So this idea may sound sort of off at first but please read with an open mind. Both Blue Mage and Beastmaster have had access to whips in more than one game. As both have to deal with monsters (one using them, one using their abilities) I feel they complement each other well. I'm aware that having 2 DPS jobs coming out of a DPS class isn't ideal and I advocate a 1 class 2 role lifestyle but I feel it would be difficult to create a pet based tank (just look at how much everyone hates Titan-egi) or a blue magic tank/healer based on the monsters we have currently. That said I do believe I've struck a balance where both classes play differently enough that it makes up for it. Will edit in Lore soon please bear with me.
KEY:
(A) = ability off GCD, (S) = skill on GCD
Concept: Flayer (FLA) was inspired by the Morpher in FFTA. The "- Soul" abilities are toggle abilities that have a different purpose for the FLA/BLU and the BST. They can start learning Blue Magic at level 8 but are limited to only being able to learn 1 spell from each of the available families. Their attacks focus on getting in more hits in a shorter amount of time. Their combos are: Lash > Flame Lash (attack > attack with DoT), Lash > Constrict > Slaying Tail (attack > paralyzing attack > chance to reset FL DoT) and technically Quick Lash > Expiacion (attack that bestows double attack buff > twofold attack that requires and consumes double attack buff). They have buffs that increase their STR, Critical Hit Rate and the damage of their party members.Flayer: They use whips for their weapon and are from Limsa Lominsa. Whips are a melee weapon with a maximum distance of 12y.
Abilities and Attacks:
1: Lash: (S) Delivers an attack with a potency of 100. TP Cost: 70.
2: Killer Instinct: (A) Increases STR by 15% (15s). Recast: 90s.
4: Quick Lash: (S) Delivers an attack with a potency of 90. Add.Effect: Double attack (8s). Recast: 25s. TP Cost: 130.
6: Flame Lash: (S) Delivers an attack with a potency of 100. Combo Action: Lash. Combo Potency: 120. Combo Bonus: Applies 20 potency fire damage over time (18s). TP Cost: 80.
8: Beastkin Soul: (S) FLA/BLU: Allows the setting and use of a Beastkin ability. Combo Action: Seedkin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of a Beastkin pet. Cast time: 1s.
10: Achilles Lash: (A) Delivers an attack with a potency of 100. Add.Effect: Stun (2s). Recast: 45s. TP Cost: 150.
12: Wavekin Soul: (S) FLA/BLU: Allows the setting and use of a Wavekin ability. Combo Action: Beastkin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of an Wavekin pet. Cast time: 1s.
15: Pheromone: (A) Increases the critical hit rate of user and pet by 10% (15s). Recast: 90s.
18: Vilekin Soul: (S) FLA/BLU: Allows the setting and use of a Vilekin ability. Combo Action: Wavekin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of a Vilekin pet. Cast time: 1s.
22: Constrict: (A) Delivers an attack with a potency of 110. Combo Action: Lash. Combo Potency: 180. Combo Bonus: Paralyzes target (10s). TP Cost: 70.
26: Scalekin Soul: (S) FLA/BLU: Allows the setting and use of a Scalekin ability. Combo Action: Vilekin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of a Scalekin pet. Cast time: 1s.
30: Grappling Whip: (A) Rush to your target's side (player or monster). Recast: 180s.
34: Cloudkin Soul: (S) FLA/BLU: Allows the setting and use of a Cloudkin ability. Combo Action: Scalekin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of an Cloudkin pet. Cast time: 1s.
38: Slaying Tail: (S) Delivers an attack with a potency of 120. Combo Action: Constrict. Combo Potency: 190. Combo Bonus: 5% chance to reset targets Flame Lash duration. TP Cost: 90
42: Seedkin Soul: (S) FLA/BLU: Allows the setting and use of a Seedkin ability. Combo Action: Cloudkin Soul. Combo Bonus: Grants 1 stack of Azure Soul (10s). BST: Allows the calling of a Seedkin pet. Cast time: 1s.
46: Expiacion: (S) Delivers a two-hit attack with a potency of 120 each (one or both hits can miss). Quick Lash must be active. Consumes Quick Lash on use. TP Cost: 180.
50: Howl: (A) Braces nearby party members and their pets for their next attack. Each members' next action will be 5% stronger. Recast: 240s
"-kin Soul" Combo's and Azure Soul:
When the BLU or FLA utilizes a "-kin Soul" ability they will initiate a special combo. For each "-kin Soul" combo they string together they will gain 1 stack of Azure Soul. Each stack of Azure Soul gives a 2% bonus to critical hit rate. Azure Soul caps at 5 stacks and its duration cannot be renewed once capped even if stacks are consumed. Until this point each stack will renew its duration. Spoken and Voidsent abilities are quite a bit more powerful and will consume stacks of Azure Soul.
Traits:
8:Learning: FLA/BLU: Allows the chance to learn Blue Magic. Physical weaponskills will restore MP equal to half their cost in TP. BST: When you land a critical hit there's a 5% chance your pet will receive a 10% damage increase (8s).
14: Enhanced Strength: Increases Strength by 2.
16: Enhanced Strength II: Increases Strength by 4.
20: Enhanced Killer Instinct: Killer Instinct now also increases INT by 15%.
24: Enhanced Achilles Lash: Reduces recast time to 30s.
28: Enhanced Strength III: Increases Strength by 6.
32: Enhanced Killer Instinct II: Reduces recast time to 60s.
36: Deadly Pheromone: Reduces Pheromone recast to 60 seconds.
40: Burning Lash: Flame Lash's damage over time duration extended to 20 seconds.
44: Flame Tail: Increases Slaying Tail's chance to reset Flame Lash's damage over time to 15%.
48: Unbridled Learning: FLA/BLU: Increases the chance of learning blue magic. Physical weaponskills will restore MP equal to their cost in TP. BST: When you land a critical hit there's a 10% chance your pet will receive a 10% damage increase (8s).
The In-Game Taxonomy:
This is strictly for reference. Not all monsters listed will have learnable spells or acquirable pets.
Ashkin - fomor, ghost, wight
Beastkin - adamantois, aldgoat, antelope, boar, buffalo, chimera, coeurl, mole, opo-opo, rodent, sheep, wolf
Cloudkin - apkallu, bat, cockatrice, colibri, death gaze, dodo, hippogryph, vulture
Forgekin - biotechnological weapon, death claw, defender, facer, magitek, mirrorknight, statue, vanguard
Scalekin - aevis, croc, dragon, dragonfly, drake, eft, goryncych, hydra, peiste, puk, raptor, serpent, wyrm, wyvern
Seedkin - cactuar, funguar, goobbue, landtrap, mandragora, morbol, ochu, sapling, treant
Soulkin - coblyn, dullahan, elemental, spriggan
Spoken - amalj'aa, humanoids, giant, goblin, ixal, kobold, mamool ja, moogle, qiqirn, sahagin, siren, sylp, tonberry
Vilekin - antling, beetle, chigoe, diremite, firefly, giant hornet, mantis, sandworm, swarm, yarzon
Voidsent - ahriman, ascian, bomb, cyclops, demon, flan, gargoyle, gnat, golem, imp, ogre, ooze, plasmoid, snurble, soulflayer, succubus, taurus, vodoriga, wisp
Wavekin - angler, clam, crab, gigantoad, jellyfish, megalocrab, pugil, slug, uragnite
Concept: The Blue Mage (BLU) is essentially a more focused FLA. They get the ability to learn 2 more spells per monster species as opposed to FLA's one. They also see the addition of Spoken and Voidsent spells. Spoken is special in that it includes the beastmen tribes so I felt it important to include each of them, requiring an additional ability to set one more with such a large number (Spoken Soul II). They can only equip 1 spell per slot for a grand total of 9 Blue Magic spells set at any time. The types of spells they can equip vary from status effects, AoE damage (physical and magical), single target damage (physical and magical), and buffs. They'll find themselves using their weaponskills less often than their magic spells for more higher damage output but with moderate MP costs their MP will dwindle eventually. When their MP gets low they can continue to deal damage with their weaponskills while their MP replenishes. This is in a similar fashion to THM/BLM using the Fire and Blizzard line of spells. The BLU can also use Azure Lore to swap their naturally higher STR and lower INT values to make better use of magical Blue Magic attacks should they prefer them. The damage output should be about the same (I haven't mathed them all out yet) just in different ways, with magic attacks focusing more on DoT and status effects.Blue Mage: Similar to Flayers the Blue Mage can use the "- Soul" abilities they can unleash an attack they've learned from a monster. Theycan set abilities that the Flayer doesn't have access to, giving them a wide array of spells to pick and choose from for a given situation but they are limited in how many they can equip at a time.
Abilities:
30: Azure Lore: (A) While active the users INT and STR values will be swapped. Ends upon re-use.
35: Spoken Soul: (S) Allows the setting and use of a Spoken ability. Requires and consumes 2 stacks of Azure Soul.
40: Voidsent Soul: (S) Allows the setting and use of a Voidsent ability. Requires and consumes 3 stacks of Azure Soul.
45: Diffusion: (A) Allows next enhancing Blue Magic spell to affect others in a small radius. Potency will be reduced by 1% per person affected. Recast: 180s.
50: Spoken Soul II: (S) Allows the setting and use of a Spoken II ability. Requires and consumes 4 stacks of Azure Soul.
ARC:
Raging Strikes
Quelling Strikes
Hawk's Eye
PGL
Featherfoot
Internal Release
Second Wind
Blue Magic:
Blue Magic is set in a similar fashion to how "Additional Skills" are set and additional slots are unlocked upon learning the appropriate "Soul" ability. Only one ability per classification may be set in one of these slots at a time. For example: You get Flayer to level 8 and learn Beastkin Soul. You open your skill menu and see a new tab called "Blue Magic" which now has 1 empty square at the bottom and all the Blue Magic listed above but they're greyed out until you learn them. Since Flayer can only use Clamor for Beastkin they will not be allowed to learn Tortoise Stomp or Charged Whisker. The Blue Mage quests will not only allow some of these moves to be learned in their instanced fights but will also entail traveling to areas where the enemies are present.
Beastkin:
Clamor: Demoralize target reducing healing effectiveness (20s). Recast: 60s. MP Cost: 128. Buffalo family.
Tortoise Stomp: Delivers blunt damage with a potency of 110 within an area of effect. Recast: 2.5s. MP Cost: 218. Adamantoise family. (BLU only)
Charged Whisker: Deals lightning damage with a potency of 110 within an area of effect . Add.Effect: Paralyze (10s). Recast: 2.5s. MP Cost: 248 Coeurl family. (BLU only)
Wavekin:
Gnaw: Delivers a piercing attack with a potency of 150. Recast: 2.5s. MP Cost: 183. Angler family.
Bubble Shower: Deals water damage with a potency of 120 within an area of effect. Recast: 2.5s. MP Cost: 213. Megalocrab family. (BLU only)
Irritating Tendtrils: Deals lightning damage with a potency of 140. Add.Effect: stun (2s). Recast: 30s. MP Cost: 103. Jellyfish family. (BLU only)
Vilekin:
Blood Drain: Delivers an attack with a potency of 120 and heals yourself for an equal amount. Recast: 60s. MP Cost: 159. Chigoe family.
Sand Cyclone: Deals earth damage with a potency of 60. Add.Effect. Earth damage over time with a potency of 30 (18s). Cast time: 2s. Recast: 2.5s. MP Cost: 289. Sandworm family. (BLU only)
Deadly Thrust: Delivers a piercing attack with a potency of 160. Recast: 2.5s. MP Cost: 209. Diremite family. (BLU only)
Scalekin:
Body Slam: Delivers blunt damage with a potency of 110 to all enemies in a cone in front of you. Recast: 2.5s. MP Cost: 206. Peiste family.
Smouldering Scales: Bestows a Blazespikes effect on user (30s). Cast time: 1s. Recast: 90s. MP Cost: 276. Drake family. (BLU only)
Bog Bomb: Deals earth damage with a potency of 110 within an area of effect. Recast: 2.5s. MP Cost: 236. Eft family. (BLU only)[/B]
Cloudkin:
Rancid Belch: Deals water damage with a potency of 160 Add.Effect: Slow (20s). Recast: 2.5s. MP Cost: 224. Dodo family.
Poison Breath: Poisons targets in a frontal cone with a potency of 40 (18s). Recast: 30s. MP Cost: 214 Cockatrice family. (BLU only)
Loop: Delivers a slashing attack with a potency of 170. Recast: 2.5s. MP Cost: 244. Colibri family. (BLU only)
Seedkin:
Stolon: Delivers a ranged attack with a potency of 140 (25y). Recast: 2.5s. MP Cost: 312. Sapling family.
Swift Sough: Deals wind damage with a potency of 100. Add.Effect: 12y Knockback and wind damage over time with a potency of 20 (15s). Recast: 30s. MP Cost: 242. Landtrap family. (BLU only)
Acid Mist: Poisons the air, delivering damage with a potency of 30 to targets that enter the mist (30s). Recast: 2.5s MP Cost: 202 Ochu family. (BLU only)
Spoken:
Footwork: Increases speed of attacks by 20% (20s). Recast: 120s. MP Cost: 200. Amalj'aa family. (BLU only)
Swift Gust: Increases evasion by 20% (20s). Recast: 120s. MP Cost: 200. Ixal family. (BLU only)
Titan's Boon: Increases defense by 20% (20s). Recast: 120s. MP Cost: 200. Kobold family. (BLU only)
Voidsent:
Golden Tongue: Increases magic damage dealt by 15% (15s). Recast: 120s. MP Cost 200. Flan family. (BLU only)
Thunderstrike: Deals lightning damage with a potency of 170 to all enemies in a cone in front of you. Recast: 30s. 317. Gnat family. (BLU only)
Mow: Delivers a slashing attack with a potency of 170 to all enemies in a cone in front of you. Recast: 30s. MP Cost: 317. Taurus family. (BLU only)
Spoken II:
Bomb Toss: Deals fire damage with a potency of 220 within an area of effect . Recast: 30s. MP Cost: 350 Goblin family. (BLU only)
Spinning Kick: Delivers blunt damage with a potency of 220 to all enemies in a cone in front of you. Recast: 30s. MP Cost: 350. Mamool Ja family. (BLU only)
Lacerate: Delivers a slashing attack with a potency of 120. Add.Effect: Damage over time with a potency of 40 (12s). Recast: 30s. MP Cost: 350. Sahagin family. (BLU only)
Faze: Stuns enemies within a frontal cone (2s). Recast: 30s. MP Cost: 350. Qiqirn family. (BLU only)
Spell Set Examples/Ideas:
Physical:
1. Tortoise Stomp
2. Gnaw
3. Deadly Thrust
4. Body Slam
5. Loop
6. Stolon
7. Footwork
8. Mow
9. Lacerate
Magical:
1. Charged Whisker
2. Irritating Tendrils
3. Sand Cyclone
4. Bog Bomb
5. Rancid Belch
6. Acid Mist
7. Footwork
8. Golden Tongue
9. Bomb Toss
Mix/Aoe:
1. Charged Whisker
2. Bubble Shower
3. Blood Drain
4. Bog Bomb
5. Poison Breath
6. Acid Mist
7. Swift Gust/Titan's Boon
8. Thunderstrike/Mow
9. Bomb Toss/Spinning Kick/Faze
Solo:
1. Clamor/Charged Whisker
2. Gnaw/Irritating Tendrils
3. Blood Drain
4. Smouldering Scales
5. Rancid Belch
6. Swift Sough
7. Swift Gust/Titan's Boon
8. Golden Tongue/Thunderstrike/Mow
9. Lacerate
The potencies I've listed for Blue Magic are mostly just an example right now and I'm still tweaking them while seeing how they'd play it in various combinations. I based much of their damage and MP costs (which reflect that of a level 50) in relation to DRG/MNK attacks under the assumption that a BLU would have round 2.5k-2.7k MP without modifications. Potencies and buff increases are likely different than what they are when the monsters use them and some spells I've had to alter slightly but it shouldn't be much trouble to implement. One example was changing the Ochu's Acid Mist to be more like Burning Arrow. They could likely just change the palette in this case.
Concept: The Beastmaster (BST) was originally going to be able to tame pets for future use and the pets be able to be used for different roles but if you read through the first page here you'll see that it sounds a lot better on paper than it would actually perform in game. Due to this I had to fall back on an earlier idea where pets are learned through a sub-quest in the BST storyline. They're a relatively safe class to play since the odds of them getting hate are extremely low with the ability to essentially drop to the bottom of the hate list.Beastmaster: While the Flayer uses the abilities learned from monsters, the Beastmaster learns to control the monsters themselves.
Abilities:
30: Reward: (A) Heals pet with a potency of 200 Add.Effect: Regen with a potency of 50 (15s). Recast: 45sec
35: Primal Rend: (S) Delivers an attack with a potency of 120. Combo Action: Expiacion. Combo Potency: 260. Combo Bonus: Enmity generated from attack is placed on your pet. TP Cost: 60.
40: Snarl: (A) Transfers own enmity and buffs to your pet. Recast: 90s.
45: Onslaught: (S) Delivers an attack with a potency of 150. Combo Action: Flame Lash. Combo Potency:240. Combo Bonus: 20% chance to increase pets attack speed by 15% for 10s. TP Cost: 50.
50: Familiar: (A) Reduces incoming damage and increases damage dealt by pet by 40% for 30s. Recast: 240s.
MRD:
Skullsunder
Fracture
Foresight
Bloodbath
LNC:
Invigorate
Feint
Keen Flurry
Pets:
Pets are obtained via job quests. The level 30, 40 and 50 quests will each reward their respective ability as well as giving access two 2 pets each via a taming side-quest. Once obtained, the appropriate "- Soul" ability will now summon the corresponding pet instead of cast the Flayer's learned spell. The BST's pets each have their own specialty in battle but are primarily there to shield the BST from taking damage. If necessary their pets can also function as an emergency tank using the BST abilities to transfer enmity to their pet. The use of these abilities are primarily for solo use otherwise.
Their pets:
Level 30 Side-Quest Rewards:
Beastkin: Wolf (single target DPS)
Wavekin: Crab (highest defense)
Level 40 Side-Quest Rewards:
Scalekin: Raptor (Conal DPS)
Vilekin: Firefly (Ranged magical DPS)
Level 50 Side-Quest Rewards:
Seedkin: Funguar (area of effect and DoT DPS)
Cloudkin: Vulture (Ranged physical DPS)
When summoned to battle, their level will be equal to yours. As you level up they will gain the use of more abilities for their species and their coloring will change to match that of the common form for that level.
As an example: A BST level sync'd to around level 10 will call out their Wolf pet and it will look like an ordinary Pack Jackal but when they are level 45 it will look like a Snow Wolf.
While on the surface it looks like they lose 6 Blue Magic Flayer abilities this isn't entirely the case. They forgo the use of monster abilities to call a monster into battle. The pets chosen were due to their variety of abilities and availability for expansion; each has a minimum of 3 attacks (which could be expanded upon), while the rest already have 4. So, in "losing" 6 abilities they gain pets which boost their overall damage output. Their job ability attacks were also included into combo's so they should be kept busy enough with their own attacks and managing their pets that they won't even notice the hard loss of 2 abilities (soft loss of 6).
Their pets also have low cast times so while the pet skill slots will share recast timers the BST will be able to switch out their pets with ease as the situation demands. What this means is if one pet uses their skill in slot 1 (such as a wolves paralyzing attack) and the BST changes to another pet, that new pets skill slot 1 (such as a funguar's AoE poison) will still be on cooldown. A good example of this mechanic would be the Garuda fight. At the start of the fight you'd benefit from fighting with the wolf, firefly or vulture. As the fight goes on and she starts summoning adds you may be better off switching to the funguar or raptor. When you begin to move her around the outside it would likely be best to switch back to the wolf, firefly or vulture depending on your strategy. Another example is speed running dungeons using AoE pets on the way to bosses and single damage pets once there.