Results -9 to 0 of 136

Thread: Red Mage idea

Threaded View

  1. #11
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Duelle View Post
    You don't. You can have versatility while not making the job a pure generalist. Being a generalist worked against RDM rather than for it in FFXI. And while all generalists are hybrids, not all hybrids are generalists; Red Mage therefore needs to lean towards hybrid than towards generalist. Note: it'd probably be a different story if jobs were standalone and we had talent tress instead. Then you can create a generalist RDM and have his talent trees decide where you want to go with the job. That ship has sailed, though.

    Personally, melee and magic should mesh together. Enspells are a step in that direction (a black mage doesn't need to enchant his weapons because he's blowing crap up from range, but the Red Mage would most likely bend that rule to make up for what they lack in strength compared to a barbarian or warrior). Magic spells (offensive and defensive) as openers and closers in combos is another. Abilities that play off both would also follow that ideology. This turns RDM into a job with its own identity and take on combat as opposed to a hackjob put together using scraps from the other jobs. The latter worked in single player RPGs due to you being solely in control (so if you never used RDM or had them spam only cures nobody's feelings got hurt), but RDM would need adjustments to truly be MMO-worthy.
    My apologies I forgot to include the actually job actions that pull this all together. You called one of them and that is En-spells. With the limit of only 5 new abilities per job you need to find a shortcut on en-spells. Here the abilties I made up that help to make a jack of all trades be a melee attacker as well as a caster.

    Enchant - Use a crystal to enchant your weapon with it's elemental property. This is so you have a constant flow of additional magic damage on your melee attacks.
    Translation - Convert all of your TP into MP. This is so that if you happen to run out of MP, the fact that your dealing melee damage will help to recover it so you can keep going.
    Delta Strike - It's name is tenative because I believe this is a Magus sister attack but this basicly deals damage to HP, MP, and TP it would be the red mage's unique weaponskill.
    Free Cast - Now this skill really brings it all together. It allows you to attack and move while caating at the cost of gradual TP consumption. This makes it so that you don't have to take the time out to interrupt your melee while trying to get a spell off.
    Chainspell - This allows you to essentially spam your magic for a short period, good for a 15 minute ability I'd aay.

    These combinations of abilties will help red mage to be a caster on the front lines while continuing a melee onslaught. This is what I mean by a jack of all trades. What it really equates to is just a damage dealer with a few spare tricks up his sleeve such as raise and cure from conjurer.
    (0)
    Last edited by AceofRains; 08-21-2012 at 11:18 PM.

Tags for this Thread