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Name: Mirage
Role: Flex (Yup, went there) [Alternatively, just DPS, I guess]
Gear: Scouting*
Weapon: Regalia, composed of a chain-blade, a magicked shawl, of sorts, that can stretch, reshape, etc., or even stand apart, and a bracelet that can expand and contract, hover in the air to focus mana or act as a mirror or portal. These together form the "Master", "Cloak", and "Ring". The uptime of each is wholly separate, except in combo skills (two or more parts of the regalia -- master, cloak, and/or ring -- working together), such that the Mirage's 'oGCDs' don't even have animation locks.
Appearance: Sort of a combination of DNC, AST, NIN, and RPR's, Mirage's gear is light and loose, clearly meant for to be unconstraining, but decorated with small beads and gems here and there, and a belt from which small mirrors appear to dangle. It would blend fairly well into the desert, but also looks vaguely regal.
Elements/Themes: Sand (and its adjacent themes in crystal, glass, sandstorms/wind, and time).
Idiosyncrasies: The Mirage uses Int, Dex, and Mind. Though it benefits most from Scouting gear, it may trade out its accessories to specialize towards physical attacks, the health and continuous effects of its illusions, or the strength of its offensive mirror skills and detonated illusions.
Gameplay: The Mirage works almost as a trio in itself, with each of its two weapons able to stand or act apart for a time, providing the telegraphs and set-up that help to keep an otherwise excessively versatile job in check. In PvP, it excels in stalling action and initiating or supporting ambushes. The Mirage is itself a physical attacker with slightly extended melee range, but through its cloak it is able to greatly extend that range and enhance its relative mobility or defense while its ring allows for MP-consuming more elaborate actions involving duplicating attacks through mirrors (with damage bonuses based on angular deviation, in place of typical positional bonuses), the summoning of illusions (who can be detonate themselves for damage after pursuing enemies within your line of sight or that of your regalia [think Ying from Paladins], and ranged attacks. The Mirage is, on the whole, something of a "gigabrain" skirmisher with a fluid net of weaponskill flows in place of rigid "combos", and a multi-pathing macrorotation formed out of combo attacks across two or more among Master, Cloak, and Ring that depends heavily on knowing where things will occur later; the Mirage therefore may perform worse than most in taking new ground rapidly, as it would have to set up in advance and has minimal stealth ability. Mirage cannot reach the personal damage of pure DPS, but it will often exceed their all-things-considered party-DPS contribution if the team is able to play well around its sustain and other utilities provided (none of which are mere direct increases to others' damage).
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I got nothing, but I am happy that others also think we should get that Garlean dual-shield job.
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Psychic - Ranged DPS [Selfish Burst/DoT Hybrid DPS]
Weapon: Psionic Orbs
Gauges: Psiometer, Fluxflies (Psiometer is the meter while Fluxflies are needed to consume for Mind Burst (can hold up to 5 at a time))
Gear: Scouting
Appearance: Flowey clothing with futuristic glasses (I also envision the job having butterfly accents on the job gear (as well as in some skill effects)). The psionic orbs are glowy orbs around each hand similar to FFX-2, the job could have some Sharlayan ties for lore as its reason to be.
General gameplay: A selfish dps that gets DPS from tethering to allies. It gets most of its damage in the Butterfly Effect state as Fluxflies will be generated very often that they become spammable to make up for the slow climb and allows for the secondary effect of the job in follow-up attacks. The job has high damage but is highly reliant on allies :: having some similar elements of bard, dancer, and machinist. Slow damage at first but basically becomes infinite procks under Mind Control.
Can theoretically have higher a DPS than Machinist if procks are in your favor generating FluxFlies, and if allies are procking them. If allies are doing their job but you have average luck, will have very similar damage to Machnist [slightly under]. If allies are doing their job and you get lucky on procks you will do more damage than Machinist.
Skills:
Energy Flux :: Gain Combo Continuation buff, the next three attacks will have an increased crit chance, allies under telepathy get the Probable Mind buff for a duration, they have a higher chance of gaining you Fluxflies.
Telepathy :: Tethers to two allies, every hit an ally or you do has a chance of giving you a Fluxfly, this includes follow-ups.
Physics Guard :: Party mitigation
Mental Tuner :: Removes ailments from your allies under Telepathy.
Butterfly Effect :: After filling the Psiometer you may use this skill to grant Mind Control, every time an ally under telepathy attacks do a follow-up attack of 100 potency. Unlocks the extra finisher.
Psio > Psioga > Psioja (1,2,3 combo) :: Chance to prock Energy Flux after completing the combo, hard-cast unless Butterfly Effect is active. No cooldown. Gain a Fluxfly.
>>[Requires Combo Continuation] Psionic Fusion >> Psionic Fission >> Psionic Nuke
>>> [Extra Finisher] Quantum Leap >>> Quantum Strike >>> Quantum Break
Psionic Reactor (DoT field, each tick has a chance to gain a Fluxfly).
Kinesis >> Telekinesis >> Psychokinesis (AoE) :: Will prock Energy Flux after completing the combo, hard-cast unless Butterfly Effect is active.
Cooldown controlled.
Psychosis: If 3 Fluxflies are consumed, this procks for another damage skill. Your damage is increased for a set duration.
Mind Burst :: oGCD AoE, if Mind Burst gets a critical hit, Mind Crusher will overlay the button as an additional followup oGCD AoE. Grants Psiometer, does not grant Psiometer under Mind Control.
Mind Crusher :: oGCD AoE that does not consume Fluxflies. If Mind Control is active after using Mind Burst, this button overlays for an additional attack. Grants Psiometer, does not grant Psiometer under Mind Control.
Mind Destroyer :: oGCD AoE that does not consume Fluxflies, overlays Mind Crusher if Mind Crusher crits. Grants Psiometer, does not grant Psiometer under Mind Control.
Quantize :: Timed debuff, everytime you or an ally attacks an enemy provide a stack of Quantize, this includes follow-ups. After the debuff ends does potency times the number of stacks, can replenish.
Warp-strike :: Warps in the direction you are facing, does damage to enemies nearby. Stacks up to two times.
Limit Break III: Event Horizon :: Starts in an animation where your hands try to compress something in an orb shape. Fluxflies start fading in heading your direction, giving you wings of energy that collectively form. After forming, you dash forward and then back while keeping that orb holding animation. At the end it will have your back facing the opposite direction from when you dashed. As your wings dissipate, you release the orb holding animation by moving your arms apart causing the wings to vanish, forming a black hole that then shatters.
Level you get skills (base potency/combo potency):
1: Psio (140)
4: Psioga (140/210)
15: Kinesis (120)
25: Psioja (140/240)
30: Telepathy
33: Mind Burst (100)
36: Quantize (100)
40: Energy Flux
43: Psionic Fusion (260)
47: Telekinesis (120/220)
50: Mental Tuner
52: Mind Crusher (150)
55: Warp-strike (200)
58: Psionic Fission (320)
60: Psionic Reactor (100)
60: Physics Guard
63: Psychokinesis (140/260)
65: Mind Destroyer (200)
70: Psionic Nuke (360)
75: Psychosis (300)
80: Butterfly Effect
85: Quantum Leap (500)
87: Quantum Strike (540)
90: Quantum Break (600)
Traits:
lvl 20: Increased Action Damage: Increases basic action damage by 10%
lvl 54: Increased Action Damage: Increases basic action damage by 20%
lvl 33: Fluxfly Chain: Unlocks Fluxflies
lvl 49: Psiology: The basic Psio combo will grant a Fluxfly when successfully finishing it.
lvl 62: Enhanced Quantize: Quantize potency increased by 10%.
lvl 65: Quantum Flux: Energy Flux allows the next three attacks to have a higher critical chance.
lvl 66: Enhanced Reactor: Psionic Reactor has a chance to gain you a Fluxfly per tick.
lvl 68: Warp Factor I: Warp-strike does 25% more potency. [225]
lvl 78: Warp Factor II: Warp-strike does 50% more potency. Gives one charge.[300]
lvl 78: Probability Fixer: After Psychokinesis combo is fully done, Energy Flux becomes guaranteed instead of a chance.
lvl 80: Psychic Ability: Unlocks Psiometer, Mind skills contribute to Psiometer
lvl 88: Enhanced Physics Guard: Psychics Guard has cooldown reduced to 90 seconds.
lvl 90: Chaining Minds: Ally probability of giving Fluxflies increases
http://darkifrit59.free.fr/images/Psychic%20Yuna.jpg
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Job Magitek Knight, Weapon Magitek Mech, Role mounted Magical DPS. Skills depends on upgrades have done to mech.
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I'll shift the OP into something of my liking
Name: Puppetmaster
Role: Magical DPS
Weapon: Puppets and dolls (inspired by Lulu from FFX)
Appearance: Regal far eastern look (we don't have an actual eastern caster yet), colors are mainly purples with gold accents. Iconic yokai inspired masks. I made an artwork of this concept last year under Mystic, but I feel Puppetmaster would be more appropriate
https://pbs.twimg.com/media/FZaIO0YX...jpg&name=large
Gameplay: It's mainly a 'hexer', however it only applies one single status effect, which is sort of a 'reverse kardia'. This effect bears the damage of a collection of hexes and curses channeled through the doll/puppet that must be maintained with timing, with the gauge centered around that. This caster does not have an usual filler spell (eg. Fire 1, Jolt, Ruin), because all of the uptime is centered around this mechanic. The job doesn't buff anybody's damage like RDM or SMN, but it comes with a ton of exceptional utility tools that are great for prog and soloing (not a raise, though) and can be applied to the caster or another party member. The overall damage stands behind BLM but above SMN/RDM, and it does have an accessible skill floor but hard skill ceiling with all the timing management.
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Name: Beastmaster
Role: Ranged Physical Dps
Weapon: Whip
Gear: Aiming
Appearance/Gameplay: Normal attacks beeing Whiplashes from afar, while Job Gauge beeing used to call in different kinds of Beasts perfoming attacks.
Name: Time Mage
Role: Ranged Magical Dps
Weapon: Bell or Hourglass
Gear: Casting
Appearance/Gameplay: Gameplay revolves around DoT management. Job Gauge filling over time, allowing DoT to tick down in an instant for burst damage.
Name: Runefencer
Role: Melee Dps
Weapon: One and a half handed sword
Gear: Striking or Scouting
Appearance/Gameplay: Normal attacks are performed using the sword one handed, while stronger attacks use both hands. Job Gauge would revolve around "writing" different kind of runes into the air with the free hand, embidding the sword with different kind of effects.