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  1. #1
    Player
    KoujiGeki's Avatar
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    May 2011
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    1,390
    Character
    Kouji Geki
    World
    Excalibur
    Main Class
    Armorer Lv 58

    Lets Talk - Red Mage



    One of the Jobs of Old. The Job that has been in FF since the beginning. This is a discussion that be and a Ls mate had. I would like to talk to the forums and have your thoughts on it.

    The main description of Red Mage is jack of all Trades, Master at nothing. I've seen some threads talk about how Hybrid classes/job wouldn't really work in this game. And with how most people i seen handle things i could agree to that though i hate to do so. I do love Red Mage.

    As of 2.0 will arrive Arcanist/Summoner which we have been told will be the Enfeeble DoT job. I was ok with this till i thought about it. What about Red Mage? I know by using Red Mage from 11 is gonna anger some people, but It was the Enfeeble king. Which i can foresee if it isn't will anger a lot of 11 people who give 2.0 and chance again who mainly played Rdm.

    It other magic is based of of Blm and Whm but not the strongest version. And the way the gear system works doesn't allow gear swapping so you couldn't focus on one side more than another as easily as you could in 11. but besides Magic what drew most people to Rdm was it could use a little bit of heavy armor and a sword. But same problem Its sword damage wouldn't even come close to what a DD would hit for. Maybe more than a Pld or Gla, but who knows i've seen pld and Gla do some impressive DDing on Single/boss mobs.

    I have no clue if they will continue to have their En spells, which seems redundant cause Mnks technically already has them. I heard that Mnk is getting the heaviest revamp in 2.0 possible one of the things they MIGHT take away to give it back to Red Mage. But i would see rage from the games current Monks unless they substitute something else.

    What do you guys think how Red Mage would fit in FFXIV? What feature do you think it might have to make a viable pick. Cause honestly i can't see picks a all rounded mediocre at best job vs a specialized job. Imagining it a Fencer that it is sure its gonna hit faster than Pld/Gla but not as fast a Mnk. Certainly not gonna out DD a Drg. And Satan will crawl back to go telling him he is sorry before Rdm would ever touch Blm damage. I don't even want to compare Rdm to Whm. Whm wins pure and simple.

    All i know is that when SE finally adds Rdm, which god knows when since it got the 2nd lowest vote. It better god damn have refresgGA and hastGA god help SE is i have to cycle ever again.
    (3)

  2. #2
    Player
    strallaalaa's Avatar
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    Sep 2012
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    478
    Character
    Fragile Stampede
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    i loved my rdm, was my first class i leveled, took the longest to hit max and was also the class i always ran around in solo. even if i did events eventually with mostly blm and brd i always rocked out my rdm all day too. i hope it does make a come back, only thing i don't agree with is the refreshGa and hastGa, i don't mind that it will be party aoe, and it probably will, but for ffxi i thought it was great. it made the class always busy. you didn't really have a break at all in parties. you were always casting stuff while say a war could almost afk and do his job in merit grinds. but for sure this game won't make us spam the same 2 moves over and over, i think too many complaints will happen. and this game has other things to keep use busy. at the moment i think whm has it way too easy in dungeons and burning circles. it still my fav class but its mostly the easiest class to do. or i'm just that good lol. but can't wait to see how they work in new jobs and classes in the future.
    (0)

  3. #3
    Player
    Ikkenoe's Avatar
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    Dec 2011
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    90
    Character
    Scientific Progress
    World
    Balmung
    Main Class
    Alchemist Lv 21
    oh, this thread again
    (11)

  4. #4
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Myself and a few people have made some threads on RDM (I actually have the link to mine in my sig), basically most have summed up thoughts that the current and future FFXIV system will make it impossible for RDM to be a carbon copy of FFXI's RDM.

    The spell/job ability limitations are so restrictive they would have too combine the aspects in order for RDM to even be the least bit viable at anything and maintain the basic status quo of melee and white/black magic user. So in hindsight if RDM were to come out it would probably be built like this.

    1-2 Heal spells
    3-5 Buff/Job abilities
    3-4 T3 Magic Sword Combos (Example: Burning Blade > Red Lotus Blade > Flare Blade)

    -or-

    1-2 Heal Spells
    3-4 Buff Spells
    1-2 Job abilities
    1 T2 Sword/Magic Sword Combo
    2 T3 Sword/Magic Sword Combo

    Proving they don't do away with combos all together, I imagine they would be set up somewhat similar. In any case they would have to try really hard to mess RDM up in the same manner they did FFXI's RDM, and that's because they don't have all the freedom and guesswork that they had to deal with in FFXI like skills levels, EX weaponskills, mostly unlimited magic pools, retarded boundaries of skills etc.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  5. #5
    Player
    Ikkenoe's Avatar
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    Dec 2011
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    90
    Character
    Scientific Progress
    World
    Balmung
    Main Class
    Alchemist Lv 21
    Quote Originally Posted by SwordCoheir View Post
    they would have to try really hard to mess RDM up in the same manner they did FFXI's
    strange how they could "mess up" a job that ended up being deeper than pretty much anything else in that game, and certainly much deeper than anything in this game comparatively

    healing?
    debuffing?
    chainspell nuking?
    tanking?

    you got it!

    but everyone's butts are still hurting because they don't care about how effectively overpowered it was. they just wanna wear frumpy mage-slash-swashbuckler gear and swing around a flamey sword yayyyy
    (4)
    Last edited by Ikkenoe; 10-14-2012 at 06:49 PM.

  6. #6
    Player

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    Apr 2012
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    RDM's were great soloers, stunners, tanks, debuffers and healers.

    They only found their way into obscurity after SE killed RDM/NIN tanking and debuffs became less necessary with Abyssea and VW.

    Upping the level cap made convert one less ability that RDM's had under their belt too. A lot of RDM's problems now-a-days is that pretty much everything they can do, other jobs can do better.

    I don't know why everyone assumes they were always under-powered, they were one of the most necessary jobs for a long time.
    (3)
    Last edited by Ingolf; 10-14-2012 at 07:04 PM.

  7. #7
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Ingolf View Post
    RDM's were great soloers, stunners, tanks, debuffers and healers.

    They only found their way into obscurity after SE killed RDM/NIN tanking and debuffs became less necessary with Abyssea and VW.

    Upping the level cap made convert one less ability that RDM's had under their belt too. A lot of RDM's problems now-a-days is that pretty much everything they can do, other jobs can do better.

    I don't know why everyone assumes they were always under-powered, they were one of the most necessary jobs for a long time.
    It's because most people either:

    1. Never played FFXI and will hate on, which is a common trend on these forums.
    2. Played FFXI and want XIV to be a unique snowflake compared to it's predecessor even though the game was beyond successful so it had to do something right.
    3. Want XIV to resemble XI in no way -- I read in a topic people want "Store TP" and "Rolanberry items" to go away because it was used in FFXI, that's how far the ignorance goes.

    RDM was the most powerful job in FFXI next to Blue Mage. I would say Samurai but that job was SE's favorite so it's not counted.
    (2)

  8. #8
    Player
    SwordCoheir's Avatar
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    Dec 2011
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    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by fusional View Post
    do you understand how class balance works yet? do you see how each of these classes do something slightly different from the others, specializing in different roles and excelling in different situations? so tell me where you see red mage fitting in with this picture while retaining balance in relation to the other classes and also having its own identity.

    i'm all ears.
    Frankly, there are too few ability slots to actually go into an all out hybrid mage like they did in FFXI, so even on the most conceptual level FFXI or classic RDM in general is plain impossible without making it severely under/over powered or going back into FFXI's classic Backline/Frontline arguements.

    I've been thinking RDM's focus should probably be on Magic Weaponskills for damage, combining the Black mage side into the melee side and forcing front lining in order to operate with maybe one or two support spells.

    It's primary focus is single target magic spike damage through it's weaponskills, with physical DoT from Auto-Attacks, the TP debilitation preventing constant spammage like BLM's can do, and MP restrictions will limit long-term combat without needing to rest occasionally.

    In keeping with the RDM tradition, RDM will lack any AoE moves outside of maybe a 5-15 minute turn single-target to AoE type move (Similar to Sacred Prism but for offense).

    Heals, frankly one decent spell that gives roughly .75 the power of Cura, or have the same level of power as Cura but have a drawback like Sacrifice and consume 1/4 of hp for the amount healed. Like Holy Succor though, it will not stack with Sacred Prism to limit it's overall usefulness to main healer.

    With Armor they can wear Scale, Cloth, Leather, Harness, Bone, Chainmail, Tabards, basically anything but the heaviest of armor like Haubergeons and Platemail.

    Weapons, pretty much Rapier, Epee, Fluent type weapons, with roughly the same DPS and weapon damage as PLD swords. Piercing type.

    Accuracy/Magic Accuracy Since RDM will need to utilize both to successfully land the WS move and be unresisted, they will need decent accuracy on both fronts.

    HP, RDM will have low-mid HP with heavier armors allowing them to take a hit, but lower HP will prevent them from doing frequently.

    MP, being RDM will be in a constant state of combat there will be no regeneration in normal circumstances, so high MP pool will probably be justified so RDM is not resting after just 2-3 WS combos.

    Bonus Stats, with MND to help with Magic Accuracy, and INT to assist in WS damage to allow RDM to stay with mage stats and avoid a horrible intangible juggle between physical and magic stats outside of Physical Accuracy.

    So Overall.

    Stat Levels:
    Auto-Attack: Average
    Single-Target: Great (especially on magic weak targets)
    AoE: None (outside of maybe an 5-15 Minute single to AoE Job Ability)
    Heals: Mid
    HP: Low-Mid
    MP: High (Not being able to regenerate MP without resting, I feel high MP pool is justified)
    Armor: Mid-High
    Base Weapon Damage: PLD level
    Main Type: Piercing
    Accuracy: Mid-High
    Magic Accuracy: Mid-High
    Bonus Stats: INT-MND

    I think that's a rather fair way of designing RDM.

    Quote Originally Posted by Jennestia View Post
    It's because most people either:

    1. Never played FFXI and will hate on, which is a common trend on these forums.
    2. Played FFXI and want XIV to be a unique snowflake compared to it's predecessor even though the game was beyond successful so it had to do something right.
    3. Want XIV to resemble XI in no way -- I read in a topic people want "Store TP" and "Rolanberry items" to go away because it was used in FFXI, that's how far the ignorance goes.

    RDM was the most powerful job in FFXI next to Blue Mage. I would say Samurai but that job was SE's favorite so it's not counted.
    Most people who actually thought RDM was overpowered including SE, tend to generalize RDM's as overpowered due to the exploits of a very few, very talented, extremely well geared RDM's like Avesta, despite the fact many other jobs have proven to trump RDM in the aspect of soloability. Unfortunately people's exploits like Avesta was used as a constant excuse by players who never even touched RDM and SE in general to actually see the plethora of underlying issues with RDM to prevent actually giving it any significant upgrades or anything unique to the job even to this day. Since the level cap rose past 75, many of those issues have come to light by even the general community, however SE has done little to RDM still outside of a few very lackluster spells.

    The other half of RDM's popularity was due to lack of content that required anything beyond RDM's level of healing/refresh/haste botting. Which actually falls on SE for not creating unique or decent combat scenarios that require the talents of jobs like WHM, PUP, or SCH.
    (2)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  9. #9
    Player
    strallaalaa's Avatar
    Join Date
    Sep 2012
    Posts
    478
    Character
    Fragile Stampede
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    can have the nukes as well no? if they set it up like whm nukes, they have the aoe nuke that only is aoe if you do it first and not in a combo or it will become stronger but none aoe. can chose between range (nukes) or mele moves. both triggering a cooldown or something of the sort. i see lot of possibilities who knows really what they go with but i can still see a very rdm'ish style working fine.
    (0)

  10. 10-14-2012 05:54 PM

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