• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Final Fantasy XIV |OT| ARR: Alpha Closed. Beta mid-Feb

Status
Not open for further replies.

Ravidrath

Member
I like the floppy Goobbue BRD costume trailing behind him.

This is also makes me sad that Anaconduars would look like shit in this game, just because of the crazy IK it would take to do them correctly on slopes, etc.
 

DrDogg

Member
I don't know if this has been mentioned by the dev team, but according to the road map, we can use our original characters in phase 3 of the beta. But it also says that all phase 3 characters will be deleted when phase 4 begins. Does this mean we won't keep any progress made during phase 3 or is it only referring to new characters created in phase 3?
 
I don't know if this has been mentioned by the dev team, but according to the road map, we can use our original characters in phase 3 of the beta. But it also says that all phase 3 characters will be deleted when phase 4 begins. Does this mean we won't keep any progress made during phase 3 or is it only referring to new characters created in phase 3?

Been thinking about this myself but I assume that your 1.0 character will just go back to what is was before you used it in Phase 3 while the new characters made in Phase 3 will be deleted.
 

suzu

Member

Get'em Yoshi!

2013 is the year of the snake! Awesome drawing. :)
 

Jijidasu

Member
For those that speak Japanese, the cryptic new year's poem in Yoshida's New Year message is contains hints about jobs/new jobs. It's honestly too difficult to discern anything from the text itself but it leaves a lot to imagine.

You can imagine 神 (蛮神 primals) is likened to the SMN network of things, but other word choices and motifs muddle it all up again.

I was going to translate it all but that shit just gets too philosophical for me to care to translate. He'll probably put something in English once the Reps go back to work (tomorrow?)
 

omlet

Member
It such a given esp when you see his avatar. . . Almost disturbing.

Eh? What does Kyubei have to do with XIV?

Or are you saying anyone who joins the LS becomes shackled by the yolk of cosmic slavery and eternal despair because I'm one of the leaders? D:

Or are you saying you wish you were a magical girl, Rain?
 

Ravidrath

Member
Eh? What does Kyubei have to do with XIV?

Or are you saying anyone who joins the LS becomes shackled by the yolk of cosmic slavery and eternal despair because I'm one of the leaders? D:

Or are you saying you wish you were a magical girl, Rain?

Rain definitely wishes he was a magical girl.

I'm pretty sure he's going to get anime role reassignment surgery soon, so he can be a magical girl after years of suffering as a hapless, harem-less nerd.

He's not allowed to spend any money on that until he pays me back for his Mailbreaker, though.
 

ZiZ

Member
the baby Chocobo and baby Bomb return, this time followed by a baby Behemoth?

they are definitely building up to something here.

It's not really the servers themselves that are the problem. It's not a lack of resources on the server side, really, that's the problem. The problem is the design of the game and its netcode. While I don't think they have said specifically that they're reusing the old servers, that doesn't mean they aren't going to--in fact it might make good financial sense for them to reuse them (depending on their specs and age), just reconfigured to run what is supposed to be a much more efficient game/service/network design. If they are reusing them, though, don't expect SE to say so, because it would just cause confusion and mass bitching from people who don't understand that even a server built of supercomputer hardware is only as good as the software running on it.

by servers I meant worlds "saragantas", "lindblum", "moogle"... etc. not the hardware itself.
I don't think they'll be using the same worlds as 1.0

oh, and happy new year to you all.
 

omlet

Member
by servers I meant worlds "saragantas", "lindblum", "moogle"... etc. not the hardware itself.
I don't think they'll be using the same worlds as 1.0
Oh, right on, I misunderstood. Yeah, who knows. I mean, it wouldn't really surprise me either way, I guess? Using the same world names might not be a bad move to help 1.x players feel like they're starting off on familiar footing. It's not like new players would really recognize them as "old names," anyway. Then again, I'm sure there are still plenty of FF-related nouns they could use for ARR worlds.
 

N.A

Banned
Happy new year to all of you eagerly awaiting FINAL FANTASY XIV: A Realm Reborn! Yoshi-P here, writing to wish everyone the best for the coming twelve moons.

The outgoing year saw valiant adventurers gather to bear witness to the end of an era, and the alpha test for A Realm Reborn successfully conducted. Neither of these things would've been possible without your unwavering support, and I feel that now's the perfect time to express our gratitude anew. Thank you!

Two years have come and gone since I first announced our four keywords: fun, live, reboot, and rebuild. With these keywords close to heart, we have gone from milestone to milestone along our journey towards rebirth. That rebirth is now within sight, and this year we will see our goal of relaunch come to fruition.

In order to deliver a new and improved FINAL FANTASY XIV to fans of the game, of the franchise, and of Square Enix alike, we promise to spare no effort as we continue pressing onwards—towards release.

Now then, 2013—the year of rebirth—has arrived. But just when we thought that the cataclysm that ushered in the Seventh Umbral Era is behind us, it would seem a prophetic passage, penned by a man we all know and respect, has been discovered. And the message it bears rings ominously indeed...

8423_0.jpg


To both our Legacy adventurers as well as those eagerly awaiting A Realm Reborn, we hope we can continue relying on your support this new year! (By way of a tip-off, be sure to jot January 7 down on your calendars! :)

FINAL FANTASY XIV: A Realm Reborn Producer/Director
Naoki Yoshida

So... benchmark/new trailer on the 7th? :p
 

Xux

Member
So...

Does that poem refer to new jobs or just to the Eorzean Alliance and Garlean Empire's fight against the Primals? Dark Knight could probably end up being pretty neat in this game as could Ninja. I hope they go with adding more jobs before more classes, though.
 

Jijidasu

Member
So...

Does that poem refer to new jobs or just to the Eorzean Alliance and Garlean Empire's fight against the Primals? Dark Knight could probably end up being pretty neat in this game as could Ninja. I hope they go with adding more jobs before more classes, though.

Yoshida said in recent interviews (I think with watchimpress) that they'll be adding jobs before classes.
 

Xux

Member
Yoshida said in recent interviews (I think with watchimpress) that they'll be adding jobs before classes.
Oh, I know. I'm curious as to whether or not these really are jobs in the poem and how they'd fit onto the current classes. Like Dark Knight could go with Marauder but I dunno what a Ninja would fit with.

Or maybe the poem is just about the plot like I said.
 

Jinko

Member
Wonder if they will add jobs one at a time or if they will wait until they have a second option for every class.

I think above everything GLD needs a DD job.

I think Yoshi was hinting that Ninja would fall to a new class something like a scout or something, I suppose GLD could get Samurai maybe.
 

NinjaJesus

Member
So... benchmark/new trailer on the 7th? :p

That poem means something...

First line = DRK
Second line = SMN
Third line = NIN
Fourth line = SAM
Fifth kine = Musketeer? MSK?

I think I'm reading too much into it. Plus I'm still kind of tipsy...

Wonder if they will add jobs one at a time or if they will wait until they have a second option for every class.

I think above everything GLD needs a DD job.

GLA -> DRK? YES, PLEASE!

I'm really hoping they add BST.
 

Xux

Member
Wonder if they will add jobs one at a time or if they will wait until they have a second option for every class.

I think above everything GLD needs a DD job.

I think Yoshi was hinting that Ninja would fall to a new class something like a scout or something, I suppose GLD could get Samurai maybe.
I think they should get a second best healer going before looking at more DDs but I do think GLD and CNJ would be fine with some DD job.
I wonder if they'll add Red Mage...probably not after how foolishly they handled it in FFXI.
Hopefully they stick to each action being learn-able by one job only and don't make hybrids pieced together from existing stuff like Red Mages from the older games.
That poem means something...

First line = DRK
Second line = SMN
Third line = NIN
Fourth line = SAM
Fifth kine = Musketeer? MSK?

I think I'm reading too much into it. Plus I'm still kind of tipsy...
How'd you get musketeer out of that, lol? Irvine's description of sniping, I guess?
GLA -> DRK? YES, PLEASE!

I'm really hoping they add BST.
I wonder how they'd do BST in this game. The game's well enough designed that you don't need a solo class. What the heck would it do in boss fights? It'd be kind of backwards to fix the arrow mechanic and then turn around and add a class that has to deal with resources.

Though, to be honest, I can't think of anything else to be Arcanist's alternate job; have Carbuncle "possess" monsters to fight for you. Still doesn't really help in Primal fights etc.

And if it's not charm or even pet focused, might as just put in BLU which is a whole other set of issues I can list off.
 

Munba

Member
I think that poem is referred to the story as well. Because if it was referred to new jobs it didn't say to choose one of them.. i think.

Blog update:
http://eu.finalfantasyxiv.com/blog

On behalf of the team, I'd like to wish everyone a happy New Year. May 2013 be filled with many blessings for you and yours!

But...this wouldn't be a proper post without a few in-production pics ninja'd from the dev team by Fernehalwes, so without further ado...

A nasty looking helm perfect for the coming year of the snake:

JP20130101_1.jpg


An adorable (!?) baby behemoth:

JP20130101_2.jpg


Pinurabi & Fernehalwes
 

Jinko

Member
Behemoth is a type of pig ? since when ? (I thought it was more like a cat)

I wonder how they'd do BST in this game. The game's well enough designed that you don't need a solo class. What the heck would it do in boss fights? It'd be kind of backwards to fix the arrow mechanic and then turn around and add a class that has to deal with resources.

Could be a pet class similar to summoner, dont' need consumables, you could have them as skills instead, having a pet stable as part of your home would be cool also.
 

Akuosa

Member
Behemoth is a type of pig ? since when ? (I thought it was more like a cat)
Agree, I mean, this is cute as hell and all that, but behemots have... you know, claws. And a distintive lack of snouts. This sure doesn't look like natural progression to me.
 

suzu

Member
They're more dog-like imo.

But they don't always look like they are even the same species in some of the FF games. haha.

The baby pig behemoth is super cute though. <3
 
I have been a bit out of the loop and with the closed-beta coming up do I need to fill out a register-form again if I was in the Alpha already? I remember reading that the Alpha and Beta use different selection pools.
 

Jinko

Member
I have been a bit out of the loop and with the closed-beta coming up do I need to fill out a register-form again if I was in the Alpha already? I remember reading that the Alpha and Beta use different selection pools.

Not sure yet, should hear news on beta application soon, so keep checking back is my advice.
 

Xux

Member
Could be a pet class similar to summoner, dont' need consumables, you could have them as skills instead, having a pet stable as part of your home would be cool also.
Alright but how would you fit that into fifteen Actions? I'd rather they avoid Actions that summon a random pet, order a pet to do a random ability, or bring up a menu with more options. I'd also hate if the class was worthless without a pet assuming the recast was high.

Also, I was really bored tonight so I came up with a concept for a Red Mage Job, lol:
Red Mage
Class: Gladiator level 30, Arcanist level 15
Trades Vitality for Piety.
Cannot equip heavy armor or use Rampart, Flash, Sentinel, War Drum, or Tempered Will.
Can use ten DoM cross-class actions.

Abilities:
30: Double-Cast. Create a combo from rapidly casting any two spells. Second spell has a reduced MP cost and increased potency.

35: Enchant. Uses an elemental weapon skill with a high potency in place of next elemental spell or a non-elemental weapon skill with a potency based on the targets current negative effects in place of the next enfeebling spell. Incompatible with Double-Cast.

40: Runic Veil. Grants an enhancement to party members that allows their next action against the enemy to regenerate a portion of their MP.

45: Prism Blade. Delivers a six-fold attack with each attack dealing unabsorbable elemental damage from one of each of the six elements. Combo: Second Double-Cast spell. Combo Effect: Reduces target's magical evasion.

50: Chain-Spell. Reduces cast and recast time for a certain duration. Casting the same spell twice while Chain-Spell is active dispels the effect.
I'd like the alternate jobs to fill different roles than the original set of jobs so I figured GLD'd be good with some ranged/magic DD in exchange for it's enmity generating abilities while still keeping it meleeing with some sword stuff. Just having five spells to use with the RDM seemed like too little and I wanted it to use THM and ACN spells but also wanted access to the other elements and it being able to Cure from CNJ.
 

Jijidasu

Member
I've seen plenty of concepts for RDM by players on the OF and didn't agree with many of them, but I like yours.

My interpretation of what a Red Mage should be is probably a bit bizarre though given my first look at what the job implies came in FFXI, which apparently wasn't the best representation of the job.

I think the en-fire, en-blizzard etc spells were an interesting concept in FFXI and if given the right attention could be a good addition to FFXIV. Perhaps even giving the benefits to party members a la. the original opening movie.
 

Xux

Member
Switch to GLD.

Set Fire, Thunder, Aero, Cure, Stoneskin, and Protect.

Guys, I'm a red mage! :3
Yeah, pretty much. Kinda weird trying to shoehorn in a job based solely on being a weaker version of multiple other jobs crammed together...especially when the game systems let you do that in the first place.
 

Ravidrath

Member
If RDM comes back, I'd like it to be a debuff/enhancing class again, with melee stuff.

I'd imagine this being something like Fencer / Temporalist or something. :p
 

Xux

Member
If RDM comes back, I'd like it to be a debuff/enhancing class again, with melee stuff.

I'd imagine this being something like Fencer / Temporalist or something. :p
Debuff/buff onry is Green Mage, tho. And if they do go that route they might as well just do Blue Mage so it's not completely boring like Green Mage.
 

Jinko

Member
Alright but how would you fit that into fifteen Actions? I'd rather they avoid Actions that summon a random pet, order a pet to do a random ability, or bring up a menu with more options. I'd also hate if the class was worthless without a pet assuming the recast was high.

You play WoW ? you could go to your stable and pick the pet you want to use and then either summon it or unsummon it, the rest of the abilities would be for you, I assume we are getting a pet bar or gambits for chocobo's so they could use the same system.

I would want RDM to be a buff specialist, casting enspells on the party, decent melee (fencer sounds good to me), could make primal fights interesting.
 

Xux

Member
You play WoW ? you could go to your stable and pick the pet you want to use and then either summon it or unsummon it, the rest of the abilities would be for you, I assume we are getting a pet bar or gambits for chocobo's so they could use the same system.
Not anymore than the trial. That could definitely work here; I guess I was just avoiding the one pet per outing option. I totally forgot about Gambits, too, lol. Huh, that'd be an interesting twist.
I would want RDM to be a buff specialist, casting enspells on the party, decent melee (fencer sounds good to me), could make primal fights interesting.
That's not RDM, tho. Just 'cause one game crammed other crap onto the series' staple mediocre job doesn't mean every game has to. C'mon now gaiz. go back 2 FFXI, this game =/= FFXI-2.
 

Jinko

Member
Not anymore than the trial. That could definitely work here; I guess I was just avoiding the one pet per outing option. I totally forgot about Gambits, too, lol. Huh, that'd be an interesting twist.
That's not RDM, tho. Just 'cause one game crammed other crap onto the series' staple mediocre job doesn't mean every game has to. C'mon now gaiz. go back 2 FFXI, this game =/= FFXI-2.

I hated RDM in 11 though, I'm not asking for a refresh whore or debuffer, but something that can imbue elements to melee, FF11 had enspells but they were pretty underwhelming and not AoE buffs.

Adding enthunder to increase paralysis and thunder damage to the whole party would be definitely worth a spot in a party, definitely don't want a gimped mage with a sword.
 

Xux

Member
I hated RDM in 11 though, I'm not asking for a refresh whore or debuffer, but something that can imbue elements to melee, FF11 had enspells but they were pretty underwhelming and not AoE buffs.

Adding enthunder to increase paralysis and thunder damage to the whole party would be definitely worth a spot in a party, definitely don't want a gimped mage with a sword.
Oh, well okay. Guess I'll drop the whole semantics thing. I'd want this to be a full buff-focused class instead of a job, though, like, what if they replaced the standard elemental ninjutsu with these buffs? Or something. I dunno.
 

omlet

Member
FF11 had enspells but they were [...] not AoE buffs.
You can with SCH JA, right? <_<

Adding enthunder to increase paralysis and thunder damage to the whole party would be definitely worth a spot in a party, definitely don't want a gimped mage with a sword.

Yeah, I'm not sure I'm too keen on a "let's just give in and make BLM stacking the official FFXIV boss strat" move like that. The challenge with RDM is that I think a lot of FF fans think back to a game like FFV (or XI, but let's take V as an example as XI's predecessor) when they think of RDM. There, the job's main attractive strength is its versatility--something that is naturally undermined by the XIV armory system (though less so now than a year or more ago in 1.x). Because of the offline nature of the game, there is less pressure to only play optimal builds.

My interpretation of what a Red Mage should be is probably a bit bizarre though given my first look at what the job implies came in FFXI, which apparently wasn't the best representation of the job.
Buffs and debuffs were generally binary, or close enough that they might as well have been--as in, you either had protect or you didn't. The enemy was either paralyzed or it wasn't. Because of this, RDM, with its lower attack magic potency and healing magic potency, fit right in to the buff/debuff role. For what it's worth, in that sense, XI's RDM actually seems to be a great representation of the job, and the most obvious way to implement the job as of when that game was developed.

The challenge with a job like RDM in XIV is that they can't give it OP standard-issue abilities that work like they do in offline FFs. If you could doublecast anything as RDM, then why take a BLM or WHM to content? If doublecast is limited to a smaller selection of spells, how do you justify adding RDM to the game, when the player reaction would be to call it gimp and not use it? Actually, funnily enough, this same concept was why RDM was so popular and powerful in XI, because until SCH came along, it was one of the best low-man content healing jobs because of refresh and convert.

Another thing is melee DD in XIV was increasingly going in the "high risk, high damage" direction. You do high damage, but to balance that out mobs will move around or do melee-range attacks that force you to lose DPS while you reposition, and you're fairly fragile and not able to do much damage while tanking. In order to justify its spot in the melee, a job needs to be able to tank or it needs to be able to do high enough damage to offset its negatives in the fight (loss of DPS while repositioning, sucking up healer MP from unavoidable melee AoEs, etc.)----or do both, hi2u tanking chariots as MNK/NIN. :D

So how do you balance something like that? Even from a PvE-only perspective that's tricky. If you give RDM high enough melee damage to justify making it a melee class, then you have to nerf it as a mage or it'll be too OP.

XIV is also increasingly going in a role-based job direction, with most of its debuffs being secondary effects to other types of skills and spells. Heck, BRD is a DPS job. Even what we know about ARR indicates this is still the direction they're going in, meaning that a pure buff/debuff role is something we are unlikely to see in XIV. If XIV is eschewing the non-healer support role and retaining faithfulness to the Holy Trinity of tank/damage dealer/healer, then where does RDM fit in, and what would have to be changed in other jobs to make room for RDM? We already have two tank jobs, two melee DD jobs, two ranged DD jobs, and a healer. The danger with introducing a buff and/or debuff job/role (well, really, any role, actually) to your game is that then you have to balance content around that, and suddenly that job just became a requirement for everything.

I think there is really a lot to consider for a job like RDM that doesn't immediately and obviously fit into a familiar role (like, say, samurai or chemist would).

The TL;DR of all this is that I feel like the fanbase's idea (read: XI players) of what RDM should be in XIV is completely and totally 100% absolutely redundant in this game. Don't get me wrong, RDM was my first main in XI; I like RDM and I would love to have a pimphat in XIV, too, but I just don't think it ("it" being, again, RDM as seen in something like V/T/XI) has a place in XIV's armory/job system. The job would probably need to be implemented so differently from what people are used to (again, XI players mainly) in order to fit into this game (don't forget, this is being designed from the ground up with PvP in mind, another major difference from XI) that there would be even more endless bitching than there already is.

Lastly, I guess if we did get RDM, I would prefer to see it implemented balance-wise similar to how it is in XI insofar as it largely plays as a mage job in parties and "real" content, but is a competent solo-play job (easy to do given XIV's overall balance) that can also pull out the sword and have a go at stuff in more relaxed or small-group content (in the same way that a CON/WHM in XIV will probably be doing a lot of DDing in the same kind of situation). However, I'd like to see its mage side serve as more of a black magic/white magic mix that could make it unique without making it (or other mage jobs) redundant; for example, RDM's spell combos could have alternating magic schools or something (just making this up off the top of my head :D), like their Aero combos to Cure which combos to Thunder, or something like that maybe. If XIV implements RDM as a class actually honestly intended for melee combat in Content That Matters (TM), I'd be okay with that, too, provided it was balanced properly by having sufficient melee damage output at the cost of its casting abilities.
 

Jinko

Member
Thats the thing RDM is about versatility but that never plays well in MMO's, you have to make RDM useful or not bother IMO, otherwise you are going to end up with a jack of all trades that nobody wants to take to a dungeon.

I guess you could make RDM a PVP class but then I'm guessing many people would be annoyed with that also.

[ If you give RDM high enough melee damage to justify making it a melee class, then you have to nerf it as a mage or it'll be too OP.

Not sure I agree with that, you can't cast and melee at the same time in ARR anyway, and could add stances to counter that, think something like elemental/enhancement shamans in WoW. (I guess this would be the best way to do a RDM)

That being said WHM is more of a RDM than a WHM anyway.
 

omlet

Member
Not sure I agree with that, you can't cast and melee at the same time in ARR anyway, and could add stances to counter that, think something like elemental/enhancement shamans in WoW. (I guess this would be the best way to do a RDM)

That is effectively nerfing their casting ability, so I think you actually do basically agree with me.

Regarding shamans, shamans in WoW provide useful buffs and DPS in either spec. Can XIV do that with a shaman-esque implementation of RDM? Considering there are hardly any party-wide buffs besides protect and bard songs, I have my doubts.
 
I've been looking into this and I think this is gonna be my more traditional MMO with Guild Wars 2 as my more non-traditional. Really excited at the stuff I'm seeing. The art style really feels like old school (I-VI) Final Fantasy modernized to 3D and HD. I'm assuming that's what they are going for?

Is there/will there be a GAF Guild for Realm Reborn?
 

omlet

Member
I've been looking into this and I think this is gonna be my more traditional MMO with Guild Wars 2 as my more non-traditional. Really excited at the stuff I'm seeing. The art style really feels like old school (I-VI) Final Fantasy modernized to 3D and HD. I'm assuming that's what they are going for?

Is there/will there be a GAF Guild for Realm Reborn?

The short answer is that we'll probably going to do what was done in 1.x, which was have a general purpose GAF linkshell (works like guild chat from other games) on the server we decide on. Free companies, which will be structured more like player "guilds" in the traditional MMO sense, will be a new feature in ARR, and we're not sure how we (meaning the Red Dot members/leaders who were recently active in 1.x) are going to handle that yet.

Of course, not everyone who is XIVGAF was on the same server (though most were), so there may be multiple GAF groups for ARR. Especially with EU servers; we may see a split there with EU folks sticking to servers closer to home for latency and community playtime reasons.

Edit: See my post on previous page.
 
RDMs in general... I agree with the breakdown that their inherent draw in other games is dampened by the existence of the Armory system here, but I don't know if Armory totally supplants it. Decent itemization(admittedly hard to nail for hybrids) and access to mid-high-tier spells that are normally main class only, as well as their own JA routes could leave you with a class that could 'cast from the frontline while hitting things'. If they get rapiers, maybe rapier WSes have strong caster stat mods, and perhaps they can compensate for otherwise poor frontline defense with improved self-enhancement spells(like a job-only improved Stoneskin/Protect, something that allows them to not keel over faster than typical melee when a boss decides to AoE). Perhaps they have a JA that really gives them a good reason to melee, such as MP regen on hit or cast speed reduction on hit (taking a useful page from enhancement shaman in WoW).

The only thing I don't really like about the notion of expanding on en-spells is that I honestly like the concept of Mystic Knights for 'magic swordplay' way more than I like RDMs. I feel that if a class should be giving weapon enhancements out and really driving the spellsword concept home, it should eventually be Mystic Knights. I know this is kind of pie-in-the-sky thinking since there are a lot of more popular vanilla jobs to come out before something like Mystic Knight is even considered, but I really don't think RDM should heavily fill that niche and instead be a 'caster that melees' instead.

(That being said, I don't have anything against RDMs getting the standard en-spells for themselves like they had in XI.)

To me it seems like if you really want a variety of casters that don't get broken into primary/support roles, you'd have to fracture each caster's capability to be best-in-slot for a holy trinity role, and attempt to equally divide those tools out among every caster you intend to be part of the system.

I think Blizzard attempted to do this for their healing classes(varying levels of direct target/multi-target/sustainability/throughput performance) in WoW, but I'm not current enough with WoW to know how well it works out today.

Where does RDM fit in after all that, role-wise?... Ehhh, I don't know.
  • He could be a refresh slave like in XI, but I think people generally want to avoid that.
  • He could be a frontline support class that improves DPS, which I personally don't like because this is a relatively open region that a lot of potential classes have room to fill when they're introduced, and I don't think RDM needs to enter it too.
  • He could be a frontline support class in a way that improves survivability rather than increasing DPS(just to build off the previous example, maybe he can burn TP to make superior/stacking Protect/Stoneskin effects to the WHM spell, but they have limited duration so it requires he melee to do it)
  • He could be a backline support class(i.e refresh offshoot+debuffs), probably offensive unless there are more encounters that put stress on ranged healing/DPS, but that comes at odds with the ability for him to melee in relevant content(assuming that one wants that to happen).
  • He could be a healer and a literal WHM offshoot in that he can provide decent sustained DPS when not healing, but that does mean putting the RDM role at odds with WHM. This also may affect his ability to melee in relevant content, though it's possible to make a frontline healer out of him.
  • He could be a literal jack of all trades and nothing in his toolset is the best option for anything, which as aforementioned is probably a bad idea.

I think that if RDM meleeing in high-end content would be something you'd want for the class, then frontline defensive support is the best route. This also allows RDM melee to be a pretty strong solo option while not being drastically different from his role at endgame. It also is a decent route to ensuring that RDM can stand toe-to-toe with melee classes in PvP.

I think that if you want RDM to cast but be capable of melee-ing while solo, then backline support would be the best choice. An example: I can see him doing elemental weakness debuffs along with the standard material at range that really bump up caster damage, but the same debuffs also really improve his en-spell and (rapier)WS performance when he's fighting solo.

A lot of the above is me viewing this through my own goggles, so I'm sure there are plenty of other ideas that could make a role I don't think would work into something viable.
 
Status
Not open for further replies.
Top Bottom