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  1. #1
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Platinumstorm View Post
    Not me. They clearly needed a ranged, magic and pet class in the game. Summoner takes care of two of the three and is a smart decision.
    All they've said is they just feel there aren't enough mages yet. I'm reserving judgment on SMN until I actually see it in action, as I wasn't particularly keen on seeing a repeat of FFXI and much more in favor of the traditional offline style of play - strategic use of summons (due to large MP costs) to swing the tide of battle in the party's favor with various flashy and extremely powerful effects. Of course, the typical response I see to that is you'd be killing BLM, but BLM has always been designed for steady, high impact attacks - SMN might be able to out damage a BLM in a single shot, but a BLM will always win out in MP efficiency vs a single target - that's the whole point. SMN is utility, BLM is for making shit dead.


    Anyway. I just hope they don't gimp SMN in this like they did in XI. The job's gotten better since Abyssea, but it's still been flawed since it's inception. I'm really hoping SMN can still use things like Hellfire & Aerial Blast, maybe just not as powerful as they would be coming from the actual Primal. Please, just don't rehash Astral Flow... nobody wants that.


    As far as RDM is concerned, I never really cared for the direction they took the job in with XI, and I sincerely hope they are rethinking it from when they asked in the polls - We sorely do need more enfeebling skills, but I think we'd be better served spread it out between WHM & BLM, and possibly DRK if it's ever added.

    No more pink mage/refresh whore please. If you bring RDM back, at least try to make it similar to how BLU was done? BLU was much better designed as a "Fighter-Mage", and Red Wizard (FF1) was just amazing.


    EDIT: Okay, here's how I personally see RDM working.

    Base Class: Gladiator
    Sub Class: Thaumaturge
    Extra Skills: Conjurer

    Allow RDM to use Cure/Cura/Thunder/Thundara etc, just not the final tier spells so they can still combo and be effective, just not as good as WHM or BLM would because they're not supposed to be. We should have new Epee-type swords/sabers that are RDM exclusive as well (can't use them as just GLA).

    Job Skills:

    - Refresh: Recovers MP over time (spell, targetable)
    - Regain: Recovers TP over time (spell, targetable)
    - Fast Cast: When active, reduces casting and recast times for spells. Reduces magic accuracy slightly. Effect ends upon re-use.
    - Death Blossom: 3-fold sword weaponskill that reduces enemy's magic evasion. Combo Action: Swift Blade, Combo: Greatly reduces enemy's magic critical evasion
    - Chainspell: Cast & Recast timers for all spells set to 0 for duration (15 seconds) and their MP costs halved.


    So rather than just rehashing how it was in XI, this way RDM would really be a frontline mage, offering a balance of damage and support without stepping on WHM or BLM's toes, as well as bringing it's own unique abilities to the fray.
    (2)
    Last edited by NefGP; 09-04-2012 at 07:11 AM.

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Erm...how can you say this:

    Quote Originally Posted by NefGP View Post
    No more pink mage/refresh whore please.
    And then suggest this:

    - Refresh: Recovers MP over time (spell, targetable)
    - Regain: Recovers TP over time (spell, targetable)
    While it needs tweaks, I personally like this version better:

    Quote Originally Posted by Ramsey View Post
    Fencer
    魔法剣士 (lit. "Magic Swordsman")

    Fencers are frontline casters who specialize in the use of mystical spellswords. Wielding magics as deftly as their blades, they posses the ability to both debilitate their enemies and bolster their allies as needed.


    Abilities

    Lv Ability Name
    Description



    1 Expose
    Delivers a melee attack. Chance to decrease defense and magic defense, up to a maximum of three stacks.

    2 Water Brand
    Deals water damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into water attacks.

    4 Runic
    Absorbs the next magic attack and restores MP when an attack is absorbed. Effect fades upon absorption or after a certain period of time elapses.

    6 Life Brand
    Delivers a ranged attack and restores the HP of nearby allies.
    Combo Action: Manastrike
    Combo Bonus: Grants your attacks an HP restore effect.

    10 Blood Price
    Pay the cost of your next attack or spell with HP.

    14 Manastrike
    Delivers a melee attack and restores MP.

    18 Thunder Brand
    Deals lightning damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into lightning attacks.

    22 Featherblow
    Delivers a melee strike at high accuracy.
    Combo Action: Expose
    Combo Bonus: Grants a TP bonus.

    26 Earth Brand
    Deals earth damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into earth attacks.

    30 Subdue
    Delivers a melee attack. Chance to inflict Pacification when executed from in front of the target.
    Combo Action: Expose
    Combo Bonus: Removes an enhancement from the target.

    34 Infuse
    Converts MP into TP. TP does not diminish out of combat while effect is active.

    38 Wind Brand
    Deals wind damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into wind attacks.

    42 Ice Brand
    Deals ice damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into ice attacks.

    46 Fire Brand
    Deals fire damage. Fulfills the combo conditions of your next spell.
    Combo Action: Manastrike
    Combo Bonus: Converts your attacks into fire attacks.

    50 Checkmate
    Delivers an unavoidable melee attack.
    Combo Action: Featherblow
    Combo Bonus: Increased critical rate.



    Traits

    Lv Trait Name


    8 Enhanced Physical Accuracy

    12 Enhanced Magic Accuracy

    16 Swift Runic
    Halves the recast of Runic, resulting in it lasting its entire cooldown.

    20 Auto-Refresh

    24 Enhanced Magic Potency

    28 Greater Healing

    32 Enhanced Blood Price
    Also reduces the cost of the attack by 50%.

    36 Enhanced Parry

    40 Swift Infuse
    Halves the cooldown of Infuse.

    44 Enhanced Physical Attack Power

    48 Enhanced Manastrike
    Makes Manastrike a ranged attack.




    Red Mage
    赤魔道士

    Red Mages are powerful casters capable of wielding both offensive and restorative magic. Sacrificing physical attack power, the Red Mage gains MP and additional versatility in battle.


    Abilities

    Lv Ability Name
    Description



    30 Magic Sword
    Casts level 2 magic based on the Red Mage's current spell brand.
    Fire Brand ⇒ Fira
    Ice Brand ⇒ Blizzara
    Thunder Brand ⇒ Thundara
    Water Brand ⇒ Watera
    Earth Brand ⇒ Stonera
    Wind Brand ⇒ Aerora
    Life Brand ⇒ Cura

    35 Altruism
    Grants a bonus to healing magic potency. Reduces enmity generated by actions while effect is active. Effect fades over time and upon reuse. Cannot be used simultaneously with Composure or Malevolence.

    40 Composure
    Grants a bonus to maximum health. Increases enmity generated by actions while effect is active. Effect fades over time and upon reuse. Cannot be used simultaneously with Altruism or Malevolence.

    45 Malevolence
    Grants a bonus to attack magic potency and physical attack power. Effect fades over time and upon reuse. Cannot be used simultaneously with Altruism or Composure.

    50 Chainspell
    Removes cast time and recast time of all spells.
    (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)

  3. #3
    Player
    kazaran's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    635
    Character
    Elrond Peredhel
    World
    Seraph
    Main Class
    Gladiator Lv 50
    I don't want to see a XI RDM, it would also be redundant. A fightign class mage with out nukes but magic enhanced abilties, enfeebs and party support while engaged in malee would be better, then yes, I arathr they make a job like that then another hashed mage back job. Make BLM BLM, and forget about Arch
    (5)

  4. #4
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by kazaran View Post
    I don't want to see a XI RDM, it would also be redundant. A fightign class mage with out nukes but magic enhanced abilties, enfeebs and party support while engaged in malee would be better, then yes, I arathr they make a job like that then another hashed mage back job. Make BLM BLM, and forget about Arch
    Kind of a silly remark as FFXI nailed the FF Red Mage persona to a tee. Able to cast white & black magic, to wield a sword and shield, had def and offensive melee properties. All this while still maintaining it not being as strong as the jobs it borrowed from.

    If FFXIV2.0 had Red Mage in it, it would have to be the same exact thing... As that is what a Red Mage is. You say "redundant" because this is one of the few companies to release a sequel mmo for the same franchise. Using the same lore and Jobs and species for the foundation of that lore is standard. An original story plot is the only thing that needs to be new. So you can't say using the same jobs from the FF universe is redundant...specifically "I dont want to see ffxi red mage" when that red mage is the same red mage from FF1.


    as taken fromt he wiki:
    Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it.

    Thus, the Red Mage is a jack-of-all-trades, but a master of none. In certain games, Red Mages have a special ability such as Dualcast which boosts their spell casting efficiency. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and a red cap with a white feather.


    Thus the fact remains:

    REDMAGE
    (4)
    Last edited by Rustyhagun; 09-02-2012 at 08:33 AM.

  5. #5
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rustyhagun View Post
    Kind of a silly remark as FFXI nailed the FF Red Mage persona to a tee. Able to cast white & black magic, to wield a sword and shield, had def and offensive melee properties. All this while still maintaining it not being as strong as the jobs it borrowed from.

    If FFXIV2.0 had Red Mage in it, it would have to be the same exact thing... As that is what a Red Mage is. You say "redundant" because this is one of the few companies to release a sequel mmo for the same franchise. Using the same lore and Jobs and species for the foundation of that lore is standard. An original story plot is the only thing that needs to be new. So you can't say using the same jobs from the FF universe is redundant...specifically "I dont want to see ffxi red mage" when that red mage is the same red mage from FF1.


    as taken fromt he wiki:
    Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it.

    Thus, the Red Mage is a jack-of-all-trades, but a master of none. In certain games, Red Mages have a special ability such as Dualcast which boosts their spell casting efficiency. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and a red cap with a white feather.

    The fact you think XI nailed the rdm role is laughable, XI rdm was done wrong.
    (6)

  6. #6
    Player
    Yukagama's Avatar
    Join Date
    Mar 2011
    Location
    Gridinia
    Posts
    290
    Character
    Yuka Gama
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Firon View Post
    The fact you think XI nailed the rdm role is laughable, XI rdm was done wrong.
    you sure didnt know how to play RDM then, i think it was perfect in everyway. solo slow kills but win. I love it.
    (0)
    FFXI 2002-2011 SMN BLU SCH BLM NIN
    FFXIV 2010 - 2012 Ver1.0 Blm Drg whm
    FFXIV alpha beta drg blm
    FFXIV beta 2 Drg
    FFXIV beta 3 and 4 Drg SMN blm

  7. #7
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Yukagama View Post
    you sure didnt know how to play RDM then, i think it was perfect in everyway. solo slow kills but win. I love it.
    If you would have read what i quoted RDM was no near a jack of all trades it more of a mage than anything.
    (0)

  8. #8
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kiote View Post
    Wish those pics were real, sounds like a badass kind of Red Mage.
    I can personally picture three different lore uses for Red Mages. One being rogue mage/witch hunters, going along with an idea from the RDM Design thread on the FFXI forums, where someone mentioned that it'd be neat if an enemy wizard or mage's worst nightmare on the battlefield would be the Red Mage.

    Another one would be field agents for a higher power, playing off how Red Mages were hinted to being used in FFXI. Of course, the writers never divulged much on that end, as the AF questline was basically "This is Rainemard. He knew too much. He was chopped to pieces and stuffed in a box. The end".

    The third is a variation of the second, as peace keepers. Playing off the type of vibe people in western films get with the town sherrif, who is easily recognized (in the case of RDM, a guy in a red tabard, a rapier and pimp hat is hard to miss). For what purpose, I wouldn't be able to say.

    Quote Originally Posted by Yukagama View Post
    you sure didnt know how to play RDM then, i think it was perfect in everyway. solo slow kills but win. I love it.
    Refreshbot and Hastebot with staying power that made it beneficial to have as a healer in the group and lolenfeebles does not a Red Mage make.

    They not only got the job wrong, but did a disservice to many people who played it.
    (4)
    Last edited by Duelle; 09-03-2012 at 10:16 AM.
    * 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)

  9. #9
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    red mage may or may not be what you want to play.
    same gos with summoner but we have a better idea of what it is then red mage.
    (2)

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by indira View Post
    red mage may or may not be what you want to play.
    same gos with summoner but we have a better idea of what it is then red mage.
    This. There hasn't been much of a hint of Red Mage, whereas SMN and Arcanist were "leaked" and hinted at. I'm half afraid of what they'll present RDM as when the time comes.
    (6)
    * 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)

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