totally calling it. the silhouette on the website is totaly a mystic knight.
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totally calling it. the silhouette on the website is totaly a mystic knight.
would be epic +1, i'd totally lvl that shit
Why make a new thread when there's already a speculation thread?
It's standing on a Rune, so could easily be Runic Knight.
I'm speculating Runic Knight as the name too. Geomancer has been requested so often I'm saying SE is going to take another frequently requested ability and make a job that can finally use a Celes-esque Runic JA. And we'll have another entry into the hilariously long list of abilities appropriate for RDM that SE used to create a whole new job.
i'm thinkin mystic knight or runic knight (whichever it will be called) isn't going to be something to replace or screw rdm. i'm thinkin it could be a new tank/dd job to compete with pld maybe. just speculation though
I am thinking Runic Knight now.
I wonder if they'll go with Spellblade as the job's name. That is the most recent name used for the Mystic Knight; it was in 2008's FF Tactics A2: Grimoire of the Rift.
A year before that, neither Mystic Knight or Runic Knight were in War of the Lions (there's no direct representation of the job, which involves dealing elemental damage with sword attacks), but Beowulf is a Templar whose abilities are called Spellblade.
Out of those names (Mystic Knight, Runic Knight, Spellblade, and Templar), I strongly prefer Runic Knight or Templar. Spellblade just has negative connotations with FFTA2's incredibly shallow job system for me. You know, the job system where BLM has a total of 9 spells.
Then there's another issue: what would Mystic Knight be doing in this game? RDM already has sword enchantment spells. Maybe Mystic Knight would turn its attacks into that element completely, rather than just added effect.
I think its possible it could be a Mime job because It's Holding a sword and casting a spell showing the overall ability of the class.
Mystic Knight's spell blade did in fact fully modify damage dealt to elemental, if you used the wrong element you could end up healing mobs or doing less damage (going from the ff5 version here) while on the subject am i the only one who always thought the way that spell tiers scaled was kind of silly?
In most other FF's thunder 3 would be as strong as fire 3 (same base spell damage) but if you cast the right spell it would be twice as effective, however if you cast the wrong spell it could be half as effective or even end up healing a mob all together, would give great incentive to actually change up elements though would make meriting mage jobs more perilous.
Anyways just random musings of mine it always irked me how the tier spell system worked by comparison to every other FF. (hell it could give libra an actual use by revealing mob elemental weakness/strength in any case i do not forsee them ever bothering with this)
Runic would be an awesome JA.
Nightshade is my final guess, yet I do doubt due to the rune under the character in the silhouette.
Hell yeah, it's been on my wishlist since '04 along with Blue Mage, Geomancer and Calculator jobs. There's actually be quite a bit of discussion about Runic on the RDM forums.
The JA could be interesting in a lot of ways. From a simple stun/absorption move for mob spells, to channeling that absorbed spell into large enspell-type damage or higher returns on WSs with matching elements of the absorbed spell. If they allowed XI Runic to work like VI's, you could even absorb player spells through your sword, with a new result of unleashing the energy to create a better combined teamwork effect. They'd have to make the result potent though, so people had a reason to go through the coordination, as we are even loath to do with SCs and MBs now.
Also, I don't think Runic Knight or whatever this is will compete with RDM, not that I would care if it did. Geomancer already looks to do that, and I've never described such as competition or "screwing", just a boon to people like me who like mage variety. When I laugh about the fact that a Runic ability was asked for by RDMs it's just because the cycle of "Give RDM this >>> new job" has happened so often.
Last, please don't let the job be called "Spellblade". Ugh, that just sounds too much like a move, not a job name. I'd be happy with Mystic Knight, Runic Knight or Templar, and would prefer it be meant as a tank class designed to absorb, mitigate, magnify redirect and repurpose magic from all casters.
And the job is: Rune Fencer (shame on them: Their normal term is: Rune/ic Knight.)
Buh bye RDM.
Good job being wrong
Yep, I will probably end up quiting the game soon. Thank you SE, gave a great reason for me to stop finally!
Rune Fencer, just came across Twitter.
Pretty sure I heard them call it Mahou Kishi in Japanese, which would be Magic Knight or Mystic Knight.
It says Rune Fencer on their website so it's probably not Mystic Knight...
There was a time when RDM was a magic tank, when not every single PLD had an Aegis. Also this takes Enspells and uses them as well, something that until now was the only real unique melee power RDM had. I have said before and will say again, RDM has no advantage over SCH/RDM except melee. As such taking away the only extra power a RDM has in melee kills that effect of it. This job kills the last 2 things RDM had left, elemental enspells & magic defense tanking.
Don't get me wrong I'm not a RDM hater. I guess I just see it as a JoaT job that doesn't really excel at any one particular thing. Rune Knight looks like a RDM with melee ability minus the enfeebles. I know SE has plans for enfeebles so maybe RDM will shine here, although Geomancer looks to have debuffs as well, but I get the feeling that if you had to choose between a RDM and a RKT for melee the RDM would get snubbed again.
You can't be serious with what I just read...
Looks like a fun job but if it really is going to be taking a tanking role, doesn't really affect Rdm anyway. Closer to sharing slot with Pld but even then, it's not like tanks are viable for many strategies right now that don't involve holding adds.
He was serious, and it's valid, RDM will have been successfully obliterated with SCH, RUN and GEO.
As an aside, with the introduction of a lot of "instanced dungeons" and such, I see an attempt to draw away from the zerg-fest that is VW and current end-game.
Only time will tell.
Melee and the short stint of tanking were never really advantages of Rdm (it was interesting, but ultimately impractical in the long term), hence I said it can't be serious.
Rdm has been useless long before RUN and GEO were announced.
Yes, but the thing that upsets a lot of players is that the concept for GEO and RUN can all be traced to recommendations made for enhancing/fixing RDM. So basically, the Dev Team took all the good ideas for RDM, made a new job(s) with them, and left RDM completely untouched.
No, I doubt either would have fixed the job. Only an overhaul, which they seem to be partly considering would do that.
Since they adding a new Tank job does that mean they will fix tanking? Everyone just hits the hate cap and the mob just bounces around to whoever hit it last.
I pride myself on being one of few RDMs still willing to pick up a sword and take up a fight or tank when able, I play the job how it should, using all its abilitys rather than just magic or even limited to 1 form of magic. I was 100% serious, in saying that this is bad for RDM, because it takes the last thing we had to the job that was truely unique, the elemental enspells. DRK & PLD already hurt this with their own, but it was dark & light, elements RDM didnt have so it wasnt as bad, but this time it sounds like its steping directly into RDM's area.
Tank or no, you can not say RDM puts out a ton of damage, which is your point, so a RUN will probably be about the same damage wise or little lower, if the idea this job will be using Great Swords is correct, this is actually even worse because there is a 99% chance this will outdamage RDM, especially since alot of people have Calad/Rag now.
Fix, no, help, yes. Does it mean nothing to anyone that rather than fix the currently broken hybrid mage, they want to go out and make 1-2 more of them? If you don't know what your doing, stop doing it, or fix your current problem 1st!
That is actually my biggest problem with it, they are making jobs with things that could have/should have been used for RDM. RDM has been left alone or with minor tweaks for to long and is showing no signs of being brought back into the mix. RDM is currently for old content soloing for the most part, very little outside of this, in fact, VW just lost use for RDM in its entirety!
When asked about why RDM got no update to its merits when other jobs were, SE said our update was more the update to enfeebling magic. If they remove resistance they are screwing RDM up even more! We have no hold on enfeebling magic as it is, SCH/RDM can do just as well or better, they can stack alot of magic acc + gear, have enfeebling gear, and best of all, if it cant land they have a strat to make magic acc higher(if merited) meaning things will likely stick more often than RDM.
Enfeebling is dead because WHM, BLM, & SCH/RDM can do it all. Healing is dead because of SCH & WHM, Nuking is dead because of SCH & BLM, Melee is dead because RDM does not have the proper DD power to do what needs done. Yet instead of fixing any of these aspects, they have introduced a new enfeebler/enhancer, and a new magic tank/enhancer. :confused:
This magic tank idea is stupid anyways. A magic tank (unless they know reflect, another spell suggested for RDM) it will not matter! PLD+Aegis+MDT/MDB set=Magic immune god! A magic tank will give people a gimp tank for magic mobs when no Aegis PLD is around to do the job right. Because I seriously don't see this job outdoing a PLD with the gear PLD is been expected to have now days.
This makes me feel uneasy, and as if I should reconsider continuing to play this game. Time and time again I have had the job I play, have played, and will continue to play, screwed and left for dead. I feel as if SE doesn't care about cleaning up their mess, they want to make new jobs, play with cool new toys, and leave RDM to rot for its evil ways in the past of actually being a good job.
If the job updates were any indication, it sounds like they're changing alot of things on how tanking works. I wouldn't be surprised if they fixed defense to where people take less damage when hit with high defense, and how enmity works.
That would be the critical difference between PLD and RNF (I refuse to use RUN as the abbreviation for Rune Fencer). PLD is focused on blocking physical damage while RNF is focused on reducing magic damage. The question then is where does that leave NIN and WAR?
I have a question about this job... Just how is this job, and its role it is being given, a good idea?