
Originally Posted by
Shurrikhan
On a more constructive note... Here are some random job ideas that would likely happen to have more casts than existing melee:
Adept (Scouting or Striking) - Wielding a long, lean martial staff, the Adept is a versatile, highly agile, and variably supportive front-line fighter. Its spells cast unlock and/or augment its available weaponskills and abilities, with its Mana spent leaving a portion resonating within them of that element (colored on the MP bar). The Adept has, directly or indirectly, access to all six elements, with certain combinations of elements able to source or augment others (Fire on a central target spreading Wind damage outward, etc.) and some skills able to combine one element's means of conveyance (e.g., an Earthen Spike) with another's effect (Lightning's Polarity, for instance, to form a Galvanic Spike). Operating on up to 20% increased Attack Speed depending on use of Wind (and different but similarly direct means of APM increase within Water and Lightning), the Adept is not likely to be one of the easier jobs, be that in terms of reflexes or decision-making.
Wildblood (Scouting or Casting) - Though technically wielding a regalia --subsumed (rather painfully) into the dominant hand and reshaping its arm-- the primary weapon of the Wildblood is claws and... blood. As Hemomancers, the Wildblood are a particularly nasty breed of versatile saboteur, capable of stealing away attributes from enemies for their own use, and increasingly wielding their own and their enemies stolen lifeforce against their foes. They are particularly hardy through their ability to trade blood for mana and vice versa, though damage can in turn suppress their offensive capability. Able to damn near tank when stealing life-force from a sufficient number of mobs, and to heal the majority of the party's damage intake when commanding the enemy's attention, the Wildblood's role in practice can be a bit... flexible, though its highest contribution to raid throughput usually follows from an offensive role with timely suppression.
Warden (Maiming or Striking) - Sort of a cross between a Paladin and an acme-Witcher, the Wardens carrying long maces (or, long macil -- straight, in this case two-handed clubs with up to a 1/3rd meter section of spiked steel plating over the end) and use a spend a fair portion of their time in casting Holy, Soul, and Balance magics, especially self-buffs (each formed from and named after a Sigil). Charged with both keeping monsters out of villages, and the combating of a plague within their cities that would leave their quickly aggressive victims particularly hardy against all but blunt weapons and Holy and Soul magics, Wardens are simultaneously heavy hitters and methodical coordinators that are individually sturdy and collectively even sturdier. A portion of their casts can act as shields, reducing incoming damage by a flat amount, such that these casts aren't inherently a weakness. The Warden's self-buffs can be used on others for external utility, though such usually lacks synergy compared to self-casting, as each recipient may only carry one Sigil from each benefactor but Wardens are free to cast as many Sigils on themselves as they are able to balance (between exploiting them while active and granting further synergies from carrying multiple at a time). (Because this restriction does not apply to Wardens, beware of All-Warden strike gangs in Frontlines.)
Úlfheðinn (Striking or Scouting) - Dual-axe wielding warrior-shamans that steal away your Beastmaster from the horrors of being reduced to a limited job. Switching between fast and brutal attackers and more cunning ones, they rotate between the imbued or invoked (summoned) spirit of the Wolf (allows, among other things, for dash-strikes and freer and longer combos), Bear (allows for further defensives and strong gauge spenders), or Hawk (allows for weapon-throwing and rapid mobility). While they can cast very little, optimal play tends to weave in a few rituals to capitalize on high-damage periods or replenish MP again for another burst. These rituals may restrict movement to a small area (as per Ley Lines) or directly (as per any other normal cast).
Shifter (Scouting) - So... distinctly not a Morpher, if that's what you were expecting. No, the Shifter, is a user of sentient scarves/cloaks (called their "Shroud") -- almost akin to a Dancer in aesthetic, or something out of Journey -- with a very unique means of 'casting'. If it were said to have any (meta-)elements, they would be of Weave, Sand, and maybe Skies. In role, they are extremely flexible, and tend to dabble in both healing and tanking in premade light-party or 1|6|1 content. (In an ideal world, they could outright sign up for any role for most content.) Shifters are technically melee, but in a sense occasionally like that of a puppeteer: The Shifter actually carries multiple player positions that it can use to its advantage (though for which it is never penalized, such as by having a higher chance of being hit by AoEs) --the original player position, the midpoint of the Shroud, and the edge of the Shroud-- and may at times 'snap' or "Shift" to a safe space among them. Thus a Shifter may at times act from up to 15 meters out, puppeteering from range without penalty to part of its kit, in order to simultaneously support allies elsewhere. This Shroud may be redoubled around the Shifter herself, granting aspects, settle around an ally to benefit and allow strikes around them, smother enemies, be positioned as per a pet, or move in the Shifter's place (the Shifter herself remaining stationary while her movement controls puppet the dash-strike-capable Shroud, with whom she can then swap places). The Shifter's CDs allows for the Shroud to be duplicated, too, creating positionable clones, or to slip into the Weave itself, targeting aspects of the chosen enemy and ally to sever (by attacking these aspects) or fortify.