KEY:
(A) = ability off GCD, (S) = skill on GCD
Concept: The concept for Knight came from Auron, Steiner and Final Fantasy Tactics. These characters all had some moves in common when it came to the Break line of abilities. Auron was a Samurai with the abilities of the Knight from FFT and Steiner was a Knight with the abilities himself as well as some Dark Knight traits. All three of these characters/classes wielded two-handed swords so I thought it fitting as both Samurai and Dark Knight have in the series as well. Since Knight (ナイト) is what the Japanese use for Paladin the distinction I made for them is (太刀士; "Long Sword User/Specialist") which is equally appropriate as it follows the Japanese naming convention for classes.Knight: The Knight (太刀士) is a two-handed sword user which specializes in creating combos which generate Sigils. These sigils are used in conjunction with MP to utilize their Breaking system to both lower their target's stats as well as increase their own by extracting the power lost from the enemy. They are a DPS role at heart with a little bit of enmity generation attached to their MP restoral. Should they draw the ire of the enemy they are trained in parrying with their mighty blade and have basic training in salves.
Abilities:
1: Hard Slash: (S) Delivers an attack with a potency of 150. TP Cost: 70.
2: Frostbite: (S) Deals ice damage with a potency of 140. Add. Effect: Slow (10s). TP Cost: 80.
4: Power Slash: (S) Delivers a critical attack with a potency of 100. Combo Action: Hard Slash, Combo Bonus: 180 potency. TP Cost: 60.
6: Weapon Guard: (A) Increases parrying rate by 25% (15s). Recast: 60s.
8: Power Break: (A) Consumes 1 sigil to reduce the target's attack power by 5% (15s). Extract Power: Increases your physical damage dealt by 10%. MP Cost: 100. Recast: 15s.
10: Blade Bash: (S) Delivers an attack with a potency of 50. Add. Effect: Stun (3s).
12: Shockwave: (S) Delivers an attack with a potency of 110 to enemies in cones in front of and behind you. TP Cost: 100.
15: Iai Strike: (S) Lunges to the target with a potency of 120. Range:15y. TP Cost: 120.
18: Armor Break: (A) Consumes 1 sigil to reduce the targets physical resistances by 5% (15s). Extract Power: Reduces your physical damage taken by 10%. MP Cost: 100. Recast: 15s.
22: Herculean Slash: (S) Delivers an attack with 160 potency. Add. Effect: 20% chance to Paralyze target (8s). Combo Action: Power Slash, Combo Bonus: 230 potency. TP Cost: 60.
26: Freezebite: (S) Deals ice damage with a potency of 120. Add. Effect: Increased Enmity. Combo Action: Frostbite, Combo Bonus: 180 Potency and TP Cost: 80.
30: Extract Power: (A) Absorbs the Break penalties you have placed on your target to increase your own stats (15s). Removes the Break effects from the target and prevents the equivalent Break buffs from being re-applied until they wear off. Recast: 20s per Break absorbed.
34: Mental Break: (A) Consumes 1 sigil to reduce the targets elemental resistances by 5% (15s). Extract Power: Reduces your magical damage taken by 10%. MP Cost: 100. Recast: 15s.
38: Bonecrusher: (A) Delivers an attack with a potency of 100. Add. Effect: Potency is increased by 4 for every 1% of your maximum HP you are missing. (Example: You have 80% of your HP so the potency of this ability will be 180, when you drop down to only 20% HP the potency of this ability will be 420.) TP Cost: 100. Recast: 300s.
42: Magic Break: (A) Consumes 1 sigil to reduce the enemies attack magic potency by 5% (15s) Extract Power: Increases your magical damage dealt by 10%. MP Cost: 100. Recast: 15s.
46: Salve: (A) Recovers own HP with a potency of 400 over 10s. Magic Attack enhances the amount it heals. Recast: 180s.
50: Minus Strike: (S) Delivers an attack with 75 potency per Break effect active on the target. Removes the Break effects from the target. TP Cost: 90. Recast: 180s.
Traits:
8: Slashing Sigils: Successful combo's using Hard Slash, Power Slash and Herculean Slash generate one sigil. Maximum of 1 sigil.
14: Enhanced Strength: Increases STR by 2.
16: Zanshin: If an auto-attack misses you gain a 15% chance to swing again.
20: Enhanced Strength II: Increases STR by 4.
24: It's A Sigil Life: Raises the maximum sigils you can stack to 2.
28: Zanshin II: If an auto-attack misses you gain a 25% chance to swing again.
32: Tactical Parry: Parrying or having an attack parried will grant you 5 TP.
36: Enhanced Strength III: Increases STR by 6.
40: Extract More Power: Extract Power recast is lowered to 15s per Break absorbed.
44: Enhanced Tactical Parry: Parrying or having an attack parried will now grant you 10 TP.
48: Boneshatterer: Bonecrusher will now reduce your damage taken based on your HP% (5s). (Example: You have 80% HP upon use so you will receive a 20% damage taken reduced buff. If you have 20% HP you will receive an 80% damage taken reduced buff.)
The sigil mechanic is a way to both debuff your foe and buff yourself. This use will make the KNT's DPS start off slower but will excel in longer fights. They could in a sense be thought of as an idea for the first hybrid role with their ability to generate enmity and take a few hits. Their main order of attack would be relatively up for grabs but the basics would be: Hard Slash > Power Slash > Herculean Slash > 2 Breaks. At this point they have several options depending on the encounter:
They can repeat the process to place all 4 Breaks and cripple the enemy; They can repeat the process to place all 4 Breaks and then deal a large amount of damage with Minus Strike; They can repeat the process to place all 4 Breaks on the target and use Extract Power to remove all 4 breaks in order to greatly buff themselves up once every 60s; They can use Extract Power on 2 Breaks to empower themselves every 30s; They can use Extract Power with just 1 Break and maintain that one boost indefinitely.
With Breaks using a lot of MP they will also be utilizing Frostbite > Freezebite for MP recovery on occasion. This will generate some enmity however so they must be careful with it. Bonecrusher is usable at any time for a small amount of mitigation and damage but is best used with low HP (such as after a big attack) in order to gain a large amount of mitigation and damage.
Concept: The concept for this type of Samurai stemmed primarily from Auron in terms of the Break abilities. The rest of the abilities are adaptations of abilities found in FFVI (Cyan), FFTA2 (Parivir) and FFXI (Samurai). They focus on using the ice elemental attacks to maintain enmity at first and then move on to utilizing the Break system to empower their defenses. With Skyfury Blade we see a reaction ability come into play which can help maintain AoE enmity. Hoarfrost Blade brings in additional enmity as well as damage mitigation when combo'd. The mitigation element of it can only be put to use once a minute. Shimmering Blade rounds out the three elements offering a chance of healing when combo'd with Skyfury Blade. This makes Samurai shine when tanking multiple enemies but still viable for single-target tanking.Samurai: The Samurai (侍) is a nimble tank in heavy armor; unlocked with 30KNT/15PGL. They continue to use two-handed swords but specialize in Katanas which feature stats more suitable for tanking. They focus on evading, parrying and countering attacks focused on them. They utilize the elements of lightning (use their defense for their offense), ice (use their offense for their defense) and fire (use their defense to use the flames of rebirth for healing) in their Bushido attacks. Its relic weapon is the Amenomurakumo no Tsurugi.
Abilities:
30: Shirahadori: (A) Bestows the Bushido stance, reduces damage dealt by 25% and damage taken by 20% and increases enmity, evasion and parrying rate by 25%. Shockwave and Iai Strike gain increased enmity. Ends upon re-use.
35: Third Eye: (A) Allows you to counter the next physical attack with a potency of 100. Bushido Bonus: Suffer no damage from the attack countered. Recast: 90s.
40: Skyfury Blade: (S). Can only be used immediately after parrying an attack and while affected by Bushido. Deals lightning damage with a potency of 180. Affected by both magical and physical attack. Add.Effect: Increased Enmity, 25% chance next shockwave will cost no TP. MP Cost: 50. TP Cost: 70.
45: Hoarfrost Blade: (S) Can only be used while in the Bushido stance. Deals ice damage with a potency of 180. Affected by both magical and physical attack. Add. Effect: Increased Enmity. Combo Action: Freezebite, Combo Bonus: Reduces damage taken by 20% (10s). Damage reduction cannot be activated for 60s after it wears off. TP Cost: 120.
50: Shimmering Blade: (S) Can only be used while in the Bushido stance. Deals fire damage with a potency of 50. Add. Effect: Burns the target with a potency of 20 (30s). Affected by both magical and physical attack. Combo Action: Skyfury Blade, Combo Bonus: Each tick of Burn has a 10% chance to reset Third Eye's recast timer and a 20% chance to activate Phoenix Flame which heals the user for 10% of their current HP. MP Cost: 70. TP Cost: 70.
PGL:
Featherfoot
Haymaker
Internal Release
Mantra
GLA:
Provoke
Awareness
Convalescence
Sentinel
Concept: This version of Dark Knight was inspired by Steiner primarily. As he has several classical Dark Knight abilities as well as abilities shared by Samurai in the series I felt it would mesh well. The DRK plays very similar to Knight in building up sigils for use in their Break mechanic but also must now manage a new mechanic with their Nether Void stance. The stance can be very powerful but at a cost of increasing damage over time. With 4 stacks of Malevolence it would only take about 2 minutes to completely drain their HP. This is why there is a safety switch on Nether Void to turn off once the player gets to 10% HP or lower. Should they get very low on health they can make excellent use of Bonecrusher with Scourge giving a chance to reset its timer. They have three ways to remove Malevolence and reduce their HP loss: Scourge removes the Malevolence they've accumulated to inflict damage on enemies; Drain removes the Malevolence they've accumulated in order to heal themselves; Deactivating the stance will remove all Malevolence. With Shockwave, Darkness and Scourge they are adept at AoE encounters while their Break mechanic leaves them suitable for single target as well. With access to Bio, Shadow Flare, Ruin, and their native Mental Break, Magic Break, Nether Void, Drain, Scourge and Darkness they can function as a weak ranged unit if the situation demands.Dark Knight: The Dark Knight (暗黒騎士) is a DPS which gains power through sacrificing its own life force; unlocked through 30KNT/15ACN. The more health the DRK sacrifices the more damage their attacks deal. This makes them a very busy job managing not only their TP and MP but their HP as well. If they're not careful they will be quite a hindrance for their healers. A successful DRK knows when and when not to sacrifice their HP for stronger attacks. They are quite formidable with AoE attacks in addition to their single target training as a Knight. Their relic weapon is the Caladbolg.
Abilities:
30: Nether Void: (S) While active it slowly drains your HP. Allows the stacking of Malevolence (Max 4). Each stack of Malevolence increases damage dealt and critical hit rate but also how much HP is being drained. Ends upon re-use or ≤10% HP.
35: Darkness: (S) Consumes 10% of your maximum HP to deal unaspected damage with a potency of 200. Combo Action: Shockwave, Combo Bonus: 150 Potency to enemies within 10y of target. MP Cost: 70.
40: Souleater: (A) Consumes 10% of your maximum HP to increase the damage dealt by your next ability by 30%. Overwrites and is overwritten by Life Surge. Recast: 120s.
45: Scourge: (S) Consumes all stacks of Malevolence to deal unaspected damage over time with a potency of 15 per stack of Malevolence consumed (18s.) Add. Effect: If DoT critical hits there's a 10% chance to reset timer on Bonecrusher. Combo Action: Darkness, Combo Bonus: Spreads the DoT to targets within 5y of the target. Magic Attack enhances the damage done. MP Cost: 90.
50: Darkside: (A) Consumes 20% of your maximum HP to instantly grant you 1 stack of Malevolence. Recast: 60s.
ACN:
Virus
Bio
Shadow Flare
Ruin
LNC:
Invigorate
Keen Flurry
Blood for Blood
Life Surge
Nether Void & Malevolence:
1 stack of Malevolence will be stacked for every 20% of your max HP is drained via Nether Void, Souleater and Darkness.
0 Stacks = 1% of max HP drained per 3 seconds. +3% Crit Hit Rate+Damage Dealt
1 Stack = 1.5% of max HP drained per 3 seconds. +6% Crit Hit Rate +Damage Dealt
2 Stacks = 2% of max HP drained per 3 seconds. +9% Crit Hit Rate +Damage Dealt
3 Stacks = 2.5% of max HP drained per 3 seconds. +12% Crit Hit Rate +Damage Dealt
4 Stacks = 3% of max HP drained per 3 seconds. +15% Crit Hit Rate +Damage Dealt
Changes to Knight:
Salve: Changes to Drain: Consumes all stacks of Malevolence to deal unaspected damage with a potency of 100 per stack of Malevolence consumed. Absorbs 100% of damage dealt as HP. Magic Attack enhances the damage done. Recast: 90s.