I got bored while waiting for maintenance, so here's a flayer and beastmaster concept I put together.
Flayer
Concept: DPS that relies on continuous attacks to deal damage.
Weapons: Bullwhip. Chain whip.
Abilities
01 Swipe - Delivers an attack with a potency of 120.
02 Snap - Delivers an attack with a potency of 100. Combo => Swipe: 150 potency.
04 Nourish - Regenerate 8% of your max HP over 12 seconds.
06 Crack - Reduces damage dealt to you by target by 10% for 10 seconds. 60 second cooldown.
08 Flog - Delivers an attack with a potency of 80. 160 when delivered from behind target.
10 Brandish - Delivers an attack with a potency of 100 to all enemies within 3 yalms.
12 Takedown - Stuns target for 3 seconds. 40 second cooldown.
15 Boomerang - Delivers an attack with a potency of 130. 15 yalm range.
18 Lacerate - Delivers an attack with a potency of 80. Combo => Flog: Increases damage target receives from your attacks by 10% for 20 seconds.
22 Wide Sweeps - Your single-target attacks deal 50% of their damage but strike two additional targets. 12 second duration. 1 minute cooldown.
26 Sidewinder - Delivers an attack with a potency of 100. Combo => Snap: 250 potency.
30 Lariat - Channeled ability. Completely immobilize target for 6 seconds. Effect ends if you move or perform any actions. 45 second cooldown.
34 Redirect - Reduces damage taken by 10% for 15 seconds. 2 minute cooldown.
38 Nine tails - Delivers an attack with a potency of 100 in a cone before you. Combo => Flog: 150 potency.
42 Barbed Flail - Delivers an attack with a potency of 100. Places a damage over time effect with a potency of 30 for 21 seconds.
46 Recklessness - Increases damage dealt by 20% for 20 seconds. Reduces attack speed by 15% for 5 seconds after effect fades. 90 second cooldown.
50 Punisher - Delivers an attack with a potency of 100. Combo => Lacerate: 180 potency. Doubles the potency of your next Swipe or Flog.
Traits
08 Enhanced Strength (Flayer)
14 Enhanced Nourish - Nourish now regenerates 12% of your max HP over 15 seconds.
16 Enhanced Vitality (Flayer)
20 Momentum - Increases your attack speed by 4%.
24 Enhanced Vitality II (Flayer)
28 Enhanced Takedown - Reduces the cooldown of Takedown to 20 seconds.
32 Deep Lacerations - Lacerate now increases damage target receives from your attacks by 15%.
36 Enhanced Crack - Reduces the cooldown of Crack to 40 seconds.
40 Momentum II - Increases your attack speed by an additional 4%.
44 Constrictor - Lariat deals damage over time (20 potency) for every second it is active on target.
48 Enhanced Redirect - Redirect now reduces damage taken by 15%.
Achievements
Whip it good! I-V - Achieve flayer level 10-50
Notes:
- As always, potencies, durations and cooldowns are negotiable.
- Flayer is a melee DPS that has slightly better options for AoE compared to a PGL or LNC. Granted I have a feeling Wide Sweeps, Brandish and Nine Tails are in need of a boost.
- Lariat is a channeled CC. The player can't do anything while keeping the target in place, as it would break the channel and prematurely end the effect. I was also thinking of having bosses be held in place by Lariat but being able to auto attack and cast spells.
- Nourish, Crack and Redirect are self-preservation tools, as they are nowhere near as potent as what a tank would have available to them. At most it would allow a healer to get to them but may also help in AoE situations (Nourish and Redirect). Crack is inspired by Demoralizing Shout but single target.
- Momentum is key to use of the whip, and while an alternative to the two traits that I have suggested would be to implement Momentum as a system similar to greased lightning, it might have complicated things too much. By this token, Recklessness works the way it does because I feel the damage increase for flayer should have some sort of downside. Conceptwise the flayer would need to slow down to regain control of their whip (I originally wanted to have the flayer damage themselves a bit per attack while Recklessness was up).
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Beastmaster
Concept: Tank that establishes bonds with beasts, sharing damage and boons with their companion.
Mechanics: Equipping the BST crystal adds the "Increased Enmity" effect to Snap, Sidewinder, and Brandish. Flog's baseline potency is increased to 110 and no longer needs to be used behind the target to combo to Lacerate or Nine Tails (you still need to be behind the target for it to have 160 potency).
The core mechanic of BST is "Lifelink", a buff the splits damage the BST takes with their pet that is active whenever the BST and their pet are within 5 yalms of each other. While Lifelink is active, the BST deals 30% less damage but gains an enmity boost. The damage split would be 80-20 between master and pet. AoE moves and damage auras ignore the pet. Lifelink also heals the pet for 20% of the heal received by the master when Lifelink is active. Buffs like Protect and Stoneskin will affect the pet when used on the master and vice versa.
Pets: BST can have up to five pets bonded to them, allowing the BST to summon one beast as a pet using Call Beast. Upon unlocking the job, BST can Tame and bond to one beast (can be beastkin, cloudkin, scalekin, wavekin and vilekin), and more pet slots will unlock as the BST completes job quests. Upon being successfully tamed, pet level becomes normalized to match the master's level. Unlike SMN pets or companion chocobo, BST pets can only auto attack and must be ordered to perform specific moves though Tenacity/Savagery/Cunning.
Suggested pets
Beastkin
Adamantoise
Boar
Coeurl
Mole
Wolf
Cloudkin
Apkallu
Bat
Cockatrice
Dodo
Vulture
Scalekin
Croc
Dragonfly
Drake
Raptor
Serpent
Vilekin
Beetle
Diremite
Giant Hornet
Mantis
Yarzon
Wavekin
Crab
Jellyfish
Orobon
Pugil
Uragnite
Support Classes: GLA (Convalescence, Savage Blade, Provoke), PGL (Featherfoot, Second Wind, Haymaker)
Abilities
30 Tame - Bond target beast to you
30 Release - Sever your bond with currently active pet, releasing them back to the wild
30 Call Beast - Summon beast bound to you
30 Sic (BST) - Orders pet to attack target.
35 Tenacity - Orders pet to perform a defensive move. 30 second cooldown.
40 Savagery - Orders pet to perform an offensive move. 30 second cooldown.
45 Cunning - Orders pet to perform a support move. 30 second cooldown.
50 Call of the Wild - Summon all beasts bonded to you to attack the target. The additional pets deal 25% of their normal damage and can only auto-attack. Damage taken by you is split between you and the five pets for the duration. 15 second duration. 5 minute cooldown.
(Suggested) Quests
30 Embracing the wild
35 In the footsteps of...
40 When nature calls
45 Old trophies
50 In the Veldt, the mighty Veldt
50 A Relic Reborn: Vampire KillerDragon Whisker
Achievements
...and your not-so-little pet too! - Complete the beastmaster job quest "In the Veldt, the mighty Veldt".
Get out your relic whip - Acquire a dragon whisker in the quest A Relic Reborn.
Notes:
- The idea behind BST pets is that each pet type has three abilities corresponding to the Tenacity, Savagery and Cunning commands.
- While BST by themselves have a bit of enmity, I would make sure it isn't enough to solo tank stuff unless the pet is also present (hence why Lifelink increases enmity generated)
- Mitigation is a bit trickier, since the damage taken by the BST is split between master and pet. Self-cast cooldowns like Nourish and Redirect affect both.
- Because BST is a tank and their main mechanic is Lifelink, pathing for BST pets should aim to place them right next to the BST.
- To give an idea of how pet abilities work, for example a Wolf type pet may have Stalwartness (reduces damage taken by master and pet), Wild Fang (Single-target attack with high crit chance) and Furious Howl (increases damage dealt).
- In contrast, a Coeurl type pet may have Feline Reflexes (increased dodge), Scratch Fury (single target attack that places a DoT), and Charged Whisker (AoE paralyze).
- A Boar-type pet may have Unstoppable Force (Removes weight and bind effects from master and pet), Goring Tusk (front-cone attack), and Bellowing Grunt (AoE stun).
- An alternative that I'm sure some of you will hate would be pet abilities being standard per family. As in, all beastkin have the same abilities, all wavekin have the same abilities and so on. Depends on whether the devs would want to take the time to assign moves to all monster types that can be tamed by BST or whether it would be more time and cost-effective to simplify pet movesets.
- Of course, we also have the issue of illusion of choice, which pet classes like BST are subject to. Someone may get mad if the ideal pet for endgame was a Boar but they wanted to use a Coeurl or a Tortoise, for example.
- As a third option, BST pets could be tied to the storyline, meaning the BST would get five predetermined pets through the job quests and simply not have the option to tame mobs, but that I feel would go against the theme of the job.
- Call of the Wild is a mini-DPS cooldown that happens to provide major mitigation for the BST.
- In theory, between Lifelink's damage reduction, Redirect, Crack, Nourish, Convalescence and Second Wind BST should not be lacking for mitigation or recovery tools. That's not even counting Tenacity abilities from pets. With that in mind, I think Tenacity's cooldown could be increased to something like 2 minutes and ensure pet tenacity abilities justify the long cooldown.
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Blue Mage
Concept: DPS that uses abilities learned from monsters.
Mechanics: Equipping the BLU crystal places an HP penalty and increases max MP for the amount of HP lost. It also allows Lariat to restore 20% of your max MP when used and an additional 5% per additional second it is active on target.
BLU can learn spells using Azure Lash on a target. Upon use the ability has a chance to let the BLU learn a spell from the monster attacked. Learned attacks correspond to one of four receptacles. You can only learn moves corresponding to receptacles that are available to you.
30 Azure Lash - Delivers an attack with a potency of 80. Absorbs 30% of damage dealt as HP and MP. Allows the learning of monster abilities. 10 second cooldown.
30 Sapphire Recepticle - *Body Slam (Peiste, 10 second cooldown), Sanguine Bite (Wolf, 15 second cooldown), Sticky Tongue (Gigantoad, 30 second cooldown)
35 Aquamarine Recepticle - *Wing Cutter (Vulture, 20 second cooldown), Frost Breath (Raptor, 10 second cooldown), Acid Mist (Ochu, 10 second cooldown)
40 Lapiz Lazuli Recepticle - *Electric Velitation (Aevis, 5 second cooldown), Detonator (Bomb, 15 second cooldown), Dream Flower (Mandragora, 25 second cooldown)
45 Zircon Recepticle - *Malice (Ghost, 5 second cooldown), Jittering Jig (Spriggan, 2.5 second cooldown), Thunderstorm (Gnat, 10 second cooldown)
50 Magus Recepticle - *Grand Delta (Hidon, 90 second cooldown), Bad Breath (Morbol, 3 minute cooldown), Final Sting (Giant Bee, 2 minute cooldown)
Quests - *Warning: Fanfiction advisory is in effect* The BLU questline would involve Relm, a girl that is trying to continue the research on monster behavior started by her deceased grandfather. The quest would reveal that Relm's grandfather was a blue mage and the player character would inherit the knowledge Strago amassed before facing the beast that ended his life, Hidon.
30 Turning blue
35 For posterity
40 Remembering lore
45 Blue (mage)'s clues
50 Hidon seek
50 A Relic Reborn: Mystic Whip
Achievements
Blue Mage in Blue World - Complete the blue mage job quest "Hidon seek"
Whiplashing it, mystic style - Acquire a mystic whip in the quest A Relic Reborn
Notes
- The concept behind the recepticles is that they can store the essence of monsters. Each recepticle can store a certain number of monster essences, which the BLU can then draw upon to use monster skills.
- This said, I wanted to base BLU on the idea behind SaGa Frontier's Mystics; that is to say, a class that could absorb monsters and store their essence, allowing them access to certain monster attacks (Mystics could store up to three monsters through Mystic Sword, Mystic Glove and Mystic Boots, BLU would be able to store 5 through their recepticles). I went away from this idea because a BLU having only 5 spells seemed a bit odd.
- Blue Magic spells would appear as individual icons in the action bars. The recepticles themselves do not appear on the action bar, and instead are more for story purposes. Increases in the level cap could allow the BLU to gain extra abilities not-related to recepticles and perhaps increase the spell capacity of the recepticles gained in the lv30-50 quests.
- The spells marked with a star are already learned when the BLU gains that recepticle through the job quests. For example, the Zircon Recepticle is gained with Malice already learned (leaving the BLU to learn Jittering Jig and Thunderstorm).
- The way Blue Magic works is that spells bound to the same recepticle share the cooldown of the used spell. If a BLU uses Grand Delta, then all Magus Recepticle spells are placed on a 90 second cooldown. If that BLU instead uses Bad Breath, then all Magus Recepticle spells are placed on a 3 minute cooldown.
- Azure Lash and Lariat are key to restoring MP. I'm iffy on turning Lariat into an MP recovery tool, and am open to the posibility of moving that aspect to Barbed Flail. I did like the idea of the BLU somehow turning their whip into a leeching vine, wrapping it around the enemy using Lariat and using their whip to slowly draing MP form the enemy.
- I'm open to suggestions for blue magic spells if the ones I'm suggesting are not fitting.