Let's just hope they don't mess up this job or do the classic MMO problem, having unbalanced classes. We shall see in 2.0!
Let's just hope they don't mess up this job or do the classic MMO problem, having unbalanced classes. We shall see in 2.0!
This is true, however with the armoury system and current types of weapons currently available to GLA it does leave the Rapier, Sabre, Epee, Degen type weapons completely open for use. This is probably because Musketeer was initially being developed back in the Alpha and Beta stages of 1.0 and they had originally reserved those type of weapons specifically for the class. With that being said I have no doubt if they were going to release RDM it would more than likely be grown off of Musketeer though it may or may not be renamed Fencer for all extended purposes unless they intend on making Musketeer a ranged user fully reliant on Guns like Bows with Archer.GLA is basically the all-sword class. Adding Fencer would be pointless, although I'd love to see the animations they came up with in the dummied files. They could give GLA a RDM job division and let RDM use GLA/THM/CNJ abilities. Then it would fit the proper mold of using simple melee and white/black magic. In addition they could give it better buffs and extreme parrying.
In early FF RDM wasn't able to use ALL swords, but it wasn't limited to rapiers. It could use sabres, broadswords, etc. Just no "knight" swords.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Not necessarily. PUG stances are more to overcome the issue MNK had in XI with melee-resistant opponents (really, the stances are basically Formless Blow but with elemental flavoring instead). Enspells should and have been about making up for the damage you lack compared to the big hitter jobs. In theory it's supposed to supplement your melee, not replace it to get around defence mechanics.
One of the suggestions in the design thread was built around that idea. Fencer learning enspells in the form of Brands (Firebrand, Icebrand, etc), and then Red Mage getting the ability Magic Sword, which would allow them to insta-cast a nuke based on the elemental brand they have up.
And now, some fun with photoshop: a) Fencer b) Red Mage
...blame the guy that made this. >.>
* 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)
Some really really really old data, I don't even remember where it was from or if it was credible or not, certainly isn't relevant to the current build of the game much less 2.0.
But hey look, Fencer and Musketeer as separate classes.
Just an attempt to stifle the Musketeer -> Red Mage enthusiasts. Sorry, but it just won't work, it would be even worse then Archer -> Bard. Musketeer is obviously ranged DPS whereas Red Mage is anything but.
You can fix the haste problem by doing either what the other poster said and have it reset cooldowns or if that is too OP decrease cooldown times by x% or to save the class from being a haste-bot make it a self-only buff. Make it cost 2000 or 3000 tp and incease weapon speed by x% on the rdm.
or don't give them haste. Let haste sit and wait for time mage where it belongs
only reason i suggested to make it sort of a evasion/debuff tank was if it came off gld
if it comes off a new fencer/scout then a dd/debuff would be cool. In parties you could bring thief (not in game yet but if it does end up in game) or rdm. they could be totally unique classes but still fall under a dd/debuff role in parties.
/edit
to expand on that a bit. rdm would be extra elemental damage with enspells and thief could be extra bleed damage.
Because Bard (in XIV) originates from Archer means the developers have a dream for this MMO already ing the making with the approval of Yoshi-P(or is it the other way around?) Anywayz, I hope it's planed out nicely for ever fantasy there's a reasonable explanation: It's "High Fantasy".
Where we deliberate whether Red Mages original design should be of a Musketeer and Musketeers are fencers by class can be so convoluted it make my head explode! I think let Rdm be what they are and let Musketeers be of another role... but that would be betrayal, don't you think?
How about this! Let's cross examine the Bard job for a sec! Why they never introduced a musical class is beyond me but I think it has to do with popular folk-lore and FF-stylish concepts. It wasn't ever expected either! They never introduced "musician", right? Why need to add a fencer class??
Make Rdm originate from musketeer and that's that or else add gun-blades to the world and make create a gunner class for Musketeer and Rdm can be a fencer.
Nun-chucks for Nuns! :P
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
(HP + Instantly logout anywhere)
*Excalibur* Nation: Limsa Laminsahttp://na.finalfantasyxiv.com/lodestone/my/
Archer => Bard has a precedent, which is why it isn't that bad. Musketeer I believe is being used in the romantic sense than realistically. Musketeers are guys that use muskets. They did have melee weapons to fall back on, but they were primarily mounted ranged soldiers (wikipedia refers to them as the precursor of the modern rifleman).
Yes, we have Aramis, Athos, D'Artagnan and Porthos to thank for the flair and whatnot, but RDM borrows from that aesthetic of the French Musketeer alone. Speaking of which, I'd like the AF to borrow from the tabard "look" that was used in FFXI, if possible. Conversely, the body could use the model of the GC overcoat and be altered to resemble a justacorps.
* 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)
Because hybrid classes aren't very good at any single thing they do. They're very mediocre at best. People that play hybrids and enjoy them tend to be bad players, but this way they have an excuse as it's built in the class to no do very good damage/healing/etc.
Sounds like a biased opinion there...
Hybrids are popular because they can do anything. (Even if it's not well.) Red Mages are also iconic from the very first final fantasy.
It's more towards the importance of utility, which Red Mage is based off of. Though you know, people that don't understand the importance of utility "tend to be bad players."
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