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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)