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  1. #1
    Player
    Kitru's Avatar
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    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    Given the limitations of the armoury system and the fact this still has to fit in the PS3 cross-bars, I'll disagree.

    I'd want nothing more than to see RDM get enspells as self-casted spells with long duration and access to the standard nukes. Problem is DoM classes do not have the melee foundation for it to work. Nukes can also not be cross classed into DoW classes. To develop and establish the job's melee foundation it HAS to come from a DoW class (hence Fencer), and thus play to the rules of DoW.
    First off, the abilities that can be cross-classed are based upon the class that you're currently in, not a default list. For example, a SCH can get Cleric Stance from CNJ but no other class/job can. The fact that there is a generic list that some classes share is purely coincidence. As such, it would be entirely possible for a RDM to get access to Fire and Blizzard, though I doubt they would since they use the fundamental mechanic of THM as part of their baseline function.

    Secondly, just because they won't have access to the direct abilities that WHM and BLM have doesn't mean that you won't have any spells. Rather than having Fire, Blizzard, Thunder, and the like, a RDM would have its *own* versions, likely instant casts and possibly with combo attributes added.

    As to fitting into the PS3 crossbars, you're inflating the number of buttons that RDM would be using. My design would keep them using a similar number as any other DoW class (which, yes, I would make it based off of; not sure where you got the supposition that it would be DoM). You would have 1 combo starter, 2-3 combo intermediates (1-2 TP "physical" attacks and 1 MP "magical"), and probably ~5 combo finishers (1 physical, 1 Fire attack, 1 Thunder attack, 1 Blizzard attack, 1 Cure/Protect attack; none of them have to be *named* Fire/Blizz/Thund either; could easily go with Flash, Freeze, Bolt, and Heal). That's *barely* more than a WAR gets and could easily be managed by having fewer off-GCD abilities to use. You could probably do without so many combo finishers, but I like the idea of having access to all of the "basic" spells. The only thing you'd "need' to do is cap the total number of abilities provided by the base class at what WAR gets.

    I'd have all of the "cast" finishers deal bonus combo damage of their element and apply a relevant benefit on top of it: fire finisher applies a DoT, thunder finisher has a chance to paralyze, ice finisher applies heavy, cure finisher applies a smallish HoT to you and all allies within a small radius. Have all of them based off of attack power to prevent the normal hybrid stat problems. I'd likely give em a stance that lets em use Dex instead of Str for attack power, since I don't see FNC or RDM being strong as much as agile.

    I don't think that the developers should feel restricted by the mechanics that other games used. RDM doesn't have to use the exact same spells as RDM and WHM, nor should it be *forced* to draw additionals from them to be able to perform their job. Additionals are supposed to be just that: additional abilities, not fundamental abilities. All RDM would need to do is have spells *similar* in theme to the low level spells that a WHM and BLM get. After that, it should be all unique class abilities that show that they're not just a diluted combination of two others.
    (0)

  2. #2
    Player
    Duelle's Avatar
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    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kitru View Post
    just because they won't have access to the direct abilities that WHM and BLM have doesn't mean that you won't have any spells. Rather than having Fire, Blizzard, Thunder, and the like, a RDM would have its *own* versions, likely instant casts and possibly with combo attributes added.
    While taking up space in the base class' arsenal to justify this. Nevermind that this blatantly clashes with the base class that would then be able to equip the RDM soul. I wouldn't expect a fencer to know how to cast magic offhand. I'd expect them to coat their weapons with poison or maybe learn a simple enchant to further pierce enemy defenses, and that's what I kept in mind with my suggestion. Something your experienced mages would scoff at but can still turn the tide of a fight in the right hands.
    As to fitting into the PS3 crossbars, you're inflating the number of buttons that RDM would be using.
    You're underestimating the amount of abilities that can come with a hybrid job. You also forgot why they purged abilities and spells and combined them in some cases: to avoid ability bloat because it would obviously clash with intended gameplay through the PS3. I called this back when people were crying over Protect and Shell being combined into 1 spell, THM/BLM gaining only half of the elemental wheel and enfeebles/debuffs being melded into formerly standalone spells like Stone and Aero. I knew the reasoning and was fine with it back then, and have kept it in mind to this day.

    ------------------------------------

    In the spirit of sportsmanship and because I'm bored, let's assign abilities to a pretend Fencer. I'll keep your words in consideration, despite disagreeing with them at pretty much every turn. To go along with a picture I once made, we'll use lancer as the base and change things where appropriate.

    Abilities
    01 Quick Thrust - Delivers an attack with a potency of X.
    02 Reveal - Decreases target's damage resistance by X% for 12 seconds.
    04 Stocatta - Delivers an attack with a potency of X. Combo => Quick Thrust: X+Y Potency
    06 Graze - Parry the next two physical attacks, reducing damage taken by 35% per attack.
    08
    10 Hamstring - Delivers an attack with a potency of X. Decreases target's movement speed by 20% for X seconds.
    12 Soul Thrust - Delivers an attack with a potency of X. Decreases target's resistance to magic damage for 10 seconds.
    15 Fleche - Lunges at a target and delivers an attack with a potency of 300. Must be more than 5 yalms from the target. 10 yalm range.
    18 Burn - Deals fire damage with a potency of 50. Combo => Soul Thrust: 100 potency. Damage over time with a potency of 25 for 18 seconds.
    22 Frost -
    26 Shock -
    30 Triple Pin - Delivers a three-fold attack with a potency of X. Combo => Stocatta: <fill in>
    34
    38 Froissement - Interrupt the enemy's spell or channeled attack.
    42 Brandish - Delivers an attack with a potency of 100 to all enemies in a cone before you.
    46 Glory Slash - Delivers an attack with a potency of 20 to all enemies in a cone before you. If the main target is affected by Burn, Frost or Shock, the effect is spread to all enemis hit by Glory Slash.
    50 Death Blossom - Delivers a four-fold attack with a potency of 200. Doubles the duration of Burn, Frost and Shock.

    Traits
    08 Enhanced Dexterity (Fencer) - Increases DEX by 2.
    14 Enhanced Reveal - Extends Damage Resistance Down duration inflicted by Reveal to 30 seconds.
    16 Enhanced Dexterity II (Fencer) - Increases DEX by 4.
    20 Perfect Graze - While Graze is active you can parry spells as well as physical attacks.
    24 Enhanced Dexterity III (Fencer) - Increases DEX by 6.
    28 Enhanced Hamstring - Hamstring now decreases enemy movement speed by 40%.
    32
    36
    40
    44
    50

    ------------------

    Red Mage abilities

    30 Magic Sword: Stance. Using Burn, Frost or Shock enchants your attacks to do additional damage of their respective element for 45 seconds.
    35 Stun: 20 yalm range. Stuns target for up to 5 seconds. 35 second recast.
    40 Double: Doubles the potency, cost and cooldown of the next spell or weapon skill.
    45
    50


    I'll leave you to fill in the rest. I'll go get some sleep in the meanwhile.
    (0)
    * 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 like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Kitru's Avatar
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    Sep 2013
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    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    One of the first things you'd need to do would be to add a stance (or trait) that allows you to use DEX instead of STR for melee attacks, probably at level 2.

    Reveal would need to only apply to piercing damage to prevent *massive* value inflation. An improved Reveal trait later on (40-50) *could* have it apply to more than one damage type, but not all.

    I would also only make one of the "combo spells" a baseline functionality of the Fencer. As you said yourself, the Fencer shouldn't be hugely into magic. One variation might be to have Magic Sword act somewhat like Defiance insofar as it adds bonus functionality to existing combo attack (this is actually something I want to go with; I know, I'm so fickle in design, but that's what happens when you do the brainstorming thing).

    Also, I'm going to avoid applying levels to everything. That just gets wonky and hard to organize. The gear construct I'm envisioning is a rapier in the main hand and a main gauche (parrying dagger) in the other.

    There are 17 "slots" for class abilities, 11 slots for class traits, and 5 slots for job abilities. None of them are presented in the order in which they would be received.

    For later reference, the class would be treated as an mDPS class by default for purposes of Limit Break (this will make sense when you get to the job abilities).

    Class Abilities:

    1. Primero: 150 potency attack

    2. Secundo: 100 potency attack, Combo: Primero, 200 potency

    3. Flourish: 100 potency attack, Combo: Secundo, 220 potency
    Freecasting: Attack deals fire damage and further fire damage over time for 18 seconds, potency 20 (Burn)
    Magic Sword: Attack deals fire damage and further fire damage over time for 18 seconds, potency 20 (Burn)

    4. Weaving Strike: 100 potency attack, Combo: Secundo, increase parry chance by 20% for 12 seconds
    Freecasting: You and all allies within 5m gain an absorb shield, potency 100
    Magic Sword: You gain an absorb shield for 10 seconds equal to 300% of damage dealt

    5. Lightning Thrust: 100 potency attack, Combo: Secundo, 260 potency
    Freecasting: Attack deals lightning damage and 15% chance to paralyze target for 5 seconds (Shock)
    Magic Sword: Attack deals lightning damage and 15% chance to paralyze target for 5 seconds

    6. Hamstring: 100 potency attack, Combo: Secundo, 150 potency and 30% heavy for 18 seconds
    Freecasting: Attack deals ice damage, heavy is increased to 40% and ice damage over time, potency 10 (Freeze)
    Magic Weapon: Attack deals ice damage, target's attack speed and cast speed are reduced by 20% for 18 seconds

    7. Terzo: 100 potency attack, Combo: Primero, 160 potency and increases critical hit chance by 30% for 18 seconds
    Freecasting: Deals 20 additional potency for each of Burn, Shock, and Freeze on the target
    Magic Weapon: increased enmity (x3)

    8. Moullinet: 100 potency attack, Combo: Terzo, target takes damage over time for 18 seconds, potency 35

    9. Glorioso: 100 potency attack, Combo: Terzo, 280 potency
    Freecasting: Recovers MP, no MP cost
    Magic Weapon: Recovers MP, increased enmity (x6)

    10. Feint: Increase critical hit chance by 25%, removed when you score a critical hit or 10 sec, off-GCD, 30 second CD

    11. Riposte: Can only be used after a parry, off-GCD, 200 potency attack

    12. Strip Armor: 120 potency attack; reduces target's piercing resistance by 10% for 18 seconds

    13. Pommel Strike: 130 potency attack, stun target for 3 seconds, 30 sec CD, off GCD

    14. Skewer: potency 135 attack to all enemies in 5y line
    Magic Weapon: increased enmity

    15. Luck Over Skill: Increase critical hit chance by 30% for 10 seconds, off-GCD, 45 second CD
    Magic Weapon: When you score a critical hit while this ability is active, parry chance is increased by 30% for 10 seconds

    16. Offhand Toss: 120 potency 15y ranged attack
    Magic Weapon: increased enmity

    17. Renew Spirit: Restore hp, TP, and MP, Cure Potency 150, 200 TP, 20% MP based off of attack power


    Class Traits:

    1. Enhanced Moullinet: Increase Duration to 30 seconds
    2. Enhanced Feint: Increase critical hit chance to 50%
    3. Enhanced Weaving Strike: Increase duration to 18 seconds
    4. Enhanced Luck Over Skill: Decrease CD to 30 seconds
    5. Enhanced Dexterity I: Increase Dex by 2
    6. Enhanced Dexterity II: Increase Dex by 4
    7. Enhanced Dexterity III: Increase Dex by 6
    8. Agile Fighter: Use Dexterity instead of Strength for melee attacks


    RDM Job Abilities:

    1. Freecasting: Stance. While active, some of your attacks allow you to cast a linked spell. Such abilities are given an MP cost in addition to their TP cost. If you do not have the necessary MP, attack resolves without the additional benefit
    2. Healer's Aura: All allies within 30y have the potency of their healing effects increased by 10% for 20 seconds, 120 sec CD, off-GCD; While this is active, your Limit Break is treated as if you were a healer, cannot be used while Warrior's Aura or Caster's Aura is active
    3. Warrior's Aura: All allies within 30y have the potency of their attacks increased by 10% for 20 seconds, 120 sec CD, off-GCD; while this is active, your Limit Break is treated as if you were a tank, cannot be used while Healer's Aura or Caster's Aura is active
    4. Caster's Aura: All allies within 30y have the potency of their spells increased by 10% for 20 seconds, 120 sec CD, off-GCD; while this is active, your Limit Break is treated as if you were a caster, cannot be used while Healer's Aura or Warrior's Aura is active
    5. Double Time: Increase skill speed by 100% for 10 seconds, 2 minute CD


    MYS Job Abilities:

    1. Magic Sword: Stance. While active, you are able to parry magic as well as melee attacks and your Defense is increased by 45% and your Magic Defense by 150%. Some abilities gain additional effects. Consumes MP over time and reduces damage by 25%. 20 sec CD
    2. Shield I: Usable only after a parry. Provides an absorb shield for 10 seconds, potency 300, off-GCD, 5 sec CD
    3. Shield II: Provides an absorb barrier and reduces incoming damage by 20% while active, lasts 10 seconds, potency 500, off-GCD, 90 sec CD
    4. Unleash Magic: Attack with potency 600, Ends Magic Sword.
    5. Masterstroke: Attack with potency 300, increase parry chance by 100% and parry strength by 20% for 10 seconds; 120 sec CD

    Note: MYS gear is DRG/LNC gear and uses LNC as an additional job with Keen Flurry as an additional.

    Basically, there are 2 separate combo trees: the Secundo tree, which is the "magic" combo tree, and the Terzo tree, which is the standard melee tree (the mp restore on Glorioso is to replenish the cost accrued by Magic Sword). Some of the combos are intentionally situational: Hamstring is terrible damage for a tertiary combo even with Terzo's bonus damage and the DoT included. You would only use it when you need to apply heavy.

    Beyond that, Fencer's theme is pretty heavily +crit oriented (makes sense since it's not using a precision fighting weapon).

    RDM adds a *lot* of versatility and support to the class. I liked the idea of being able to parry magic attacks, but thought it made more sense as part of MYS than Fencer or RDM (what with MYS being the "magic tank"). The way this is set up, Fencer is still a fully non-magical class and RDM just ends up auto-casting certain spells with certain attacks. The ability to do a crapton of different things is present in the various Aura abilities. Personally, I like the idea of a single class being able to pull perform whatever limit it might need to perform at a moment's notice, and RDM would be perfect for that, what with its generalist tendencies.

    Mystic Knight, on the other hand, isn't as versatile but acts as an avoidance tank. It has lighter armor than the other tanks, but the stance and higher parry make up for that. The difference in mDef is made up by being able to parry magic attacks as well. The various +parry abilities act as mitigation on everything thanks to the "parry magic" aspect of Magic Sword.

    With the way I've set it up, the requirements for RDM would likely be something like 30 FNC, 10-15 CNJ, 10-15 THM and MYS would be 30 FNC, 15 ARC.

    By the way, the numbers are nowhere near solid. I don't know enough about DPS potency modification numbers or baseline crit rates or anything, so most of those numbers are just there for comparison's sake (i.e. Moullinet does more damage than Glorioso but only when the DoT is allowed to fully resolve).
    (2)
    Last edited by Kitru; 09-25-2013 at 09:18 AM. Reason: added Mystic Knight; RDM swapped to Freecasting

  4. #4
    Player
    Duelle's Avatar
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    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kitru View Post
    One of the first things you'd need to do would be to add a stance (or trait) that allows you to use DEX instead of STR for melee attacks, probably at level 2.
    Why would you need a stance to change DEX to STR? You could just have the class scale with DEX as its main stat. It's not like MNKs and LNCs want yet another class to compete with for gear. Or is this more due to blanket rules like "DEX boosts ranged attacks"?
    Reveal would need to only apply to piercing damage to prevent *massive* value inflation. An improved Reveal trait later on (40-50) *could* have it apply to more than one damage type, but not all.
    I was treating Reveal's debuff to have a similar value as Feint's Slow, Rage of Hallone's STR Down and so on (and unlike Feint, Reveal would do no damage, so you essentially "waste" a GCD applying it to increase raid DPS). The debuff's value would be more determined by the percentage, which is why I left that undefined. When I originally conceived Reveal I wanted it to become a single-use debuff for FNC and RDM and a stacking debuff for Mystic Knight though MTK's soul crystal mechanic (using the stacks more as a threat modifier for MTK rather than to further increase raid DPS while MTK is tanking).

    I guess I can allow the change to just piercing damage, but it would become more of a self-DPS buff unless your party/raid is stacking DRGs.
    One variation might be to have Magic Sword act somewhat like Defiance insofar as it adds bonus functionality to existing combo attack.
    An alternative would be Magic Sword reacting to whichever debuff was placed on the mob via the Soul Thrust => Spell combo. If the mob has no Burn/Frost/Shock debuff, Magic Sword cannot be used. If the mob has Burn/Frost/Shock, then Magic Sword deals damage and takes on the elemental property of the debuff. You could even have MSword consume the debuff if you want to add a "skill" component.
    (0)
    * 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 like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #5
    Player
    Kitru's Avatar
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    Kitru Kitera
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    Cactuar
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    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    Why would you need a stance to change DEX to STR? You could just have the class scale with DEX as its main stat. It's not like MNKs and LNCs want yet another class to compete with for gear. Or is this more due to blanket rules like "DEX boosts ranged attacks"?
    There aren't any classes, at the moment, that use a stat for cross purposes. There are classes/abilities that swap stats however. DEX is specifically listed as modifying ranged attacks so, unless that were changed to apply on a class-by-class basis, there would need to be some mechanic that encourage/forces DEX stacking rather than STR stacking so as to prevent MNK/DRG gear competition.

    By the way, I wasn't saying that STR and DEX should be *switched*. I was saying that the stance/trait should, effectively, apply ranged damage modifiers to melee attacks. All of the gear they would want to use would have DEX on it, not STR, since, if I had my way, I'd have STR do nothing except for increase Parry value. There would be no reason for FNC to use MNK/DRG gear because that gear has STR on it, which would be either a sub-standard or outright useless stat to have.

    I was treating Reveal's debuff to have a similar value as Feint's Slow, Rage of Hallone's STR Down and so on (and unlike Feint, Reveal would do no damage, so you essentially "waste" a GCD applying it to increase raid DPS). The debuff's value would be more determined by the percentage, which is why I left that undefined. When I originally conceived Reveal I wanted it to become a single-use debuff for FNC and RDM and a stacking debuff for Mystic Knight though MTK's soul crystal mechanic (using the stacks more as a threat modifier for MTK rather than to further increase raid DPS while MTK is tanking).
    The problem with trying to treat it like Slow or STR Down is that there's a fair deal of difference between reducing incoming damage (with Halone, it's a fundamental aspect of PLD tanking: 10% lower STR makes you take less damage; the Slow does it, as applied by a DPS, but that Slow suffers from DR very quickly and many bosses end up being immune to it; this is one of the big reasons why Haymaker is effectively worthless for WAR) and increasing damage taken from *all* sources. As it stands, the existing +dam mechanisms really only buff your own damage or that of a small number of other classes: WAR increases WAR and PLD, DRG increases BRD and DRG, BRD (with a song that they don't even keep up all the time) increases BLM and tiny bits of a couple other classes. With the exception of the BRD, the +dam mechanisms exist as a self buff with a tangential benefit to someone else: you don't use them so that other people benefit but rather so that *you* benefit. This limits the maximum contribution that a single class can provide to a large number of people by restricting it to only certain classes.

    A global -resist debuff would either need to have a really low contribution number or have a limited uptime. As a kind of support CD, it could easily work, but I don't see that as part of FNC but rather RDM. The "support" aspect of a class/job pairing doesn't really appear until you get into the "job".

    As to having Reveal, which you list as a functionality of the class rather than the job, do *completely* separate things for each, it pushes design credulity a bit. You want to have an ability be a single stack group-wide damage buff for one job and a stacking, personal enmity buff for the other. It's like *possible* for it to be done as such (SCH changing the summon spells to something completely different is pretty good precedent), but it's a really inelegant solution. It would be better for it just be 2 separate abilities for each job.

    Also, using a debuff as an enmity multiplier is a really wonky mechanic. Even if you use it as a resource to be consumed, it still creates a really weird construct where you have a longer time frame before you actually generate reasonable threat (recall: the other tanks have to get to the end of their combo to generate truly effective enmity generation). If it stacked up and wasn't consumed, you'd then be creating a construct where you start off with weak threat (which is when you need it most) and, only after the fight is already 10-20 seconds deep, work up to having useful amounts of it (which is when you need it the least).

    There's a really good reason that enmity multipliers are always passives or self-buffs: doing it any other way is simply makes a tank *drastically* less effective.

    An alternative would be Magic Sword reacting to whichever debuff was placed on the mob via the Soul Thrust => Spell combo. If the mob has no Burn/Frost/Shock debuff, Magic Sword cannot be used. If the mob has Burn/Frost/Shock, then Magic Sword deals damage and takes on the elemental property of the debuff. You could even have MSword consume the debuff if you want to add a "skill" component.
    I actually changed my design a *lot* from what you originally posited, mainly because there was enough that I didn't agree with as part of what you wanted me to fill in around, like having a 2 separate "base" combo attacks to create the separate trees, that I didn't feel comfortable working within those confines. I also pushed Magic Weapon, as it applies to RDM, through 2 other names/iterations and gave Magic Sword to MYS. I actually came to agree with Marta that an enchanted weapon makes less sense for RDM than it does for MYS; it makes more sense for a RDM to cast spells as part of stabbing someone than enchanting their weapon with magic (which is pretty much the MYS's entire schtick).
    (0)

  6. #6
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Diabolos
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    Red Mage Lv 80
    Quote Originally Posted by Kitru View Post
    DEX is specifically listed as modifying ranged attacks so, unless that were changed to apply on a class-by-class basis, there would need to be some mechanic that encourage/forces DEX stacking rather than STR stacking so as to prevent MNK/DRG gear competition.
    I think it'll have to be applied on a class-by-class basis, otherwise you're going to have hideous overlap once Rogue (or whatever Yoshida chooses to name the dagger class he keeps hinting at) enters the game. It is under this idea that I would want FNC to scale with DEX rather than STR.
    A global -resist debuff would either need to have a really low contribution number or have a limited uptime. As a kind of support CD, it could easily work, but I don't see that as part of FNC but rather RDM. The "support" aspect of a class/job pairing doesn't really appear until you get into the "job".
    If asked to give a number, for me it would be something fairly low like 4% damage increase. And you're right, I'm playing to a "support" aspect, though the reason I would make it part of the class rather than the job was to allow overlap between RDM and MTK. I do understand we'd potentially run into a bloodlust/heroism problem if FNC/RDM/MTK is the only source of +4% overall damage to the raid, though.
    As to having Reveal, which you list as a functionality of the class rather than the job, do *completely* separate things for each, it pushes design credulity a bit. You want to have an ability be a single stack group-wide damage buff for one job and a stacking, personal enmity buff for the other. It's like *possible* for it to be done as such, but it's a really inelegant solution. It would be better for it just be 2 separate abilities for each job.
    Here's where I'll make a WoW comparison, because the way I picture Reveal is as the inverse of how Sunder Armor works for all three warrior specs. Ideally the one to apply Sunder Armor should be a prot (tank) warrior, though before they started spreading tank mechanics all over the place you could have a DPS-specced warrior (fury/dual-wield or arms/two-hander) applying the debuff because raid DPS > personal DPS.

    So you had prot warriors using their spec-based attack (Devastate) that did damage AND apply Sunder Armor, or you had an arms/fury warrior weaving Sunder Armor into their rotations (or in Cataclysm, simply use Glyph of Colossus Smash) to apply and refresh the debuff. I know this is utility that transcends the class/job set up, but also keep in mind it does play to a "support" aspect some people have been asking for. I also know such utility usually warrants DPS nerfs on a class level, so I'm not too attached to the concept but do see the appeal in it.
    Also, using a debuff as an enmity multiplier is a really wonky mechanic. Even if you use it as a resource to be consumed, it still creates a really weird construct where you have a longer time frame before you actually generate reasonable threat. If it stacked up and wasn't consumed, you'd then be creating a construct where you start off with weak threat (which is when you need it most) and, only after the fight is already 10-20 seconds deep, work up to having useful amounts of it (which is when you need it the least).

    There's a really good reason that enmity multipliers are always passives or self-buffs: doing it any other way is simply makes a tank *drastically* less effective.
    I'll admit that my idea for MTK is based on the other idea I had for it, where Reveal would be a secondary threat modifier while Ice Brand (permanent sword enchant, +35~% enmity to all actions) would be the primary thread modifier.

    As for the reason behind the stacking, the intent is to give MTK something to weave into their rotation because aside from benefiting the raid it also benefits their threat generation. I could simply keep it at one stack and just add a high enmity value (along the same potency as Flash but single-target) that could be weaved in to maintain threat but would be far from MTK's main threat tool. I also would see it as an alternative to "combo for higher enmity" (WAR's relationship with Maim) without falling back on too many abilities with built-in high enmity (what PLD is basically built on).
    (0)
    * 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 like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)