Role: Discipline of Magic (Melee DPS)
Weapon: Rapier
Cross Class: ARC and THM
General Idea: The idea is to have a Caster Class that primarily uses Melee attacks at close range, following up with some long range spells. The mechanics focus on building a specific resource with melee attacks then using it to execute powerful spells. With mechanics similar to SMN Aethertrails, BLM's Enochian and AST's Royal Road
Weaponskills
- Quick Point: Potency 150. Combos into Mana Thrust, or Willful Point
- Mana Thrust: Potency 100 (210 when comboed) restores MP when comboed. Combos into Energy Drain or Painful Thrust
- Painful Thrust: 100 (230 when comboed) Grants a stack of Aethercharge and a buff called Charged Magic
- Energy Drain: Potency 110 (260 when comboed). Restores HP, grants a Stack of Aethercharge and a buff called Decaying Magic.
- Willful Point: Potency 100 (230 when comboed). Increases Potency. Combos into Breaking Point or Overthrust
- Breaking Point: Potency 100 (290 when comboed), Grants a Stack of Aethercharge and a new Buff called Radial Magic.
- Overthrust: Potency 100 (250 when comboed), Grants a stack of Aethercharge and a new buff called “Resourceful Magic”
Magic: How it works if that the Magic has require certain Buffs. The first requirement are buffs with “Magic” in the title which denotes the effect. The 2nd is an Aethercharge, which adds the effect to a certain degree. Since XIV likes to keep its skills exclusive to the classes outside of cross classing this RDM will be using similarly themed spells, having 6 spells (one for each element) and 2 curative spells.
All spells here share a cooldown, with the duration of the coolown being based on the spell used. An offensive spell will make the cooldown 10 seconds while a more restorative one will cause it be be 60 instead. All Spells are oGCD ranged abilities with MP costs scaling by level and the buff. The two traits make it similar to Empyrean Arrow. A player can have up to 5 Aethercharges at a time unless they use a certain ability. Crossclass Skills will not not take Aethercharges or “Magic” Buffs.
- Inferno: 210 potency Fire Attack.
- Cocytus: 240 potency Ice Attack. Binds target with a 5% chance of Deep Freeze on Trash (2 seconds)
- Storm: 190 potency Wind attack, applies Magic Resistance down on the Target, Effect doesn't stack with Foe’s Requiem or Promoted Bishops.
- Levinchain: 60 potency Lightning attack. Applies a DoT to the target for 18 seconds (DoT potency: 60)
- Hydrosphere: 190 potency Water Attack. Silences target for 10 seconds
- Groundshaker: 190 potency Earth Attack. Stuns target for 4 seconds
- Restore: Curing Magic. Takes all Aethercharges and restores health, Potency depends on the Amount of Aethercharges used. (100 potency per Aethercharge)
- Banepurge: A removal of 1 Debuff.
The Buffs: As mentioned before, these buffs augment the Magic spells, but they use up all Aethercharges the player has. Changing the spell into something else or in certain cases buffing their own attributes, They are applied by combo finishers and are overwritten by subsequent combos.
- Radial Magic: Turns the Spell into an AoE but halves the potency form the spell. Aethercharges add 5 Yalms per stack.
- Decaying Magic: Converts the damage of an offensive spell into a DoT of the respective element (Burns, Dropsy, Frostbite, Electrocution, Sludge and Windburn) Uses 1 Aethercharge. DoT duration is 30 seconds and potency is 70. All other effects are applied, including Levinchain’s own DoT. Aethercharges Add 3 seconds to the DoT per stack
- Charged Magic: Removes all Aethercharges. Adds 40 potency to the spell per used Aethercharge but removes all effects. If it is also used under the effect of Energy Release and Radial Magic, the resulting spell's, potency decreases by 10% on 2nd mob, 20% on third and so on until it's at half strength, on top of the penalty inflicted by the spell.
- Resourceful Magic: Applies a debuff to the target that grants those that attack it 50 TP per hit. it is 10 seconds per Aethercharge stack
In addition, there are two additional Buffs that boost Speed
- Conquest: A buff that activates when the RDM uses certain spells in a certain cycle. in this case being Groundshaker>Levinchain>Hydrosphere, Hydrosphere>Groundshaker>Levinchain or Levinchain>Hydrosphere>Groundshaker. The Buff increases the Skill Speed of the player and nearby allies. Unlike the "Magic" Buffs, these only last 30 seconds
- Submission: A buff that activates when the RDM uses certain spells in a certain cycle. in this case being Inferno>Cocytus>Storm, Storm>Inferno>Cocytus or Cocytus>Storm>Inferno. The Spell Speed counterpart of Conquest. Also lasts 30 seconds
Other Cooldowns:
- Piercing Magic: Increases Critical Hit Rate for 20 seconds. All weaponskills grant the user 1 Aethercharge. 60 second cooldown
- Aetherial Rod: 30 second buff that increases the amount of Aethercharges you can have at a time to 10. Increases MP restoration rate 120 second cooldown
- En Garde: Increases damage of attacks by 25%, increases damage taken by 20%, for 20 seconds. 80 second cooldown.
- Double: The Next magic cast will be cast twice. Detrimental effects will not be applied on the first cast and “Magic” buffs apply to both casts. 120 second cooldown
- Triple: Same effect as Double, but allowing 3 casts and cannot be used on Banepurge or Restore. 400 second Cooldown
- Refresh: 30 second MP regain for a party member. 90 second cooldown.
- Energy Release: 30 second buff that allows the use of 2 different “Magic” buffs at a time for the Next cast (Only the new buff gets overwritten by combos until its removal). 210 second cooldown.
- Brains and Brawn: Switches INT with STR. 5 second Cooldown.
- Gather: Grants 5 stacks of Aethercharge, 60 second cooldown
- Ternion: A CD available when under the effect of "Conquest" or "Submission", a 500 potency attack that consumes the buff.
Wow, this snowballed into "melee support"...