Blue Mage (AKA the mystical, spiritual side of Monster Lore)
Required Classes: MH 30, Pugilist 15 (Lancer cross class)
If the monster hunter is like a Steve Irwin or pokemon master type, think of the blue mage as the Shaman or Druid in a sense, who seeks more than just fame and fortune, but to truly mimic and master the powers of the beast world. Blue mages believe in capturing the soul or essence of the beast, and recreating their power for his/her own purposes.
They have to be careful, however, in how many/how powerful souls they absorb, as it can lead to the "Blue Madness". In the lore, they say that too many souls can overwhelm the blue mage, and break free in a terrible release. This event can facture the mind, causing permenant insanity. As such, Blue Mage masters have learned to discipline themselves by limiting their souls and powers. In order to keep from having to hunt down monsters again and again, they have developed soul prisons: devices that hold the soul until further use. Some prisons are elaborate (to contain powerful entities), others as simple as a stone or gem (lore example: Genie Lamp - the BLU releases and consumes the spirit - and can "breathe" the spirit back into the lamp).
Mechanics:
Unique Weapons: Although BLU's can use most whip weapons, they also have exclusive weapons (similar to how there are JOB only weapons now) of their own: magical chains. These chains allow the Blue Mage to extend their auras and magic along the length of the chain, enabling them to battle the more deadly monsters from a safe distance (lore option mostly, they can empower whips as well).
Abilities:
Azure Entangle: This skill replaces Entangle (similar to how Garuda replaces carbuncle). The BLU lashes out with his chain or whip, essentially "linking up" with his target. Unlike Entangle, the BLU can move around while his target is bound. During this link, he can continue to cast BLU spells with his free hand, or execute combos related to Entangle as normal. This is when the BLU has the chance to learn the monster power if demonstrates it. The BLU still has to defeat the monster afterwords and absorb the soul. (Optional: other skills used in combo with this one can increase the odds of the monster using a power at random).
Azure Affinity: Similar to XI, this allows the BLU to string together chain/whip moves with monster powers, creating a skillchain effect, from which he can then magic burst with another monster power. EX: Azure Affinity > Azure Entangle > Recoil or Retract > Explosive Effect > Bomb Toss (extra damage). This gives BLU burst damage similar to SMN (IE, some skills have to be in place to execute the skillchain).
Convergence: Allows the next BLU spell that is normally an AOE to hit only the target, but with increased potency.
Diffusion: Opposite of convergence, this allows the next single target monster spell to become an AOE. Bonus: This affects both offensive and defensive powers!
Enrage: Like how so many notorious monsters have been known to enrage in the past due to long, grueling encounters, the blue mage has mastered this ability as well. For a short time, the BLU will glow with immense Azure power, enabling a huge increase in potency in all of his monster powers. Using this skill will also reset the timers on Azure Affinity, Convergence and Diffusion. All monster powers used during this effect while have an "empowered" azure effect to demonstrate their added potency.
Limit Break 1: The BLU reaches forward with both hands, shooting out electrified, dazzling blue chains, piercing the target. A wave of blue energy travels down the length of the chains, exploding on the target. (Single Target).
Limit Break 2: The BLU reaches forward again, but multiple electrified blue chains shoot out in a cone shape, with similar effects (Cone AOE).
Limit Break 3 AKA "Blue Madness": The BLU rises up into the air, drawing in all monster power around him, then releasing it a massive explosion of chains, electricity, and blue energy (circular AOE centered on caster). You could do a lot of cool effects here, like showing a multitude of ghosts shooting out along with the chains.
Learning powers: Using the required abilities, blue mages learn their powers through battling the monsters in question. They rely on their supporting skills from the class to assist in this endeavor. When the monster uses the sought after power, there's a chance the BLU will learn it upon defeating it.
Equipping powers: Similar to XI, blue mages here have a Limited Action Set (LAS), meaning although they can learn a plethora of monster powers, they can only set X number of spells per level. Another limiting factor is that each monster power has a set cost: the stronger the power, the more it costs to set it as an ability. Example: At level 50, BLU can set up to 15 powers, with a total set cost of 50. Some powers may cost up to 10 points to set.
Monster Powers: Let your imagination run wild here, I guess. This is where the role "varies" depending on what powers they set. They can go from pure DPS, to enfeebler, to party buffer, or hybrid. Monster powers will give BLU access to effects other classes don't have, to make them unique, including abilities that drain TP, MP, or steal enemy buffs, etc.