Mystic Knight, Primal Knight
First off, if you dont like this idea, no one is making you play this class so be happyI
had fun coming up with this and thinking about applications for it so I got a kick out of it,
if someone else thinks its a cool idea then awesome
First off, this is lifting mostly from the Mystic Knight in FF5 and trying to make it apply to
FF14 mechanics, with some fun twists added in
Summary of this post
i> General Class Concept
ii> Skills available
iii> Role in combat
iv> Lore
i> General Class Concept
Mystic Knight is generally a heavily armoured semi caster class who uses spell infusions of a
weapon to add that element to the weapons attack. Since elements dont really play that kind of
role in FF14 I'd like to change things up a little. So this class will use the 3 base elements
of the primals, Ifrit, Titan and Garuda (perhaps Ramuh, havnt thought that far ahead and 4
optional skill sets might be too confusing and overkill so I'll leave it at 3 for now.)
ii> Skills Available.
First off, the Mystic Knight will have lower HP scaling than the other tank classes. Based on
my current ILvl 90 WAR I have I think about 7k hp, maybe less, before Defiance. PLDs i see
have about 7.3k for this level. A MYK Mystic Knight will have lets say 6k hp. I'll explain why
soon.
Stance> Sword Infusion/Shield Infusion >> To any PLD or WAR player this should be fairly
obvious, Sword Infusions make the sword stronger, dps mode standard enmity generation, OT dps
mode.
Shield Infusions make the shield stronger, stance gives 15% damage reduction similar to PLD
and increases enmity generation.
shield stance will incur a 15% healing reduction due to the MYK's ability to technically heal itself, or instantly negate damage.
Fairly simple so far right?
Combo Attack 1 > Basic 100 potency attack, combo starter, no enmity gen
Combo Attack 2 > Basic 150 Attack, combo 2, enmity Generation
Combo Attack 3> This is where it goes differently. Here we split into 4 options, listen a-d
Combo Attack 3a> <<Mystic Rage (it's fun to come up with skill names ^^)>> 280 potency Enmity
generator and 10% increased healing to self buff(shield Inf.) (10% Damage Buff Sword Inf.)
Combo Attack 3b> <<Earthern Might>> Earth Infusion (Titan) Shield Inf. = 30% of max hp added
as an earthern shield, this shield must be broken before hp is taken again. All skills have a
20% slow effect added to them while shield lasts. i.e a 2.5s recast now takes 3.0s. Additional
5% global damage reduction while shield lasts + residual 2 seconds after shield is broken.
This is a turtle tank mode.
Sword Infusion = Sword becomes heavier means attack skills have 10% slow effect but attacks
are 20% stronger due to extra sword weight.
Combo Attack 3c> <<Gale Force>> Wind Infusion (Garuda)> Shield Infusion = 15% of max hp added
as tempest shield, this shield must be broken before hp is taken again. All skills have 20%
haste effect i.e. 2.5s recast becomes 2.0s Good for building enmity quicker. Light tank mode.
Sword Infusion = sword moves like the wind, all GCD skills have 20% haste but 5% reduced
damage.
Combo Attack 3d> <<Pain of Fire>> Fire Infusion (Ifrit)> Shield Infusion = 20% of max hp as a
Fire Shield. shield must be broken etc. All attacks this shield takes reflect (50% damage?
maybe, not sure exactly, similar to vengeance on WAR) damage to the attacker while shield is
active. After shield is broken effect remains for a residual 2 seconds.
Sword Infusion = sword is on fire and cuts through enemy defences more easily - reduces enemy
defences by 2-3% every time it hits. Great for supporting dps teammates.
All shields last until they're broken and have a lasting effect for 2-3 seconds
All sword skills last a set amount of time, 5 seconds perhaps so as not to have 100% up time,
or maybe 10 seconds so you could chain the base (combo attack 3a) in with it for bonus
damage/defence
This is the bread and butter of the MYK class which I think gives more control to the tank to
control burst damage by choosing his mode of defence appropriately, titan turtle or garuda to
fire off combos faster to keep aggro in multiple enemy situations.
Here's where it gets fun. Off GCD skills
Most of these are one button having 3 possible outcomes depending on which element is active.
They are unavailable if no Primal has been infused to either sword or shield.
<<Primal Saviour>> 60s cd Strongest Defence Skills 7y radius
Titan> Earthquake, pillars of earth erupt in an aoe around the tank, impaling and binding
nearby enemies and dealing damage. Good for a quick escape if things go wrong as the bind
will give your healer time to catch up a small bit of healing while enemies are bound.
residual -10% damage debuff for 6 seconds on all enemies (most useful for boss fights).
Garuda> Eye of the Storm> A large aoe knockback, pushes all mobs away from the tank, giving
healer some breathing space to catch up. Annoying for aoe dpsers but a lifesaver in a moment
of desperation, use carefully.
Ifrit> Primal Fires arise from the earth surrounding the tank, damaging any enemies in the
area for 5 seconds. similar ticks to Shadow Flare. Flames soothe and heal the tank for 5% of
hp immediately and 2% of his max hp per tick. Also increases healing of all party members in
the area by 5%
<<Primal Rage>> strongest attack/control skill
Titan - Quicksand - Similar to weight of the land but pulls all enemies in the radius (6y
maybe) towards the tank, suffocating them, dealing DoT for 3s and increases enmity on initial
hit only. additional 20% residual slow effect
Garuda - Cyclone - 250 potency attack to all enemies surrounding tank, increases enmity.
Reduces Skill and Spell Cast time by 20% to all allies in the area for 10s
Ifrit - Fire Ball - Massive Eruption centered on the tank that erupts 3 times in pulses, one
each second for 3 seconds, dealing increased damage depending how many enemies are hit each
time - +5% damage each for enemy hit up to a max of +50% Increases Enmity on last eruption
only.
<<Primal Calling>> 120s cooldown
Instantly call upon the aid of a Primal. Can cast Combo Action 3a,b,c or d instantly, once, without needing to build up a combo. Useful for stringing together massive damage reduction skills/regen or stringing binds/damage etc in different patterns.
Non elemental Off GCD skills
<<Blood Magic>> Potentially a game breaking mechanic so I'm unsure as to mention it or not.
The idea is to save healers or for a healer to help you. Tank can target another team member
and engage this skill. The max hp of the 2 players is combined to give one hp for both
players. so potentially a 6k hp MYK and a 5k hp whm would share a health bar of 11k for a
short time. Can be used to save a healer from a massive aoe or for a healer to save a tank
from a massive (Mountain Buster/Death Sentence for example) attack. Potentially game breaking
if tank can target another tank but if tank can only target a healer it makes it much more
selective and risky to use but potentially save the fight. If one player dies while sharing
the hp pool then both die. Very risky but very useful in the right hands. 200s cooldown.
<<Hypnotize>>
The Mystic Knights Ultimate Fight or Die skill, holmgang, hallowed ground. This skill
hypnotizes (same mechanics as Terror) all enemies currently aggroed on the tank for 6 seconds.
Allows healer time to catch up healing. Tank must remain casting this spell for the first 2
seconds of the 6s duration then has 4seconds of free time to recover, grab aggro on other
mobs, or let loose on his target. Only affects targets currently aggroed on tank, cant be used
to stun entire room (thornmarch for example, only WAR or PLD + King can be hit with this to
stop their attacks) For bosses such as Titan, his aoe will not be affected but his direct
attacks (autoattacks) on tank will be stopped momentarily. Needs more analyzing, any comments?
<<Titan's Grip>>
Simple single target stun, 20s cd
<<Ifrit's Fury>>
Perhaps if flash is denied as a cross class skill we could have an aoe burst of flames dealing minimal damage and generate enmity at a rate similar to Flash
Another idea: each time a primal is infused you build a stack of Primal Aether. At 3 stacks of Primal Aether you pop a skill, let's call it <<Primal Energy>> This will be a simple skill that negates the healing debuff imposed by the shield/sword infusion stance with a 30s cooldown. Useful to keep stacks for when you know a big hit is coming and are going to need healing fast, can be combined with <<Primal Fires>> to maximize hp regen after a big hit. Use of <<Primal Calling>> will become very important to maximize the defence of titan with the regen of ifrit in an ex dungeon. or perhaps to pop some ifrit regen and switch to garuda fast to spam agro for gathering ads in a dungeon.
Cross Class Skills
Gladiator Starting class I think but without taking full PLD skill set. Can only take shared
skills from PLD, WAR and PGL. Ideally thinking of Foresight, Flash, Convalescence, Inner
Release or perhaps Blood for blood from dragoon for fighting in Sword Mode??
Lore:
Can you guess where I'm going with this build yet?
no??
ok then, here it is.
ULTIMA WEAPON
of course
The story could start with Cid, Biggs and Wedge revisiting the ashes of Ultima after being
defeated at the end of the main story line. Cid begins to reverse engineer the technology used
to build Ultima Weapon. The individual Job missions would be similar to the summoner path
involving beating the spirits of Ifrit, Garuda and Titan to infuse your Soul Crystal with
their powers and thus unlocking each of the 3 element path skills (combo action 3b,c,d).
Havent given the lore a whole lot of thought and its quite late right now. I'll update this
post as more ideas come to me with more skills as this is still quite empty I realise but I'm
hoping some interesting ideas may come from you all
What do you think?
MYK the new support tank with high burst damage reduction, regen, healing increases and team
buffs depending on how the tank chooses to infuse. Good adaptability and requires more thought
and input from the player than the usual 1,2,3 combo crap.
I'm thinking perhaps a secondary combo could be interesting which changes again based on which
element is infused.