Isn’t dark knight kind of a caster tank?
Isn’t dark knight kind of a caster tank?
It would seem there are some confusion as to what my idea entails, let me clarify, Barrier Caster/Tank = Mage/Wizard/Sorcerer/Gandalf with tanking abilities with a focus on energy shields = Barriers that surround the Caster/Tank and protects him from both physical and magical attacks, my idea is mostly to try to introduce a new unique tank class into mmorpgs, i kinda want to change the stereotype of tanks normally being steroid swollen brutes only and usually they are also decked out in 5 tons of steel and spikes.
This game already mostly breaks that trope considering we got petite hyurs, lithe catgirls, and tiny potatoes throwing down with the burliest of them. And a fair amount of Fending gear goes out of its way to be functional armor that permits movement instead of traditional RPG "I wear a slab of metal" armor.
True, still i want to bring a pure magic tank to the scene, we got pure magic healers, we got pure magic damage dealers, might aswell introduce a tank to the mix of magic users.This game already mostly breaks that trope considering we got petite hyurs, lithe catgirls, and tiny potatoes throwing down with the burliest of them. And a fair amount of Fending gear goes out of its way to be functional armor that permits movement instead of traditional RPG "I wear a slab of metal" armor.
A slight update on my idea btw, we have set the foundation that the barrier caster/tank which i from here on shall call Varia Mage will be defending himself through the use of energy shields/barriers, but how will he attack?
I gave this some thought and decided to come up with a concept of attacks, the Varia Mage will actually use his own energy shield/barrier to attack with!
This concept is based on his weapons being something akin to arm guards with crystals or something.
Basic Attacks
3 skills that unleashes the energy of the current active barrier, effects will vary depending on active barrier, you cant attack btw if you dont have a barrier activated.
1. Single target attack.
2. Cone attack.
3. AoE attack on the area surrounding the caster.
Additional Skills
1.Critical Unleash. (Job gauge skill)
The Barriers
The plan on the barriers is that the standard/Neutral barrier will be your main barrier and the rest are more temporary elemental enhancements that will only stay active for a short period of time.
Enhancement barriers will be used up and disappear when you use a unleash attack so attacks are best used right before a enhancement barrier runs out.
When a enhancement barrier disappear you will default back to your Standard/Neutral barrier.
Each enhancement barrier will have a separate cooldown. (15-30 Sec)
1. Standard/Neutral Barrier. (Haven´t decided on color yet)
2. Red Fire Barrier.
3. Green Wind Barrier.
4. Purple Thunder/Lightning Barrier.
5. Yellow Earth Barrier.
Standard/Neutral Barrier
Your basic barrier, this is the one you will have active at all times when in combat, unless you want to die instantly that is.
It will constantly drain your MP while being active.
It will reduce incoming dmg by a certain amount.
Red Fire Barrier
Elemental fire enhancement on your barrier, only active for a short time (5-10 Sec)
Burns all enemies that attack your character causing damage and enmity on them.
Green Wind Barrier
Elemental wind enhancements on your barrier, only active for a short time (5-10 Sec)
Increases your healing received while active.
Purple Thunder/Lightning Barrier
Elemental thunder/lightning enhancement on your barrier, only active for a short time (5-10 Sec)
Zaps nearby enemies with electric shocks.
Regenerates MP.
Yellow Earth Barrier
Elemental earth enhancement on your barrier, only active for a very short time (3-5 Sec)
This is the Varia Mage tank buster shield.
Job Gauge
Your barrier absorbs a small amount of energy from enemy attacks filling the bar, the bar can hold up to 3 charges of absorbed energy.
Each charge will boost 1 of your barrier unleash attacks with more potency and additional effects.
Charges will be used up when you use Critical Unleash.
If you save up to 3 charges your barrier will enter a hyper mode, when you use Critical Unleash with 3 charges the cooldowns on your enhancement barriers disappears, you will be able to unleash as an example 3 fire barrier attacks in a row if you so desire.
Edit: This is just the basic concept atm, adjustments will most likely be necessary at some point, all these skills will currently take up 9 hotbar spaces so far.
Last edited by Jaegerkrantz; 09-05-2018 at 12:34 AM.
Not in lore, no. In lore Dark Knight uses his inner feelings, his darkness, and manifests it. Some skills are spells mechanically (really...it's hardly relevant until silenced/pacified), but they are not spells in-world.
Paladin does use spells, but paladins and white magic go hand in hand in all games, but they never are considered anything other than "warriors with a bit of magic". They are NOT casters, which them being disciples of war prove.
And I agree with Rongway. I don't get why people bring up the gears saying that everything needs to share the current fending gear for a tank either. That's just stupid. People are limiting already limited game for the most ridiculous reasons.
A caster will depend on his magic to survive, not being thick with muscles.
Trait, lvl1: "Re-purposed Weaving" "Switch defense and resistance values of worn gear."
Trait, lvl1: "Magical Decoy" "Add X% of MP to HP. Stops interruption of spells on damage."
Voila. A caster that wears caster gear and have the survivability of a tank. Offense doesn't need to be affected. In this game damage and enmity bonuses on skills are what generate hate majorly, and those can be manipulated without any special traits or anything. Potency of attacks can be decreased to avoid excessive damage with the high, caster stats. No problem.
Last edited by kikix12; 09-04-2018 at 03:54 AM.
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