Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 31
  1. #1
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99

    New job: Mystic Knight

    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.

    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
    (9)

  2. #2
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    These are great ideas... if you want to kill off RDM.
    (10)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  3. #3
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    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.
    (11)

  4. #4
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Kristal View Post
    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.
    (7)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  5. #5
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    (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" in this part of my megapost)
    (1)

  6. #6
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99
    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.
    (0)

  7. #7
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99
    Quote Originally Posted by AyinDygra View Post
    (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" 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.
    (2)

  8. #8
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Kristal View Post
    These are great ideas... if you want to kill off RDM.
    Did you not get the memo? The funeral was a few months ago.
    (8)

  9. #9
    Player Ryce's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    143
    Character
    Ryce
    World
    Odin
    Main Class
    PLD Lv 99
    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 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.
    (1)

  10. #10
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99
    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?
    (3)

Page 1 of 4 1 2 3 ... LastLast