Red Mage can have stoneskin. FFXI Red Mage could also use bow. Not saying this game needs that but the idea of a good at everything best at nothing is kind of reminiscent of Red Mage.

Red Mage can have stoneskin. FFXI Red Mage could also use bow. Not saying this game needs that but the idea of a good at everything best at nothing is kind of reminiscent of Red Mage.
On the idea of RDM using a Bow as main. BRD would already be our RDM: ARC main CNJ and THM subs.

Is Sorcerer the Swordmage that I'm thinking of? With the cool turban and cape and with the ability to cast Bio and such on the swords? I've been crying for that class since I first played XI, that looked really cool and I would play the hell out of it.
As a MNK player though I would really like to see the stance system make a comeback when they had it in beta: more evasion/accuracy vs more dmg/lower accuracy. Well, something like it, maybe doing stuff like Fists of Wind in reducing cooldown, or ones that improve TP Gain...stuff like that would be great.
I believe your thinking of Mystic(Runic) Knight from FF5, although FF11 and FF Tactics Blue Mages do don turbans. I wouldn't completely rely on lore from previous games however, often the roles of jobs become disassociated and varied compared to different titles with only a handful of aspects carried over like RDM being able to melee and cast white and black magic, PLD being a tank or DD with healing abilities, DRK having sacrificing abilities to increase damage, etc the role of a job itself may change.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]



The original translation for Mystic Knight was Sorcerer on the PS1 version, hence why many people know it by that name even though Sorcerer doesn't really describe the job very well.I believe your thinking of Mystic(Runic) Knight from FF5, although FF11 and FF Tactics Blue Mages do don turbans. I wouldn't completely rely on lore from previous games however, often the roles of jobs become disassociated and varied compared to different titles with only a handful of aspects carried over like RDM being able to melee and cast white and black magic, PLD being a tank or DD with healing abilities, DRK having sacrificing abilities to increase damage, etc the role of a job itself may change.


A musketeer (French: mousquetaire) was an early modern type of infantry soldier equipped with a musket. Musketeers were an important part of early modern armies, particularly in Europe. They sometimes could fight on horseback, like a dragoon or a cavalryman. The musketeer was a precursor to the rifleman.
Musketeers fought in battle both on foot (infantry) and on horseback (dragoons).
The Three Musketeers, in the magazine Le Siècle between March and July 1844. The author, Alexandre Dumas, père, based his work on the book Mémoires de Monsieur d'Artagnan, capitaine lieutenant de la première compagnie des Mousquetaires du Roi (Memoirs of Mister d'Artagnan, Lieutenant Captain of the first company of the King's Musketeers) by Gatien de Courtilz de Sandras (Cologne, 1700).
"The Three Musketeers" is what made fencing Musketeers a popular notion when they actually used muskets as their main arm.
Source; http://en.wikipedia.org/wiki/Musketeer


iirc Sorcerer was what Mystic Knight was known as in Japan.
And I'd love a turban wielding spell sword.
Well I think they said the PUG/MNK would take more of a combo heavy setup, so they may have moves with multiple combo potential whereallthere abilities have multiple types of "combos" that intiate different effects when used.
Like a Dragon Kick could have 3 combo types:
Jab-Backhand= Decrease recast of DK
Backhand-Hook= Increase dmg of combos for next 30 seconds
Jab-Hook-Backhand= increase dmg and chance of crit, if crit does more dmg then regular crit
Something to that extent is where I see they may take PUG/MNK in terms of comboing and it would be neat to see if that's the case, where they can gain different effect based on how they combo their attacks up to the final part of said combo. Of course the trick with them then is to watch their TP as they perform combos and make sure they don't run out, since I think they did add that with the change in TP and the way combos work, we will no longer get the "bonus" in 1.0 where no tp was used during combos, so instead of 500-free-free it'll be 500-500-500-500 to use the combo since they are doing away with the positioning aspect I believe.
Of course all that info is subject to change they may work it out differently though it is hard to say til one can actually get a hands on feel of it. Even then it's not like anyone would be able to talk about it. It would be nice if we did get some news on how the ability system will change come 2.0 since it did sound like they wanted to give the classes more abilities to use.
I personally welcome a bit of a change to the job as at the moment it feels like DRG and MNK share too many similarities (regarding play style). The way I understood the combo system for MNK was more of a chain system though.. Where you could do (as an example) a full HF combo > full thrash combo > full DK combo, and chaining those combo's gave you increased dmg for each set of combo's performed (like hmm Skillchains in XI).
I do like the idea of MNK being more of a "martial artist" by giving it defensive / counter / guard abilities and such as well and making it a possible evasion style tank (moreso then it is at least) however I guess all of this is just speculation.

BRD has the feather in the hat.
So hopefully they go with a different art style with a new RDM.
In FFXI, Blue Mage dressed like a FFV Sorcerer. That means the FFV BLU style is still up for grabs!
So RDM should dress like this:
That's all I want to contribute.
I hope MNK keeps stances and MP reliance.
Last edited by A_Hortensia; 11-18-2012 at 12:24 AM.
'04 FFXI: Shield Kites - Paladin - Mithra - Windurst - Diabolos
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