I saw that Hideka has posted his thoughts on a new job, so it gave me the balls to do so myself. Criticism is appreciated
I previously posted this on the FFXIclopedia forums, but I wanted to share them with you guys. Thanks for any input...it's fun to dream up new jobs
Someone brought up what we would like to see in a new boxed expansion. It brought to mind my favorite two jobs from the FF series, Geomancer and Mystic Knight / Sorcerer from FFV/FFT. Interestingly enough, neither of them are in the game. There have been threads on geomancer already, and I like where they are going with it. Here is my work in progress of my idea! Enjoy!
Mystic Knight (MYS)
The Mystic Knight uses swords and greatswords in battle. They are experts in Enhancing Magic. They also call upon the power of runes to imbue themselves with a multitude of effects.
Edit: I just thought about this job having a resemblance to an eastern culture in the FFV picture above. Perhaps this would fit well with the Far Eastern territories that are as of yet unexplored. You know...for lore purposes.
Sword Skill - A- (Ability to use all sword WS, including Swift Blade)
Greatsword skill - A- (Ability to use all Greatsword WS)
Evasion - C
Parry - A-
Enhancing Magic - A+
Mystic Knight can use lightweight, and medium armor types. IE - Cloaks, Doublets, Capes, etc.
The artifact gear is a work in progress.
Lv. 30 - Magic Defense Bonus
Lv. 40 - Sorceric Burst (Enspells can benefit from magic burst bonuses if triggered after a skillchain.)
Lv. 50 - TP Affinity (You don't lose TP when changing weapons)
Lv. 65 - Magic Defense Bonus II
Lv. 90 - Magic Defense Bonus III
Runes can be equipped starting at level 1. Each rune may have a different MP cost /tic. If the users MP reaches 0 the effects of the runes cease to work.
When your main job is set to MYS, an additional option [Runes] will appear when you select Equipment. (Similar to the PUP attachment system.)
Runes can be obtained through certain quests and select NPC vendors.
The number of runes that can be equipped increase as the MYS increases in level.
Lv. 1 - 1
Lv. 30 - 2
Lv. 60 - 3
Lv. 90 - 4
Some pieces of Artifact/Relic/Empyrean armors will allow extra slots as specified.
Some examples of runes could be:
Acceleration Rune - Movement Speed +
Shield Rune - Defense +
Warrior Rune - "Double Attack"
Retaliation Rune - "Counter"
The effects of runes remain balanced as they drain a particular amount of MP each tic while under the effect of "Decipher".
For instance, a Warrior Rune might drain 2tp/tic while an Acceleration Rune might drain 5/mp a tic.
Lv. 1 - Mystic Shroud
Gives full benefit of all equipped runes to all party members within range.
Lv. 1 - Decipher
Activates all currently equipped runes and begins to incur MP costs.
Lv. 1 - Cease Mysticism
De-activates all currently equipped runes and stops MP costs of runes.
Decipher and Cease Mysticism share a recast timer.
Lv. 5 - Indicate
Indicate allows you to see what weaknesses the targeted creature has.
Lv. 10 - MP Charge
MP Charge begins transfering your TP pool to your MP pool.
MP Charge follows the following chart. The effectiveness increases as the MYS increases in level.
[Lv. 10 1 <--> 1]
[Lv. 25 2 <--> 2]
[Lv. 50 3 <--> 3]
[Lv. 75 4 <--> 4]
[Lv. 90 5 <--> 5]
Lv. 15 - Enchant
Transfers your current enspell effects to target party member.
Lv. 25 - Lunging Saber
All strikes from your equipped weapon will be considered piercing attacks. Does not apply to weapon skills.
Lv. 25 - Cutting Saber
All strikes from your equipped weapon will be considered slashing attacks. Does not apply to weapon skills.
Lv. 25 - Dull Saber
All strikes from your equipped weapon will be considered blunt attacks. Does not apply to weapon skills.
Lv. 25 - Soaring Saber
All strikes from your equipped weapon will be considered ranged attacks. Does not apply to weapon skills.
Saber job abilities all share a recast timer.
Lv. 45 - Acute Strike
Duration - Instant
Recast - 1:00
Ability to instantly attack and proc the damage from the enspell currently active. Can be used to ensure a magic burst using Sorceric Burst.
Lv. 50 - Runic
Absorbs the next magic spell cast upon the player in the form of MP.
Lv. 50 - TP Charge
TP Charge begins transfering your MP pool to your TP pool.
TP Charge follows the following chart. The effectiveness increases as the MYS increases in level.
[Lv. 50 5 <--> 1]
[Lv. 65 6 <--> 2]
[Lv. 50 7 <--> 3]
[Lv. 75 8 <--> 4]
[Lv. 90 9 <--> 5]
Lv. 55 - Sorcery Shift
The damage you deal with en-spells is doubled, but your physical attacks do no damage.
Lv. 85 - Contemplation
You will cease attacks for a short duration. Your next strike will become a critical hit and your enspell will deal triple damage.
I haven't considered at what level the MYS should learn spells, but I wanted to give examples of what they are available to use. They are basically the masters of enhancing magic.
Diamondskin (Enhanced Stoneskin)
Blink II (moar shadows, on par with Occultation)
Tier I and II Enspells.
New Tier III Enspells.
Ancient Magic Enspells. (Probably only work for one strike.)
New enhancing magic spells that are as of yet unseen.
Current Spikes spells (Aside from Dread Spikes) , and new ones.
I am still in the process of tweaking my ideas. Any input is appreciated