Musketeer> Redmage.
Oh ho hohohohoho~

Musketeer> Redmage.
Oh ho hohohohoho~
To be honest this game doesn't need a "Red Mage". If you wanna play as a Red Mage, please go back to FF11.



Musketeer should go into an Engineer/Machinist type job ala Edgar and Mustadio. If RDM comes at all, its base should be fencer.
Anyone remember the 3 Musketeers?
They looks like fencers to me. and they use guns too. (i think)
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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.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.
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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.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]



Ah, the old rapier + main gauche combo! I can get behind that.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.
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.
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)
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.
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