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  1. #31
    Player
    Yrusama's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    1,235
    Character
    Y'ruh Tia
    World
    Sargatanas
    Main Class
    Botanist Lv 99
    Wow, a self-necrobump "because it deserves it." o.o

    Actually I really hope Red Mage makes it into the game soon. It seems silly that one of the starting jobs in almost all of the FF games with a job system hasn't seen any attention. Obviously I see more requests for NIN and SAM than anything, but I hope they do Red Mage soon so they can work out the kinks ASAP.
    (1)
    Quote Originally Posted by Rukkirii View Post
    I'll save you Yoshida!

    /casts Raise

  2. #32
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Seems we will probably see RedMage when Ishgards' gates open up to us.

    http://www.yare-yare.com/rdm.jpg
    (2)
    "You cannot simultaneously prevent and prepare for war."

  3. #33
    Player
    Pwnagraphic's Avatar
    Join Date
    May 2011
    Location
    Ul'Dah
    Posts
    669
    Character
    Pwna Graphic
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Momita View Post
    That is a TL;DR? OMG O_O

    btw i really hope in new awesome classes like RDM DNC or THF )
    Yeah I got down about 1/16 of the way and was like "when does this end?" I stopped reading because it was too long lmao. Nice post, though.
    (0)

  4. #34
    Player
    JDR388's Avatar
    Join Date
    Apr 2011
    Posts
    117
    Character
    Sestina Aster
    World
    Excalibur
    Main Class
    Archer Lv 60
    Quote Originally Posted by Rustyhagun View Post
    Seems we will probably see RedMage when Ishgards' gates open up to us.

    http://www.yare-yare.com/rdm.jpg
    I think that was made be a player around the same time that Summoner/Arcanist leaked out.


    Quote Originally Posted by Pwnagraphic View Post
    Yeah I got down about 1/16 of the way and was like "when does this end?" I stopped reading because it was too long lmao. Nice post, though.
    Thats a shame. Many hours of work were put into this. Essentially I wanted to design a class that needs to micromanage moving between casting and melee to perform effectively. I am a sucker for details which is why it is so long. Please try to enjoy it when you have some time.

    Quote Originally Posted by Yrusama View Post
    Wow, a self-necrobump "because it deserves it." o.o
    I have always been a bit bummed that I chose to first post this during the last day the 1.0 servers were up. I had hoped that people would look at it as they were waiting for things to happen but really it only got buried by 1001 posts about the servers crashing. Please excuse my insolence as I try to resurrect it now.
    (0)
    Last edited by JDR388; 06-19-2013 at 03:40 AM.


    "A way of seeing is also a way of not seeing."
    Kazem Chaharbaghi - The Problematic of Strategy

  5. #35
    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 Rustyhagun View Post
    Seems we will probably see RedMage when Ishgards' gates open up to us.

    http://www.yare-yare.com/rdm.jpg
    As much as I wish it were so, I was the one who made that back when SMN and ARN were "leaked" (made one for Fencer to go along with it, too). Which in itself was made as a response to a crappy 'shop of that page involving Musketeer. At least it looks real enough to tickle the imagination. XD

    And now, an incomplete suggestion for RDM:

    Class

    Fencer: Considered outliers among their peers in the art of the sword, fencers utilize a fighting style developed around fluid movement and quick attacks. Where gladiators and marauders bring pure strength to the fray, these shifty combatants prefer to wear their targets down and win battles by attrition, waiting for the opportune time to close in for the coup de grace.

    Originally a recreational combat style of the Ishgardian nobility, the fencing repertoire has expanded as more individuals took up the rapier, foil and epee. Crippling techniques and blade enchantments eventually became common among practitioners, allowing the fencer to close the gap with their brute force-focused counterparts that finesse alone cannot fill.

    Concept: Front row fighter that can cripple opponents with sword techniques. They are also adept at bypassing their enemies' defenses by utilizing brands; sword enchantments that deal magical damage in addition to the blade's own damage.

    Mechanics: Fencer can only keep one brand active, and is limited to two elements (Thunder, Earth). The activated brand reduces the Fencer's max MP by 15% until cancelled.

    Sample Abilities
    Earth Brand: Toggle effect. Your auto-attacks deal additional earth damage. Increases your damage resistance by 2% and your chance to parry an attack by 5%.
    Thunder Brand: Toggle effect. Your auto-attacks deal additional lightning damage and ignore up to 10% of your target's armor.
    Lunge: Delivers a melee attack.
    Reprise: Delivers a melee attack. Can only be used if an attack misses.
    Flick: Delivers a melee attack. Combo => Lunge: Slows target enemy's movement by 50% for 15 seconds
    Sting: Delivers a melee attack with a poisoned blade. Poisons target enemy.
    Reveal: Delivers a physical attack that reduces target enemy's defense by 4%.

    Notes:
    - The point of brands is to create a reasonable price to pay for the extra damage. Not quite sure how brand damage should scale.
    - The enfeebling attacks like the snare from combo Flick, Sting and Reveal are merely samples and not all the job should get.
    - As far as why I limited the class to two elements...well, you'll see in a bit.

    -----------------------------------------------------

    Job

    Red Mage: Armed with enchanted rapiers and combat-caster instincts, the members of Ishgard's Order of the Crimson Blade are as recognized within the city walls as the dragoons are recognized outside its borders. Employing refined fencing skills and a slew of combat spells, these garish "magic fencers" have taken their chosen art to new levels, proudly serving as capable front line combatants with more than just a few tricks up their sleeves.

    Where a traditional mage would prefer the safety of range, the red mage's talents shine in the thick of battle, swiftly crippling enemies with their blade before taking them out of the fight with a burst of magic or heal wounded allies. It is this versatility that has made them known not only for their ability to handle any situation, but to also bring things to a resolution.

    Concept: Front row fighter-mage with some extra tricks and toys to bring into battle. While dealing less damage than a fencer, the Red Mage has other ways to make up for the lack of physical damage through being able to activate an additional brand along with abilities like Magic Sword and their spells.

    Mechanics: Equipping the RDM crystal reduces the MP reduction from brands by 5%, and allows you to activate a second brand. Brand effects enhance weapon skills as well as auto attacks.

    Sample Abilities
    Fire Brand: Toggle effect. Your attacks deal additional fire damage and place the debuff "Burn" on your enemy.
    _Burn: Deals X% of weapon damage on target enemy over 15 seconds. Can stack to 3 stacks and is refreshed by all attacks while Fire Brand is active. Increases damage taken by enemy from your attacks by 5% per stack.
    Double: Quickly use the same weaponskill or spell twice in a row, invoking a doubled cooldown on that weaponskill or spell.
    Stun: Incapacitate target enemy for up to 4 seconds.
    Chant: 4 second cast time. Sacrifice HP to restore twice the amount sacrificed to an ally.
    *Magic Sword: 4 second cast time. Casts an elemental spell on target enemy based on the most recent brand activated.
    -OR-
    *Magic Sword: Instantly casts an elemental spell on target enemy based on the most recent brand activated. Combo => Reveal: Increased damage.
    Combat Casting: Passive proc. Your auto-attacks have a 25% chance to grant you Combat Casting, allowing your next Chant or Magic Sword/spell to be instant cast.
    Unfair Advantage: Passive trait. Increases the effect and duration of Sting's poison debuff. While the poison is active, target enemy takes more damage from magic.

    Notes:
    - With the current GCD, Double would make you wait 6 seconds instead of 3 to reuse the WS or spell in question. Unsure on how to go about it.
    - Part of why RDM is only getting Fire Brand is because I don't want to give room for "brand-twisting". As in "Start in Fire Brand, do WS then cancel Fire Brand and activate Lightning Brand then do two WS then Switch back to Fire Brand" etc.
    - Magic Sword and Combat Casting are not finalized. Depending on whether RDM were to get access to spells from THM or CNJ (primarily the elemental spells), Combat Casting could instead affect these elemental spells, allowing Magic Sword to instead be an instant-use ability.
    - I'm not too sure on the "allowing RDM to activate two brands" thing, either. I was originally thinking of having RDM get to use rapier and main gauche, thus justifying the job being able to use two brands at once.
    - There were other things I wanted to give the job, including having Magic Sword give the group a buff called Resonance when used that increases MP recovered over time for 10 seconds, and giving Lunge a debuff based on the brand active. Not too sure on any of those, though. Even less so now that I've heard jobs still give you 5 abilities to use.

    -----------------------------------------------------

    Job

    Mystic Knight: Though Red Mages embody the ultimate marriage between martial prowess and magic, there are others who bend the concepts behind magical combat to different ends. In the case of the mystic knights, the end is protection of their allies and surviving the onslaught of their enemies.

    Forsaking the lighter side of fencing, these individuals instead ensorcel their blades and now-famous "gants", allowing them to use a very basic, yet effective, level of magic to the benefit of those around them. Though basic, the magic used on the mystic knight's armaments are more than up to the task of protecting their allies and ensuring the enemy does not stray from them.

    Concept: Tank that uses brands and gant enchantments to shield themselves as they keep the attention of their enemies.

    Mechanics: Equipping the MKT crystal allows the player to have a second enchant called a "gant" (glove). While brands still reduce your max MP by 15%, gant enchants reduce your max MP by 5%. Assuming no buffs, your second activated brand will become your gant enchant. You cannot have a brand and gant of the same element.

    Sample Abilities
    Ice Brand: Your auto-attacks deal additional ice damage and increases enmity generated by all actions by 35%.
    Riposte: Delivers a melee attack that generates additional enmity. Can only be used after you parry an attack.
    *Gant-Lightning: Increases your parry rate by X%
    *Gant-Earth: Increases defense by X%.
    *Gant-Ice: increases resistance to status effects by X%
    Backhand: Delivers a melee attack with your offhand that generates high enmity but low damage. Grants an additional effect that depends on the gant enchant you have active.
    Arcane Shield: Spend your gant enchant to reduce all damage taken by 50%.
    Improved Reveal: The defense debuff from Reveal can now stack up to three times. Increases enmity generated by your attacks by 33.33% per stack.

    Notes:
    -I originally wanted Gants to be a separate piece of equipment, but I know the devs have a rule against special equipment that is completely different from what the classes can equip. To illustrate the point with Gants, I would design the MKT AF gloves to reflect this by having the off/left hand be covered by a bulky gauntlet while the main/right hand is wearing a thinner glove to facilitate movement.
    - The way activating brands works with MKT is that the first brand will affect your weapon like normal. The second and all following brands will affect your Gant.
    - In the event GLA is one of MKT's support classes, I would think shield abilities from GLA can be used while a Gant enchant is active.
    - Gant enchant effects (marked with *) are not final, as I'm not sure how to go about it.
    - MKT gameplay should ideally involve blending Gant abilities with sword WS.
    (2)
    Last edited by Duelle; 06-19-2013 at 02:59 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)

  6. #36
    Player SkyeWindbinder's Avatar
    Join Date
    Aug 2012
    Posts
    1,256
    Character
    Skye Windbinder
    World
    Masamune
    Main Class
    Conjurer Lv 67
    Nice to see so much passion about a single class. I'm sure they will incorporate red mage into the game soon enough. And when they do, I hope the OP is around to give pointers on how to play the character.
    (0)

  7. #37
    Player
    JDR388's Avatar
    Join Date
    Apr 2011
    Posts
    117
    Character
    Sestina Aster
    World
    Excalibur
    Main Class
    Archer Lv 60
    Quote Originally Posted by Duelle View Post

    And now, an incomplete suggestion for RDM:
    I actually really like this suggestion, especially the fact that it adds a second job for the fencer class. The upsides/downsides of using the brands are interesting and I like that the particular elements don't just turn your damage into a new color but also add a unique mechanic to go along with them.

    Also it is far more concise than my monster.
    (0)
    Last edited by JDR388; 06-19-2013 at 03:34 AM.


    "A way of seeing is also a way of not seeing."
    Kazem Chaharbaghi - The Problematic of Strategy

  8. #38
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    YES! All I can say is Yes! Between JDR388 and Duelle I think the two of you have come up with some amazing ideas that would make rdm not only interesting to play, but very accessible for FFXIV:ARR. I LOVE the whole "lore" behind the fencer/red mage/mystic knight. I LOVE LOVE LOVE Redmage and this seriously just made my day! thank you so much for this. read the WHOLE thing... people need to stop bitching about it being to long... there is a disclaimer in the beginning if you can't read a few paragraphs you'r in the wrong forum xD
    (0)

  9. #39
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Well, I just hope someone on the dev team has taken note of this and the other two threads that have talked about RDM.
    (0)
    * 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)

  10. #40
    Player
    ZakarnRosewood's Avatar
    Join Date
    Aug 2011
    Posts
    1,021
    Character
    Za'karn Riskbreaker
    World
    Zalera
    Main Class
    Marauder Lv 90
    That sounds really nice and all but it would mean a lot of work to add it in and would most likely end up waiting for the first payed expansion. A simpler way to do it, now that we know there will be more than one Job per Class, would be to have the following GLA30 + CON15 + THM15 = Red Mage then just have your EN-spells and Haste stuff as Job abilities.

    I really like your in depth idea but I just wanted to throw that out there. I worry about people who put this much intense thought into something, inevitably they will be disappointed to a degree when the real thing comes out.
    (0)

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