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  1. #21
    Player
    Sebastien's Avatar
    Join Date
    Aug 2013
    Posts
    64
    Character
    Sebastien Chance
    World
    Leviathan
    Main Class
    Gladiator Lv 35
    It isn't a matter of IF there will be a Red Mage in FF14. It's just a matter of WHEN.

    SqEnx has a great library of icon jobs to draw from. They know fan favorites like Red Mage and Musketeer are highly anticipated. We'll see them in the game eventually (and the job system will make a lot more sense, at that point, when most classes have multiple jobs to branch into).
    (1)

  2. #22
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    You forgot the other spells removed from THM, we had those really awesome absorb spells. It was like absord-str dex int mnd etc. All were DRK skills in FFXI, but in 1.0 they were really awesome for cross class use. You could be a tank (before jobs existed) you could absorb all of these useful skills, then you could transfer them to another player in your group. That was really a fun aspect of those skills. idk why but it was fun. I wish they could of expanded a little bit on those types of unique cross class inventive skills. Idk if those spells will make it back into the game, if they do it will likely go to DRK if that job ever comes. It's not something I'm particularly looking forward to. I'd love to do RDM again, but if they do bring it, I want it to be more unique in XIV, i don't want it to be a clone from XI.(I'll admit I was one of those RDM addicts, that loved Duel-wielding and running around /nin kicking everythings arse)
    (2)

  3. #23
    Player
    Kasumuni's Avatar
    Join Date
    Mar 2011
    Posts
    204
    Character
    Kasu Muni
    World
    Ragnarok
    Main Class
    Archer Lv 50
    all the hints iv been getting are Bacon Mage......culinary guild wont shut up about it...
    (6)

  4. #24
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by rtpsoulx View Post
    if they added RDM, they couldnt give them enareo en blizzard enfire ect.. it would be useless... theres no elemental weaknesses. Your just going to enfire your weapon for show? a little bit extra dmg when swinging? it would be useless the way ARR is setup.
    It would have an effect in PvP. MNK can change their physical attacks to earth/wind/fire element so your argument is already flawed.

    Edit for 1k chrs:
    From reading OP it looks like OP is pointing this RDM to be a debuffer role with paralyze/blind/bind etc. I really don't want to see that for RDM this time. It should be able to be a melee mage again.

    If it's going to have debuffs they should come from weaponskills similar to the Spellblade class in FFTA/2.

    With those attacks to add debuffs stemming from maybe a Fencer class we could then get RDM using THM/CNJ abilities for cross classables. The 5 job specific abilities for RDM could be something like:

    1. Ability to make the next casted spell cast twice.
    2. Ability to make the next casted spell change your physical attacks element for a time.
    3. Spell to reduce monster magic resistance.
    4. Attack to inflict a decent DoT.
    5. Ability to swap STR/DEX values for INT/MND values.
    (1)
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  5. #25
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Jobs are 5 skills, and you need a base class from them. There are only 4 classes at this time which could become a Red Mage at all due to the need for competent melee: PGL, LNC, MRD, GLA. Of them, only GLA has a traditional Red Mage weapon, and it's the tankiest of the tanks.

    -PGL, extending into MNK, already has effective -en self-buffs, which kinda works if you include that one-off role from FF11.. This would be some kind of toe-stepping if you tried to extend that. Not to mention breaking Greased Lightning and ruining DPS.
    -LNC... well, why bother? It's a no-downtime DPS. The need to maintain positional abilities for keeping DPS up would result in immense frustration, unlike BRD's any-place-any-time approach.
    -MRD is amusingly the most feasible of Red Mages, simply because you can use the off-berserk time for spells. As Maim is not position-specific, you can afford to keep it up, unlike Heavy Thrust. The biggest obstacles here are the horrible lack of PIE and the lack of skill slots inherent in jobs.
    -GLA, the consummate tank, has pretty much no synergy with a Red Mage skillset. It actively has 8 tank-specific skills: Rampart, Flash, Convalesce, Provoke, Shield Swipe, Awareness, Sentinel, and Bulwark. 8/17 skills are pretty much totally useless to a Red Mage, and many others are likely to be dubious as well (Shield Lob unless you offer no attack spells, Shield Bash, Tempered Will). You're left with just barebones utility: 4 direct attack skills, 1 AoE attack skill, one damage buff. Not a pretty picture.

    Finally, you have 5 abilities. Choosing any of these will not avoid this problem. If you want a role as diverse as a Red Mage, you have to reflect that in 5 skills. Red Mage is a jack of all trades -- and fitting "all trades" in 5 skills isn't pretty. You have to completely club a Red Mage's skill set, making it little more than a Red Mage in name only.

    Quote Originally Posted by IMStarbuck View Post
    What? More competition for debuff slot?!
    Now let's be clear about debuffers. You have two options: class and job. There will be no debuffer class unless that class can offload its DPS onto a pet. This is because a debuffer class would be overpowered in a party or gimped solo, and that defeats the purpose of classes. Debuffing has to be a job, and for the reasons previously described, I find it intensely unlikely that a Red Mage will show up with current classes.

    That said, you're missing the point: FF11 is the only title where Red Mage had that role. Once and only once. Jack-of-all-trades in 1, total crap in 3 but same role as 1, doublecast nuker in 5, greatsword-wielding bearer of the most powerful attack spell in 12i. Given that FF11's RDM was such an abortion to begin with, it's not worth bringing Red Mage to FF14 at all if you're going to turn it into that trash.

    Quote Originally Posted by MartaDemireux View Post
    If it's going to have debuffs they should come from weaponskills similar to the Spellblade class in FFTA/2
    That's a Mystic Knight archetype. They actually have a really cool traditional look as well, and certainly could make an excellent job for a dedicated class (e.g. Fencer -> Mystic Knight & Red Mage).
    (3)

  6. #26
    Player
    TrystWildkey's Avatar
    Join Date
    Oct 2011
    Location
    Till Sea Swallows All! Arrr
    Posts
    759
    Character
    Tryst Wildkey
    World
    Durandal
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Conradus View Post
    But only one ranged physical DPS.
    Musketeer for the win. My optimism and desire to dual wield guns as a tiny Lalafell in a pirate hat tell me that Musketeer will come before anything else.
    (0)
    Everyone thought paid retainers and fantasia would be the end of it.
    You were warned.
    Cash shop in, TrystWildkey out.

  7. #27
    Player
    ForteXX's Avatar
    Join Date
    Aug 2013
    Posts
    792
    Character
    Fhorte Dakwhil
    World
    Cactuar
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Conradus View Post
    Two nuking mages: BLM & SMN
    Two healing mages: WHM & SCH
    Two melee DPS: MNK & DRG
    Two tanks: PLD & WAR
    But only one ranged physical DPS.
    Ya, I was thinking he was saying the jobs, due to how he worded it.
    (0)

  8. #28
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gamemako View Post

    That's a Mystic Knight archetype. They actually have a really cool traditional look as well, and certainly could make an excellent job for a dedicated class (e.g. Fencer -> Mystic Knight & Red Mage).
    I actually had a FNC > MST/RDM idea on my PC. Just posted it here: http://forum.square-enix.com/ffxiv/t...27#post1316727 If you'd like to see it. Funny, great minds thnk alike?
    (0)
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  9. #29
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    FFXI had a Blue mage, right? how did THAT work?
    (0)

  10. #30
    Player
    Alpheus's Avatar
    Join Date
    Aug 2013
    Posts
    335
    Character
    Alphyn Vyrs
    World
    Faerie
    Main Class
    Arcanist Lv 100
    Blue Mage worked by basically being a hybrid Melee and Caster. It learned mob spells at random by farming enemies and when the move was used you basically had to kill it and cross your fingers. Once learned you can then equip the spell for use and you had a limited amount of spell slots and a total amount of spell points and each spell had points attributed to it.

    Blue Mage was the only job not to have any traits learned through level up and instead created traits through different spell combinations equipped so even though a spell may be lack luster at later levels if it contributed towards a trait it was still useful. Blue Mage also had its own versions of spells ranging from heals (both cure bombs and HoT) Nukes of varying elements and buffs like stoneskin haste and blink (a spell mechanic in XI that generated shadows that were consumed upon being hit and therefore allowing it to take the hit rather than you) but it's greatest spells were physical spells which while given MP costs dealt physical damage of various properties (blunt slashing piercing) and had properties like being multi hits or dealing a poison effect or even acting as a AoE cleave attack.

    Late in the game's life they were allowed to learn Notorious Monster moves (boss moves) such as a Behemoth's Thunderbolt which was a wide range AoE thunder nuke with a stun effect or a Vampire's Bloodrake (hard hitting 100% damage dealt absorption). They were also given a merit weaponskill along with the other sword classes that was calculated using physical damage equations but dealt Non Elemental Magic Damage.

    It was one of my favorite classes in that game and while it would be hard pressed to carry over the spell system it used I hope they figure out a way to bring it back in spirit but at the very least I hope they keep the Middle Eastern motif the class had going on. It gave a job that was about mimicking enemy signature moves some identity of its own especially since earlier portrayals ranged from a cape and a domino mask to Quistis from FFVIII and Quina from FFIX.
    (0)
    Last edited by Alpheus; 09-24-2013 at 06:27 AM.

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