Page 1 of 2 1 2 LastLast
Results 1 to 10 of 16
  1. #1
    Player
    spelley's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    250
    Character
    Light Seeker
    World
    Behemoth
    Main Class
    Lancer Lv 67

    Mystic Knight Mage Tank

    Just an idea for an MP resource management tank that uses cloth. Probably has a "magic dagger" or something as a weapon.

    Example skills:
    Lvl 1: Firey Thrust -Delivers 150 potency attack at cost of X mana.
    Lvl 2: Enfrost - Regular attacks regen mana and deal X potency extra damage (less than Enfire)
    Lvl 4: Ice Sickle - Delivers 120 potency attack and regens X mana. (combo to do 170 potency w/Firey Thrust)
    Lvl 6: Enfire - Increase enmity and deal X potency extra damage at the cost of mana per second.
    Lvl 8: Thunder Spikes - Whenever an enemy deals damage to you, they take X potency damage for over X seconds and increases armour by X. (mana)
    Lvl 12: Chain Lightning - Increases enmity and applies a low-damage DoT (mana)
    Lvl 15: Fireball - Deals ranged 130 potency damage and increases enmity (mana)
    Lvl 18: Shock - Deals X damage and stuns
    Lvl 22: Thunderous Blade - Deliver 240 potency attack (combo with Ice Sickle) and applies low level dot, increases enmity
    ....etc
    (1)

  2. #2
    Player
    XanderOlivieri's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    273
    Character
    Xander Olivieri
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    Not exactly a Mage, but giving a Tank something OTHER than TP to pull fuel from is greatly needed. I can see a Mystic Knight (totally a DoW not DoM) wearing Heavy Armor with more clothy looks, like Templar looking clothes (real life templar) Cloth over Chain/Plate. Though a Mystic Knight would most likely use Swords as the main series of weapons and possibly Shields, (easy pull from GLD, if you really don't want to pull from GLD, have some of GLD's metal Swords cross class with their Shields into Mystic Knight)

    One handed Long Swords would be a good idea, and differently designed swords (different from the ones tha GLD uses) would work best. They'd be renamed xxxxxx's Arm like how Gladiator weapons are Gladiator arms. Though this basically is the Red Mage that others want. I don't particularly like the idea, but its the most likely to happen. Though if RDM is done like this I don't see Spell Fencer, Rune Knight, Mystic Knight coming out since they'd share similar concepts.
    (2)

  3. #3
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Don't need to rename the weapon type; there's already grimoires that only SCH can equip and other grimoires only SMN can equip.

    As far as RDM goes it'd be more likely a healer off THM that somehow converts THM's attack power for healing mixed with debuffs.

    I also think more people would want a 2nd job off GLD to be a dps rather than another tank. Several have suggested dark knight would work there, and SE looooooves their PLD/DRK lore.

    Rune/Runic Knight in its variations would be the most likely magic tank and probably best to have it as a class of its own.

    As for OP, "a tank in cloth" is gonna be squishy as hell. Would have to stick to tank armor. Their myth gear can look as cloth-like as SE wants long as it retains tank-level defenses.
    (0)

  4. #4
    Player
    XanderOlivieri's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    273
    Character
    Xander Olivieri
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Alistaire View Post
    Don't need to rename the weapon type; there's already grimoires that only SCH can equip and other grimoires only SMN can equip.
    Both are also Arcanist Grimoires. Both Thaumaturge and Conjurer use Staves and Rods. A Staff used by a Thaumaturge is a Thaumaturge Arm and a Staff used by a Conjurer is a Conjurer Arm. The other class cannot equip the other's Staff or Rod. Same can be done with this instance. Either open a few of GLD's Swords up or release a new set of Swords that the GLD won't be able to use.

    Quote Originally Posted by Alistaire View Post
    As far as RDM goes it'd be more likely a healer off THM that somehow converts THM's attack power for healing mixed with debuffs.
    RDM is more like the Arcanist in regards to history, being DPS with healing capabilities, though as stated to me many times, that kinda balance would kinda break the RDM. Majority of the designs have been exactly as the OP's version.

    Quote Originally Posted by Alistaire View Post
    I also think more people would want a 2nd job off GLD to be a dps rather than another tank. Several have suggested dark knight would work there, and SE looooooves their PLD/DRK lore.

    Rune/Runic Knight in its variations would be the most likely magic tank and probably best to have it as a class of its own.
    Well, it makes the most sense to have DRK and PLD stream off the same origin class as its two paths that shadow one another in almost all FF Lore. It would also be a reference to Cecil. Though nothing says they can't stream 3 or more similar Jobs off of one class. I would rather Mystic Knight be a job that pulls off of RDM as a Class. RDM loses out on being a job, but it would make hell of a lot of sense in the way that, as a Red Mage (Magic Swordsman) the Class devoted study of Magical arts in tandem to Sword Skills to create a new way to fight. Mystic Knight being a lost lore of the Red Mage skills taken to a further level, allowing them more access to stronger magicks that they couldn't master before (Red Mage to Red Wizard like ordeal)

    This is only if we have to go the DoW Red Mage route and not the DoM spell caster route.

    Quote Originally Posted by Alistaire View Post
    As for OP, "a tank in cloth" is gonna be squishy as hell. Would have to stick to tank armor. Their myth gear can look as cloth-like as SE wants long as it retains tank-level defenses.
    I agree, like I said make it full armor that looks as if it were covered in cloth like templar armor.
    (0)

  5. #5
    Player
    Bardo's Avatar
    Join Date
    Aug 2013
    Posts
    296
    Character
    Bardo Phor
    World
    Sargatanas
    Main Class
    Archer Lv 70
    Bard was 100% support with a harp and now they've been shoehorned into a DD role with a bow.
    So what a class has been historically doesn't necessarily mean that's what they'll do with it now.

    Monk shares a few concepts with Thief as well (backstab=bootshine, evasion=featherfoot) but I'm pretty sure they're going to find a way to put Thief in the game eventually.

    I for one would absolutely love it if they thew RDM into the tanking role.
    (1)
    Last edited by Bardo; 03-12-2014 at 06:23 AM.

  6. #6
    Player
    Kirinichibon's Avatar
    Join Date
    Feb 2014
    Posts
    174
    Character
    I'zizi Pi
    World
    Faerie
    Main Class
    Arcanist Lv 65
    The OP looks like a great RDM tank idea. I'd welcome a DoM tank big time.
    (0)

  7. #7
    Player
    Nicodareus's Avatar
    Join Date
    Oct 2013
    Posts
    40
    Character
    Hali Divine
    World
    Adamantoise
    Main Class
    Pugilist Lv 50
    30 Thauma + 15 Glad with Lancer as third class. Thauma can already use a shield and 1hand so can be used as the main weapon set.

    CC - Flurry, Convalescence, Flash, Provoke, B4B?


    Lvl 30 Job Skill (little much but a lot needed to bring a mage up. Also needs numbers tweeks for balance)

    Frost Fire Aura - Increase pdef to match mdef. Increase threat. 25% of DMG received applies to mana pool instead. Fire skills gain enemity rating. Frost skills increase mitigation.

    Lvl 35

    Lvl 40

    Lvl 45

    Lvl 50 - Mana Purge - Release all current mana stored within caster to increase health by the amount of mana purged. Increase damage reduction by 20% for duration. Lasts 10 seconds. (Yes similar to warrior thrill of battle with a boost but this would be the oh crap ability ala Holmgang and Hallowed Ground. Doesn't have the life saving effect of those 2 but potentially could be a 4k HP boost as well so shouldn't be as strong as those 2.)


    Obviously would need a lot of tweaking but was something I was playing around with. With needing manager for threat and mitigation the casters mana management becomes very integral to the class because a 2k hit will cost 1500 HP and 500 mana against them draining their manager pool.

    Wasn't gonna post it till I fleshed it out more but.... this thread caught my attention.
    (1)
    Last edited by Nicodareus; 03-12-2014 at 09:12 AM. Reason: post limit

  8. #8
    Player
    Alwryn's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    91
    Character
    Alwryn Tourn
    World
    Sargatanas
    Main Class
    Marauder Lv 60
    I like the idea of a magitank, as well as some of the ideas in this thread, but you need to come up with ways it'll differ from existing tanks in practice.

    Using MP instead of TP, using cloth instead of plate? You're just switching some letters around, maybe just adding a simple mp regen mechanic. In the case of armour, if base def and mdef are the same for all tank classes, whats the point if only for flavour?

    What I'm getting at is don't just change the flavour, change how its played. We really don't need another DMG reduction cooldown tank like PLD, alot of people still say WAR is too much like that now.

    Now go be creative!

    I'm looking forward to see what you can come up with.
    (0)

  9. #9
    Player
    spelley's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    250
    Character
    Light Seeker
    World
    Behemoth
    Main Class
    Lancer Lv 67
    Quote Originally Posted by Alwryn View Post
    *snip* I'm looking forward to see what you can come up with.
    Actually, I think I've come up with a better "Magic Tank" idea that would fit with RDM really well. Use "Convert" as a tank ability.

    - Convert: MP and HP switch places. Then you have abilities that regen mana, and the goal is to keep switching out your HP and MP. Combine that skill with...
    - Refresh: Mana regen spell similar to FFXI RDM (if I'm not mistaken).
    - Various "Shield" spells: These don't have to reduce damage now, they can just do damage + effect on being hit. Fire = Increased Enmity, Ice = Slow, Thunder = DoT.
    - Enspells: Provide effects based on hitting. Fire = Enmity, Ice = Mana Regen

    Equipment could be Heavy Chain w/Caster stats. I think I really like the idea of "Convert" though as a basis for the tank.
    (0)

  10. #10
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by spelley View Post
    - Convert: MP and HP switch places. Then you have abilities that regen mana, and the goal is to keep switching out your HP and MP.
    All you're doing is creating an arbitrarily complex self-healing tank (you're equating mp with hp via convert and then increasing mp regen through other effects) that doesn't have the self-healing scale with incoming damage, which makes them an unbalanced tank (just consider WAR in 2.0: either self healing is designed around high incoming damage scenarios and is completely overpowered in normal/low damage scenarios or it's designed around normal incoming damage scenarios and is basically worthless any time damage gets high).

    The only way that mp as a survivability resource would work as a balanced mechanism would be if a portion of incoming damage equivalent to the amount of damage other tanks mitigate with their stances (i.e. 20%) were shunted off to reduce mp while providing the class with some controllable and comparatively powerful form of mp regen that scales up effectively (e.g. Riot Blade that recovers % max mp) so as to render the "damage" done to their mp easily nullified (which negates the need for anyone to "heal" that damage). The problem with this, of course, is that you can't use MP as any kind of appreciable attack resource because you're converting it into a survivability resource; the closest you could get would be creating some CDs that consume mp to increase survivability for a short period because that's just trading a mitigation resource for mitigation (imagine an ability that consumes hp to provide you with an absorb shield; same basic idea). If you try to do it in any other way, all kinds of problems arise.

    Tanking mechanisms have to scale with incoming damage, and those effects have to actually reduce external support requirements appropriately without disproportionate cost to the tank itself. Any tanking system has to keep that in mind when you're coming up with the mechanism as well as the access/implementation.
    (0)

Page 1 of 2 1 2 LastLast