeebles =/= Red Mage. Besides, XI's developers can't or refuse to fix RDM, so XIV is our hope for them getting it right this time.
    (2)

  4. #4
    Player
    Wynn's Avatar
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    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Musketeer should go into an Engineer/Machinist type job ala Edgar and Mustadio. If RDM comes at all, its base should be fencer.

  5. #5
    Player Andrien's Avatar
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    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Anyone remember the 3 Musketeers?

    They looks like fencers to me. and they use guns too. (i think)

    (0)

  6. #6
    Player
    Ladon's Avatar
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    Aug 2012
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    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    I think they need to look into a new mechanic when adding additional jobs at this point rather than trying to build more on this class sharing business or new jobs will just either not fill any roles well enough to be useful or be too similar to other jobs. It also removes the very difficulty we're seeing in this thread, that is trying to make the jobs fit with the current classes when considering the current system.

    I think they need to do something like an Advanced Job that can be unlocked after getting a job to 50. Then rather than using Souls they can use new types of weapons to equip to activate the advanced job. They'll only have access to the base class skills but Advanced Jobs will have far more unique skills which will allow them to better define the new job roles as well. The basic idea would hopefully be that the Advanced Job counterpart will allow someone to play a slightly different role than the base Job in parties while keeping the classes mostly for solo play.

    Basic idea would be:

    GLD -> PLD -> Holy Knight (Two Handed Sword)
    MRD -> WAR -> Dark Knight (Scythe)
    CON -> WHM -> Red Mage (Rapier)
    LNC -> DRG -> Samurai (Katana)

    Etc.

    Then they are free to stack all kinds of class specific abilities onto the new jobs without having to worry about silly builds from sub classes breaking stuff or making other jobs/classes pointless or making class combinations that don't make a lot of sense.
    (0)

  7. #7
    Player
    Yves's Avatar
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    Character
    Bubble Yum
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    Sargatanas
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    Goldsmith Lv 50
    Quote Originally Posted by Ladon View Post
    I think they need to look into a new mechanic when adding additional jobs at this point rather than trying to build more on this class sharing business or new jobs will just either not fill any roles well enough to be useful or be too similar to other jobs. It also removes the very difficulty we're seeing in this thread, that is trying to make the jobs fit with the current classes when considering the current system.

    I think they need to do something like an Advanced Job that can be unlocked after getting a job to 50. Then rather than using Souls they can use new types of weapons to equip to activate the advanced job. They'll only have access to the base class skills but Advanced Jobs will have far more unique skills which will allow them to better define the new job roles as well. The basic idea would hopefully be that the Advanced Job counterpart will allow someone to play a slightly different role than the base Job in parties while keeping the classes mostly for solo play.

    Basic idea would be:

    GLD -> PLD -> Holy Knight (Two Handed Sword)
    MRD -> WAR -> Dark Knight (Scythe)
    CON -> WHM -> Red Mage (Rapier)
    LNC -> DRG -> Samurai (Katana)

    Etc.

    Then they are free to stack all kinds of class specific abilities onto the new jobs without having to worry about silly builds from sub classes breaking stuff or making other jobs/classes pointless or making class combinations that don't make a lot of sense.
    Screw your idea. Three words: NUNCHUCKS. All jobs should get nunchucks. BLM relic? Naaaah - NUNCHUCKS. WHM cure potency staff? Efffffff that - NUNCHUCKS.

    (1)

  8. #8
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Frankly I would think the musketeer/fencer would utilize the classic fencing weapon Misericorde (A.K.A. Parrying Dagger), which could be used for a weak offhand damage weapon, to help increase DPS due to Swords being on the lower end of the DPS ladder and increase the natural rate of parry.
    (2)

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

  9. #9
    Player
    Duelle's Avatar
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    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by SwordCoheir View Post
    Frankly I would think the musketeer/fencer would utilize the classic fencing weapon Misericorde (A.K.A. Parrying Dagger), which could be used for a weak offhand damage weapon, to help increase DPS due to Swords being on the lower end of the DPS ladder and increase the natural rate of parry.
    Ah, the old rapier + main gauche combo! I can get behind that.

    Quote Originally Posted by Brakapart View Post
    Haste works well in many other MMOs, successful ones at that, like WoW... so don't say it isn't a good idea in one. Sorry bro.
    I think it may be the fact that haste and TP have this bad tendency of meshing too well. Think about it, in other games where haste is used, haste is almost never involved with classes with resources that are attained per hit. Rage, Righteous Fury, and TP all fall under that.

    XI's melee balance was in part ripped to shreds because of haste along with store TP, especially classes that could dual wield. And it got worse when multi-hitters entered the picture. I'm sure it would be fine if Hastaga was treated like Bloodlust/Heroism in WoW, with a debuff that prevents you from receiving the effect for 10 minutes. The problem is someone would start frothing at the mouth because it doesn "feel" like Hastaga from other FF games.
    (0)
    Last edited by Duelle; 08-21-2012 at 01:49 PM.
    * 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)

  10. #10
    Player
    Brakapart's Avatar
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    Apr 2012
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    26
    Character
    Brak Apart
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    GLD/THM.

    Here's why: They tired to make RDM a support class, they never really needed a support class in 14 as of yet. It's all gung-ho. The only buffs u get are from BRD, but getting them to apply it and have them stop shooting seems like a nightmare.

    the staple of alot of RDM especially in 11 was the sword, and since the armory system says you need a sword to be a class of GLD and can't be anything else, you're a GLD more than likely. The RDM gets nice spells like 'En' spells which were a very nice concept in 11 but lacked real damage output and most went to the +1 staves (i'm talking 75cap not the 99cap b.s.) Redo it so they can buff nice spells (refresh was nice, but how about haste, or making their 'en' spells be party wide? how about blind, silence, drain, str down, etc. for enfeebling?)

    All in all, we can all speculate, but 14 doesn't seem to be focused on the buffs as much as they focus on the straight DPS and "Kill fast", in 14 having some strategy on spell priority on a few classes to really excel would be a nice and welcomed change of pace.
    (1)

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