I actually really like the base concept of this. It needs a little refinement on the open-ended combo approach and the elemental integration itself.
Warp Boon and and Realmrazer kind of step on each other's toes. I think you should only get Warpboon, and it traits later for its secondary effect.
As a TLDR: I know you wanted to "keep it simple" but there's like, 17 simple jobs in the game. We can afford to have one that demands a little more.
From an overall structural point, I'd recommend it go as such:
Primary Combo
The single / aoe combos should both progress the 'same' combo. Using an already established job as an example:
Gunbreaker is Keen -> Brutal -> Solid for Single and Slice -> Slaughter for AoE. In this particular example, this means that the Gunbreaker's combo is instead
Keen or Slice -> Brutal or Slaughter -> Solid Barrel
For the Mystic Knight, this effectively means we trim down the "spammer" weaponskills to 4 (even 2 if you're not against Consolidation) buttons, but we can greatly vary their "Combo Ender".
As an example: Single or AoE -> Single or AoE -> Big Hitter or Quick Hitter or Multiple Target Hitter.
The "Not Mana Gauge"
We have the opportunity to better distinguish Mystic Knight from Red mage by moving its "Gauge generation" instead to abilities instead of GCD actions, to play more into the elemental strike. As an example.
Enchantment - The Mystic Knight gains the ability to imbue their weapon with elemental energy to perform strikes and grant themselves boons. Enchantments share the same Charges. As the Mystic Knight advances, their maximum charges increase.
The Mystic Knight would learn En-spells that serve both as their attack enhancers and their toolkit expanders. As examples
Enfire - Increase the potency of the next weaponskill by 25% and deal 30% of its damage to enemies near the primary target.
Enthunder - Increase the potency of the next weaponskill by 25% and cause it to strike twice.
Enblizzard - Increase the potency of the next weaponskill by 25% and grant allies minor MP regen.
"Why use anything but Thunder" - We'll get to that.
From here, we have an easy trait upgrade.
Chain Enchantment: your Enchantment abilities weaken the target, causing corresponding Elemental strikes against them to gain bonus potency to damage and effects.
Astral effects weaken Umbral resistance. The next umbral strike consumes this effect. Vice versa for Umbral.
We can translate this into mathematical terms as such - Increases the Potency bonus to 75% and boosts the bonus effect.
It might seem like a cheap way to "Force" the supporty variants - But I'm mostly okay with that.
Why would you ever not use the damage oriented ones in a boost setting? Ideally you don't, but you have the option there if you need it, it just costs you a little.
This leads further into a natural progression to the Astral / Umbral metagame.
Attunement: Using your Enchantment abilities grants you a corresponding Umbral (Earth, Water, Wind) charge or Astral (Fire, Ice, Thunder) charge.
Lastly, moving the charge to OGCD stock abilities means we have an easy way to add some pressure and time constraints.
Re-purposing Cardinal Chant to instead grant full Enchantment charges creates a similar time constraint to old Summoner Aetherflow. Gotta use them all before your free refill.
Charge Rush, in this iteration, could simply let you use X amount of Enchantments at no charge cost. It'd retain a fast, frantic burst window though it'd probably need a longer cooldown.


Reply With Quote


