Another long a** class/job proposal.
(Side-note, Yes, I have heard about Yoshi saying something about Dark Knights coming from Gladiator but I think that's silly, the Dark Knight's image would fit Marauder much better. But this thread is about an original class so...)
NAME CHANGE: I changed Landskneckt to Soldier. :B
Weapon: Zweihander
Long swords that require two hands to wield.
Soldier (SLD)
Melee DPS Class
Limit Break: Melee
Armor: Light Armor
Adventurers who wield larger, two-handed swords that specialize in both cleaving and disarming enemies with status debufs. They also can change between attacking foes in a wide cleave, a frontal column, or single out one foe at a time via stances. They are TP based.
Cleaving vs Column vs Single-Targeting
Soldiers have developed a special form of fighting style that uses either broad, cleaving slashes or swinging over-head.
• Over-Head Stance: A Stance skill. Turns certain skills into 5 yalm long, frontal columns, decreasing their damage by 15%, increasing their TP cost by 50%, and increasing their cast-time by 10%. If Cleaving Stance is activated, this is deactivated.
• Cleaving Stance: A Stance skill. Turns certain skills into frontal, half-circle with a 3 yalm radius, decreasing their damage by 25%, doubling their TP cost, and increases their cast-time by 15%. If Over-Head Stance is activated, this is deactivated.
Moves Effected by Over-Head Stance and Cleaving Stance
- All Break Techniques
- Oil Blade
- Drenched Blade
- Hard Slash
- Sanguine Blade
- Spell Blade
Breaks Techniques Disarming techniques that lower the enemies' aptitude of certain stats. All breaks place a debuff that last for for 15 seconds. One enemy can only have one Break debuffs on them at a time, with no new Break debuff being placed until the current has disappeared.
• Power Break: Places a "Power Break" debuff on a target for 15 seconds. Power Break lowers the target's physical damage output by 10%.
• Magic Break: Places a "Magic Break" debuff on a target for 15 seconds. Magic Break lowers the target's magical damage output by 10%.
• Armor Break: Places a "Armor Break" debuff on a target for 15 seconds. Armor Break lowers the target's slashing resistance by 10%.
• Resolve Break: Places a "Resolve Break" DoT debuff on a target for 15 seconds.
Enfeebling Techniques
Over the years, Soldiers have learned various techniques to place special properties onto their blades to weaken foes.
• Oil Blade: Damages foe and places an "Oil" debuff on them for 10 seconds. Oil increases the damage done by Fire and/ or Thunder based skills by 10%. Removes Drenched debuff off of inflicted enemies. Earth-based. Has a potency of 80.
• Drenched Blade: Damages foe and places a "Drenched" debuff on them for 10 seconds. Drenched increases the damage done by Thunder and/or Ice based skills by 10%. Removes Oil debuff off of inflicted enemies. Water-based. Has a potency of 80.
• Delay Buster:: Damages a single foe and stuns them for 4 seconds. Wind-Based. Has a potency of 50.
Other Offensive Skills
Simple damaging skills.
• Hard Slash: Damages a target. Has a potency of 110.
• Power Slash: Deals damage in a column. Has a potency of 100.
Combo: Hard Slash => Power Slash for 150 potency.
• Shockwave: Damages all foes within a 3 yalm radius. Has a potency of 100.
Combo: Power Slash => Shockwave for 5 yalm damaging radius.
• Headbutt: The user hits the enemy with their most dangerous weapon, their hard head. Can only hit a foe who is up to 3 yalm away and can only be use after a physically-damaging skill. Has a potency of 80.
• Blind Rush: Deals damage to a single target. Has a potency of 120. Potency rises to 180 if HP is below 50%. Potency rises to 240 if HP is below 25%.
Other Skills:
• Restraint: Places a "Restraint" buff on the user for 20 seconds. Restraint decreases the TP cost of the user's skills by 25% but decreases their damage output by 15%.
• First Aid: Places a "First Aid" buff on the user for 10 seconds. First Aid gradually heals the target's HP. Can only be used if HP is under 75%.
• Acumen: Places "Acumen" buff on the user for 15 seconds. Acumen increases the user's Physical Accuracy and Strength by 10% each but decreases their action speed by 15%.
Skill Levels
1. Hard Slash
2. Power Slash
4. Power Break
6. Oil Blade
8. Drenched Blade
10. Headbutt
12. Magic Break
*Quest* 15. Cleaving Stance
18. Over-Head Stance
22. Resolve Break
26. Shockwave
*Quest* 30. Blind Rush
34. First Aid
38. Delay Buster
42. Acumen
46. Armor Break
50. Restraint
Traits
8. Enchanted Strength I
14. Inflicting Blades: Increases Oil Blade and Drench Blade's potency to 100.
16. Enchanted Strength II
20. Monkey Grip: Increases the user's movement speed by 10% when neither Over-Head Stance or Cleaving Stance are activated.
24. Enchanted Strength III
28. Resolve Render: Allows you to place Resolve Break debuff on a target regardless of if they have another Break debuff on them or not.
32. Strengthened Head: Headbutt's potency increases to 110.
36. Medic Increases First Aid's duration to 20 seconds.
40. Combining Swings: Whenever Over-Head Stance or Cleaving Stance is deactivated by the activation of the other, the user will receive a 10% action speed boost for 5 seconds.
44. Ingenuity: Changes Acumen's action speed decrease to 10%.
48. Tenacity: Grants the user a 30% action speed boost but also a 20% movement speed decrease when their HP falls under 15%.
Cross-Class
• First Aid
• Acumen
• Headbutt
• Shockwave
Dark Knight (DRK)
Melee, Burst Damage DPS Job
Limit Break: Melee
Armor: Light Armor and Heavy Armor
Unlock: 30 SLD/15 LNC
Cross-Class: Lancer and Pugilist
Knights who have learned forbidden techniques to damage all foes in sight and have forsaken health for power.
Skills
• 30. Darkness: Surrounds the user in a dark aura, that pulsated every 5 seconds, dealing a damage to enemies with in a 5 yalm radius for 25 seconds. The user receives a 30% physical damage increase and a 10% defense decrease until it ends. Has a potency of 50. Cost the user 10% of their HP per pulse. Damage is increased by 10% more if Blood Cost is activated.
• 35. Dark Flame: Damages all foes within a 5 yalm radius. Any foe with an Oil debuff will receive a 10% more damage, have the debuff removed, and replaced with a "Shadow Burn" DoT for 20 seconds. Any foe with a Drenched debuff will receive 10% more damage, have the debuff removed, and replaced with a "Shadow Tether" debuff for 10 seconds. Shadow Tether binds the target to were they were standing when inflicted. A target can only have either Shadow Burn OR Shadow Tether, no newly placed once can be placed until the current has dissipated. Has a potency of 130. Damage is increased by 10% more if Blood Cost is activated.
• 40. Dark Messenger: Damages a single target. Potency of 130. Damage is increased by 10% more if Blood Cost is activated.
Combo: Dark Messenger => Hard Slash to add a "Dark Messenger" DoT on the target for 10 seconds.
Combo: Dark Messenger => Shockwave to increase to 5 yalm radios and 110 potency.
Combo: Dark Messenger => Headbutt for 100 potency.
Combo: Blind Rush => Dark Messenger to push target backwards 5 yalms.
• 45. Sanguine Blade: Deals damage to a selected target. The user will restore a percentage of HP based off that damage (Damage x 0.01 = HP% restored). Is not effected by Blood Cost. Has a potency of 100.
• 50. Blood Cost: A Stance. Switches TP cost to HP (TP cost x 0.25 =HP% cost). Decreases the user's potency to be healed by 20%, increases the user's action time by 20%, and the user's damage output by 15%. Restraint, First Aid, Invigorate, Second Wind, and/or Mantra cannot be used while this is activated.
Mystic Knight (MTK)
Tank
Limit Break: Tank
Armor: Light Armor and Heavy Armor
Unlock: 30 SLD/15 GLD
Cross-Class: Gladiator and Marauder
Knights who have learned how to imbue their blades with magical properties.
Skills:
• 30: Mana Harmonize: When first used, places a "Mana: Incandescence" stack on the user. When used a second time, it changes to a " Mana: Glaze" stack. Both stacks increase the amount of enmity the user generates. Incandescences increases the user's physical defense by 5%, while Glaze increases their magical defense by 5%. When used repeatedly, the stacks alternate.
• 35: Spell Blade: Uses one Mana Harmonize stack to attack a targeted foe with a specific attack based on what stack was used. Both have a potency of 100.
- Mana: Incandescence: Flametongue: Damages a target with a Fire-based attack. When used on an enemy with the Oil debuff, it will do 50% more damage, remove the debuff, and replace it with an "Burnt" debuff for 10 seconds. Burnt increases the damage done by Ice, Thunder, Wind, and Water-based skills by 10%. If the Frostbite debuff is on the target, it is removed.
- Mana: Glaze: Icebrand: Damages a target with a Ice-based attack. When used on an enemy with the Drenched debuff, it will do 50% more damage, remove the debuff, and replace it with an "Frostbite" debuff for 10 seconds. Frostbite increases the damage done by Fire, Thunder, Wind, and Earth-based skills by 10%. If the Burnt debuff is on the target, it is removed.
• 40: Spinning Slash: Uses one Mana Harmonize stack to launch the user forward at a targeted foe, slashing, damaging and drawing enmity from any foe in between. Cannot go farther then 7 yalms and stops when it gets to its target. Has a potency of 20.
• 45: Resolution: Damages a targeted foe. Potency 100.
Combo: Resolution => Hard Slash for Potency of 150. Generates enmity.
Combo: Resolution => Spell Blade for increased enmity generating.
• 50: Warding Rune: Uses one Mana Harmonize stack and places a "Warding Rune" buff on the target based on what stack was used.
-Mana: Incandascence: Warding Rune: Phalanx: Decreases physical damage done onto the target by 10% but increases magical damage by 10%. If Warding Rune: Agema is activated, this is deactivated.
-Mana: Glaze: Warding Rune: Agema: Decreases magical damage done onto the target by 10% but increases physical damage by 10%. If Warding Rune: Phalanx is activated, this is deactivated.