Yep, here I am again, with yet another concept for a class that is just as likely to be completely opposite what SE is planning as it is to be anywhere even close to what they're planning.
Actual class and job concepts to come after the break...
Note: The abilities and traits are sorted in no particular order. I'll figure out what order they'd be learned in later, along with things like the Relic Reborn and class/job questchains.
Base Class: Fencer
Category: Disciple of War
Weapon Type: Rapier+Parrying Knife (Parrying Knives are like Gladiator Shields, providing Block and about a third of the weapon stats).
Role: DPS/Debuffer
Class Abilities
Flametongue: Above-Moderate fire-element damage. Intermezzo: Briefly Increases damage dealt.
Icebrand: Moderate Ice-element damage. Intermezzo: Inflicts Slow for a few seconds. Using Icebrand three times in a row inflicts Chill (Moderate potency DoT).
Thunderblade: Moderate lightning-element damage. Intermezzo: Very short duration Silence. Using Thunderblade three times in a row inflicts Shock (Moderate potency DoT).
Gaea Sword: Below-Moderate Non-elemental damage, Circular AoE. Intermezzo: Inflicts Heavy.
Windslicer: Below-Moderate Non-elemental damage, ranged attack. Intermezzo: Rasp (Moderate potency DoT).
Excalibur: High Non-Elemental damage. Intermezzo: Reduces target's Strength and Intelligence by 5% each.
Arcane Burst: Consumes all stacks of Finale on the Fencer to deal damage. Moderate base potency, small potency boost per Finale stack consumed.
Chaining Strikes: Increases attack speed for a short while. Moderate cooldown.
Riposte: Increases Block Rate and Block Strength by 30% and 20% respectively for a short period of time. Long cooldown.
Pommel Bash: Moderate damage, inflicts Stun for a few seconds (on par with trait-boosted Shield Bash). Consumes 2 stack of Finale.
Aspir Blade: Your next ability is an automatic critical hit, and all the damage dealt is restored as MP. Moderate-Long/Long Cooldown
Healing Chant: Heals for a Below-Moderate amount, improved by Attack Power. Costs MP.
Vital Strike: Moderate damage, improves critical-hit rate. Consumes 2 stacks of Finale, Short cooldown.
Heart Strike: Very high damage. Consumes 3 stacks of Finale, long cooldown.
Preparation: Gain 2 stacks of Finale. Moderate-Long cooldown.
Disarming Strike: Above-moderate physical damage and inflicts Pacification for a few seconds. Consumes 2 stacks of Finale.
Perfect Parry: Damage taken reduced by a third for a few seconds. Long cooldown.
Traits
Magic Sword I: The third Magic Sword skill used in a chain will do more damage than normal, and the second Magic Sword skill used in a chain will cause the Intermezzo effect.
Magic Sword II: The third Magic Sword skill used in a chain will do a lot more damage than normal, and the Intermezzo effect is now enhanced.
Increased Strength I/II/III
Grand Burst: Arcane Burst's bonus potency is increased by a little more per Finale consumed than normal.
Improved Preparation: Preparation now grants 5 stacks of Finale.
Greater Enruin: Enruin's damage bonus is doubled.
Perfect Riposte: Riposte's bonuses to Block rate and Block strength are increased by half.
Featherblow: All crits increase Auto-Attack speed by a small amount for 12 seconds.
Featherblow II: All crits increase Auto-Attack speed by a greater amount than rank 1 for 12 seconds.
Notes
-Fencer works by making three-hit "Chains" with it's "Magic Sword" skills (Flametongue, Icebrand, Thunderblade, etc). Starting at level one, the third "Magic Sword" skill used in a chain will provide the "Finale" buff. The Finale buff has a 30 second duration, and increases critical hit rate by an additional 1% per stack, with the buff capping at 5 stacks.
-With the Magic Sword I trait, the second Magic Sword skill in a chain will cause its Intermezzo effect, while the third Magic Sword skill in a chain will cause increased damage in addition to the Finale buff. With Magic Sword II, the Intermezzo effects are boosted, as is the damage with the third Magic Sword skill.
-Though they deal elemental damage, Fencer's Magic Sword skills are all classified as Physical Attacks. Thus, targets immune or resistant to physical damage will be immune or resistant to the Magic Sword skills, while targets immune or resistant to magic will take full damage.
-Excalibur is noticeably more expensive and more powerful than Flametongue, the idea being that it be 'spammed' for periods of spike damage.
-Flametongue, Icebrand, Thunderblade, Gaea Sword, Windripper, and Excalibur all cost both MP and TP.
-Healing Chant is intended to be inferior to a Cure cast by a Conjuror, and to be expensive enough that spamming it will make it difficult to use Magic Sword skills, AKA, the Fencer's primary means of offense.
-Chill and Shock are meant to give the player a reason to use something other than Flametongue for single-target damage.
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Job 1: Red Mage
Classes: FNC 30/PGL 15
Role: DPS
Relic Reborn:
Job Abilities
Doubleskill: When used, the next Magic Sword skill is 'stored', and then the second Magic Sword skill used will cause increased damage and activate both skills' Intermezzo effects. Total potency is equal to the sum of both skills' potency plus another 25%. Moderate cooldown.
Deathblossom: Moderate physical damage. Combo action: The second Magic Sword skill in a chain. Combo Potency: High. Combo Bonus: Raises Magic Sword skill potency by 25% for a few seconds. Provides 2 stacks of Finale.
Imperil: Increases the duration of the user's Chill, Shock, and Rasp DoTs. Long cooldown.
Enruin: Increases damage dealt by a moderate amount for a short while. Consumes 1 stack of Finale, Moderate-Long cooldown.
Aetherial Surge: The MP cost and potency of all Magic Sword skills are increased by 20% for a few seconds. Long cooldown.
Notes
-Deathblossom is intended to be powerful enough when used properly that it's a competitive option to using Excalibur as the third skill in a chain, being cheaper and having a useful bonus. For pure damage, however, Excalibur is still the better option.
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Job 2: Mystic Knight
Classes: FNC 30/GLD 15
Role: Tank
Relic Reborn:
Job Abilities
Runic: While active, the damage taken and dealt by the Mystic Knight is reduced, enmity caused is increased, and multiple abilities* are modified. Using the ability again turns it off.
Decoy: All of the target's Enmity caused is transferred to the Mystic Knight for a short duration. Medium/Medium-Long cooldown.
Wall: All damage taken by the Mystic Knight for a short duration is reduced by 90%. Very long cooldown.
Elemental Burst: "Detonates" the user's instances of Shock, Chill, and Rasp, inflicting damage equal to 80% of their remaining potential damage, and deals increased enmity. Consumes 1 stack of Finale, Short cooldown.
DeBrave: Lowers damage dealt by the target by 25% for a short duration. Moderate-Long/Long cooldown.
* Class Ability Modifications: All Magic Sword skills gain "Additional Effect: Increased Enmity", and both Riposte and Perfect Parry have their effects enhanced.
Notes
-The reductions in damage taken and dealt by Runic would be somewhat greater than what Defiance does, mainly because with Fencer as a base class its defensive bonuses from gear aren't as great as a base Tank class would get.
-Decoy is meant to allow the Mystic Knight to peel monsters off an ally who maybe was a little too enthusiastic with their DPS or healing.
-Wall would probably either last a bit longer than Hallowed Ground or Holmgang or have a shorter cooldown, so as to make up for the fact that TECHNICALLY the Mystic Knight can still die even while it's active.
The reason most of the class and job abilities lack hard numbers is because I felt that describing their intended effect is both just as effective and (hopefully) doesn't require quite as much number crunching, something I'm not as good at as some other people on these forums *coughkitrucough*.