During the era that housed the War of the Magi an empire seeking supremacy developed ways with which to ensorcel and fortify equipment using its wearer's own life energies, giving cloth and leather the sturdiness of iron and steel. Comprising the empire's armies donning these enchanted armaments were mystic knights, men and women of great magical potential that were turned into aether-fueled bastions.
Mystic knights were more than just protectors in enchanted armor. Their training allowed them to mark their opponents with aether, only to inflict great pain on their foes from within by manipulating their enemies' own life energies.
Concept: Tank job that focuses partly in parry and dodges along with some baseline damage reduction.
Support Classes: GLA (Rampart, Provoke, Flash), PGL (Featherfoot, Haymaker, Chakra)
Mechanics: The MTK soul crystals adds the "Increased Enmity" effect to Stoccata, Sanguine Pin and Fleche. Burning Blade, Frozen Stab and Lightning Thrust place an Elemental Mark on the target, which can then be spent by using Runic Blade or Shockwave.
Mystic Knight abilities
30 Mystic Armaments: Decreases damage dealt by 20% and damage taken by 10% while increasing enmity. Doubles defense and magic defense values gained from equipment. Effect ends upon reuse.
35 Runic Blade: Consumes elemental marks placed on an enemy to deal an attack for 200 potency. Increased enmity.
40 Aetherlink: Creates a 5-yalm tether between you and target party member for 12 seconds, combining both of your HP values into one HP pool but reducing healing received by 50%. Should the combined HP pool hit 0, both you and the target party member will die. 3-minute cooldown.
45 Shockwave: Detonates elemental marks placed on an enemy to deliver an area of effect attack for 150 potency on all enemies within 10 yalms. Increased emmity.
50 Magic Barrier: Places a barrier with a 10-yalm radius at your feet that reduces damage taken by you by 90% and by all allies inside the barrier by 30% for 10 seconds.
(suggested)
Quests
30 Unnatural enhancement
35 Aetheric circulation
40 Highs and lows
45 Aether beasts
50 Secret of aether
50 A Relic Reborn: Durendal
(suggested)
Achievements
Better....stronger....sturdier. - Complete the mystic knight job quest "Secret of aether"
My blade and I are the defenders of my country - Obtain Durendal in the quest A Relic Reborn
Mystic Knight Notes:
- I'll admit part of this was inspired by the general concept of vampires (capable of manipulating a victim once the victim has some of the vampire's blood inside them).
- MTK's Marks work separately from the debuffs associated with BB/FS/LT. If a MTK were to use Burning Blade, you would see the mob get the Burn debuff along with an Elemental Mark.
- Runic Blade's concept was basically the MTK marking their opponent with BB/FS/LT then using Runic Blade to rip the inserted aether from the foe. Think Draw Out from FFVIII but it hurting the enemy. Or if you want a more direct example, the scene from the first X-men movie where Magneto rips out the iron particles from within that prison guard.
- Aetherlink (not to be confused with Etherlink >.>) is a sort of mitigation-ish ability meant to also double as a utility cooldown. If would be the next logical step to follow abilities like Cover. Credit for this skill goes to
Dioltas (though his version of this was called Blood Magic).
- The doubled armor value as well as the 10% mitigation from Mystic armaments should be enough for the job to have some baseline mitigation before you get into the cooldowns. The fact MTK scales with DEX (thus having a higher parry rating than WAR and PLD) would help set it appart.
- Having access to Rampart is a precaution on my part, as I would not want MTK to go through the mess WAR is currently going through.
- While I think Runic Blade should have a cooldown, I don't think Shockwave should have one.