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Emitremmus
03-07-2012, 02:36 AM
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)
http://i1104.photobucket.com/albums/h335/roadtrippin66/FFVMysticKnights.jpg
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.

Combat Skills
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-

Magic Skills
Enhancing Magic - A+

Armor Types:
Mystic Knight can use lightweight, and medium armor types. IE - Cloaks, Doublets, Capes, etc.

The artifact gear is a work in progress.

Job Traits:
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:
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.

Rune Slots:
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.


Job Abilities:

Lv. 1 - Mystic Shroud
Duration: 1:00
Recast 2:00:00
Gives full benefit of all equipped runes to all party members within range.

Lv. 1 - Decipher
Duration: Instant
Recast: 0:10
Activates all currently equipped runes and begins to incur MP costs.

Lv. 1 - Cease Mysticism
Duration: Instant
Recast: 0:10
De-activates all currently equipped runes and stops MP costs of runes.

Decipher and Cease Mysticism share a recast timer.

Lv. 5 - Indicate
Duration: Instant
Recast: 0:30
Indicate allows you to see what weaknesses the targeted creature has.

Lv. 10 - MP Charge
Duration: 1:30
Recast: 3:00
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
Duration: Instant
Recast: 1:00
Transfers your current enspell effects to target party member.

Lv. 25 - Lunging Saber
Duration: 1:00
Recast: 0:15
All strikes from your equipped weapon will be considered piercing attacks. Does not apply to weapon skills.

Lv. 25 - Cutting Saber
Duration: 1:00
Recast: 0:15
All strikes from your equipped weapon will be considered slashing attacks. Does not apply to weapon skills.

Lv. 25 - Dull Saber
Duration: 1:00
Recast: 0:15
All strikes from your equipped weapon will be considered blunt attacks. Does not apply to weapon skills.

Lv. 25 - Soaring Saber
Duration: 1:00
Recast: 0:15
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
Duration: 0:30
Recast: 3:00
Absorbs the next magic spell cast upon the player in the form of MP.

Lv. 50 - TP Charge
Duration: 1:30
Recast: 3:00
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
Duration: 1:00
Recast: 1:00
The damage you deal with en-spells is doubled, but your physical attacks do no damage.

Lv. 85 - Contemplation
Duration: Instant
Recast: 5:00
You will cease attacks for a short duration. Your next strike will become a critical hit and your enspell will deal triple damage.

Magic Spells:
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.

Protect I-V
Shell I-V
Aquaveil
Stoneskin
Diamondskin (Enhanced Stoneskin)
Blink
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 :)

Kristal
03-07-2012, 03:33 AM
These are great ideas... if you want to kill off RDM.

Daniel_Hatcher
03-07-2012, 04:54 AM
90% Of this is RDM or what they should have by now, so no thanks.

Sorry! Mystic Knight doesn't need to be added when they could just do it to RDM, most if not all suits FFXI RDM anyway.

Duelle
03-07-2012, 05:04 AM
These are great ideas... if you want to kill off RDM.Erm, yeah. It's more a magic swordsman and everything. Let's fix RDM instead of making yet another job with elements RDM should have, please.

AyinDygra
03-07-2012, 05:27 AM
(Yes, I had to throw my hat in the ring here too...)
Mystic Knight would work more like this... if I were to add something like that... (The job I would have added, but didn't; rather making it into an "addition to Red Mage" (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190091&viewfull=1#post190091) in this part of my megapost)

Emitremmus
03-07-2012, 05:33 AM
Well, I can see the implications of this stepping on RDM territory, however it's survivability isn't as good as what RDM has access to. Being a career RDM back in the day, I thought about this ahead of time.

Sure it shares Enspells, and even builds upon them, but it cannot natively cure itself, nor can it bind/slow movement speed of it's opponents. It has a terrible evasion score, and is going to rely heavily on a party based situation. I wanted to see more emphasis on attacking through variable means, rather than being able to do everything well. If I could get opinions on the job itself instead of what dangers it brings to another job that would be very well appreciated.

The fact that it has access to tiers of Blink and Stoneskin are made up for the fact that these spells have a terribly long cast time, and in a solo situation its going to be hard to get them back up. I know using a NIN sub would alleviate this to a degree, but you still lack the method of curing yourself.

Originally, this started as a Mystic Knight with access to a weapon familiar pet. I ditched that idea for the use of runes and enspells. I may yet have to revert my ideas back to having a pet Scimitar or a pet Great Axe fighting by your side.

Emitremmus
03-07-2012, 05:41 AM
(Yes, I had to throw my hat in the ring here too...)
Mystic Knight would work more like this... if I were to add something like that... (The job I would have added, but didn't; rather making it into an "addition to Red Mage" (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190091&viewfull=1#post190091) in this part of my megapost)

Wow, someone else shares my vision as well. Nice. lol

I've had this idea mapped out for years, since well before Abyssea was released. I've since edited a few things to keep up with the level cap raise, and this is the first I've seen of anyone else ever even mentioning Mystic Knight. I'm reading heavily in to your expansion thread, loving it so far.

cidbahamut
03-07-2012, 06:22 AM
These are great ideas... if you want to kill off RDM.

Did you not get the memo? The funeral was a few months ago.

Ryce
03-07-2012, 06:27 AM
I really like the sound of this job, though, as others have posted, it's really RDM+1 (maybe RDM the way it should have been). I made a post (http://forum.square-enix.com/ffxi/threads/13031-A-New-Path-to-New-Jobs) a while back suggesting how they could give us mini-jobs in the form of new gear. I could see some of your ideas coming into play this way.

Emitremmus
03-07-2012, 07:03 AM
It would be pretty cool to be able to ascend Red Mage to Red Wizard.

New job tiers with no subjob available, but enhanced basic strengths to the original job?

Savlyn
03-07-2012, 07:47 AM
It would be pretty cool to be able to ascend Red Mage to Red Wizard.

New job tiers with no subjob available, but enhanced basic strengths to the original job?

Oh no, you're the person who posted that idea awhile ago? Along with the taking 1 job to 100 thing? lol

Kristal
03-07-2012, 09:36 PM
Did you not get the memo? The funeral was a few months ago.

SE dug up the corpse and did mad science on it! Then chucked it back in the world through a proto-crystal.

Zombred Mage gets stronger under the dark sun of Barance, and feeds off the souls of the enfeebling change moaners and whiners.

Emitremmus
03-07-2012, 10:40 PM
Oh no, you're the person who posted that idea awhile ago? Along with the taking 1 job to 100 thing? lol

Nah that wasn't me. I remember seeing that though.

Trisscar
03-08-2012, 01:45 PM
It would be pretty cool to be able to ascend Red Mage to Red Wizard.

New job tiers with no subjob available, but enhanced basic strengths to the original job?

I like this idea a lot better than "let's add more broken jobs, herp derp!"

Alhanelem
03-08-2012, 02:29 PM
New job: Chuck Norris

Skills
All weapons: A+
All magic skills: A+

Abilities
Lv.1 Chuck Norris: Instantly defeats any enemy, because it's Chuck Norris.

rufuslupus
03-09-2012, 12:50 PM
hello emitremmus. i have been wanting mystic knight for years and i have felt alone as the crowds only chants geomancer.

critics. remember when blue mage was 1st announced? people ranted about how we already had a beastmaster. people saw the ability to use monsters moves against them as too similar to the beastmaster. blue mage was not completely accepted at first until we got to play the job, and you know what? se did good.

for people who don't recall, in ff5 mystic knights have the ability Spellblade which sounds like a rdm en-spells but it is a lot more than that. the way spellblade would work in ff11 would be to use the ability 1st then select a spell from your magic list. basically if you select flare you get en-flare.

but since this is a level up ability in ff5, the way it would work in ff11 would be a series of "magic sword" traits that decides what magic you can en-spell.

what this job would need is uniqueness like being the only job who can dual wield great swords.

Kristal
03-09-2012, 05:58 PM
New job: Chuck Norris

Skills
All weapons: A+
All magic skills: A+

Abilities
Lv.1 Chuck Norris: Instantly defeats any enemy, because it's Chuck Norris.

There are 10 million players in World of Warcraft because Chuck Norris allows them to live!

cidbahamut
03-09-2012, 11:41 PM
Chuck Norris jokes aren't funny. They have never been funny.

Tsukino_Kaji
03-10-2012, 09:32 AM
New job: Chuck Norris

Skills
All weapons: A+
All magic skills: A+

Abilities
Lv.1 Chuck Norris: Instantly defeats any enemy, because it's Chuck Norris.Biggest fail you have ever posted. He gets his ass handed to him all the time. Now give me Ted Nugent as a job.

Trisscar
03-10-2012, 11:37 PM
Chuck Norris jokes aren't funny. They have never been funny.

Kind of like Red Neck jokes and Yo Mama jokes. Makes me worry about the maturity of some people.

Teraniku
03-12-2012, 06:55 AM
Biggest fail you have ever posted. He gets his ass handed to him all the time. Now give me Ted Nugent as a job.

Job Ability :

Lvl 50: Wango Tango

The TED grabs the nearest DNC and starts doing masive non - magic Dance Damage to all enemies in AoE range. Recharge time 10 minutes.

Emitremmus
03-15-2012, 10:04 PM
I think you're right...*scraps Mystic Knight ideas*

*starts working on TED*

2-hour = Stranglehold?

Emitremmus
07-13-2012, 06:02 AM
Looks like maybe someone at SE was listening eh?

Trisscar
07-13-2012, 06:09 AM
Looks like maybe someone at SE was listening eh?

No. If they were, they'd be fixing the jobs that already exist instead of adding new ones.

FrankReynolds
07-13-2012, 06:14 AM
TED Can dual wield great axes and guns.

AyinDygra
07-15-2012, 03:34 AM
I regret ever having said:

If this sounds too much like a new job... and you want to step this far onto Red Mage's toes, taking over En-spell mastery and curing and nuking... go ahead and make Mystic Knight!

0nionKn1ght
07-15-2012, 04:13 AM
It could work as an upgrade to RDM, call it a level 99 job specialisation then yes, but otherwise, its just a RDM with a Great Sword. I like how you are thinking though.

Emitremmus
10-04-2012, 11:38 PM
TED Can dual wield great axes and guns.

TED can dual wield Gandiva, whatchoo talkin' bout. He draws his bow with his teeth.

Also, yeah. Don't be a hater 'cause they're adding new jobs and the job you play as doesn't satisfy you. Probably means you need to change your job.

Demon6324236
10-04-2012, 11:57 PM
That or there are just generally broken jobs...

RDM - Loses to SCH in every way except melee, which is beaten by DDs that you would bring if you need a melee.
BLM - procs are the only reason this job is around anymore.
SCH - procs & Embrava are all thats keeping this alive.
PLD - Enmity... need I say more?
SMN - Suffers the same problem as BLM & SCH, damage speed is to slow to keep up with capped Haste DDs, and thus is only used for Perfect Defense.

I like the idea of adding new jobs to the game but there are quite a few things to be fixed as well. If they add more before they fix the current, then we will likely see more problems pile up on us.

FrankReynolds
10-05-2012, 06:45 AM
Also, yeah. Don't be a hater 'cause they're adding new jobs and the job you play as doesn't satisfy you. Probably means you need to change your job.

Gonna just assume that you were talking to someone else, since I don't think my TED comment qualifies as hatin'.

Emitremmus
10-09-2012, 01:15 AM
Gonna just assume that you were talking to someone else, since I don't think my TED comment qualifies as hatin'.

Yeah man, my bad. I get in a hurry to post and get to doing other things sometimes. I'm talking about the other people unhappy that their jobs didn't get dual wield or something like DNC/BLU/THF did, etc. etc. For example, Y DIDNT RDM GETZ DUL WELD!?