Mystic Knights, on the other hand, would be one of the first Support Jobs, able to use a series of toggle buffs to aid allies.
First, let's start off with the Mystic Knight's signature ability, "Runic Sword" toggle buff, which causes every attack to restore MP by 50% of the damage dealt by auto attacks, and converts 20% of all magic damage received into MP (Note that only one "Sword" toggle buff can be active at a time).
For the Mystic Knight that prefers to go solo, "Thaumaturge's Sword" would increase damage by 150% and cause damage to be treated as magical damage at the cost of 100 MP per attack. ((Based off of the idea of using Fire Sword, Blizzard Sword, and Thunder Sword to maximize damage, especially towards enemies that may be resistant to physical attacks.))
When a healer in the party requires aid, "Conjurer's Sword" would cause all abilities to inflict the debuff "Shining Beacon" on any enemy (5s duration, targets this character attacks gain "Radiance" buff (10s duration, all healing character recieves is increased by 20%.) ) at the cost of 100 MP per attack. ((Based off of the idea of using Holy Sword as a means of increasing healing potential for the whole party in a way that would make some kind of sense for a sword.))
Next, when the only thing that is required is MOAR DOTS, "Arcanist's Sword" would cause all attacks to inflict up to five stacks of "Proliferate" on the target (Max 5 stacks, 10s duration. Increases damage of all Damage over Time debuffs on the target by 10% per stack) at the cost of 100 MP per attack. ((Based off of the idea of using Bio Sword to amplify the effects of Bio, Bio II, Miasma, and Miasma II, but also able to work with Thunder, Thunder II, Thunder III, and many other DoTs as well, such as from Monks and Bards.))
Finally, a special, final attack called "Blade Evocation" (180s cooldown), which would cause the Mystic Knight to unleash all of the magic their sword is imbued with, causing a powerful effect to occur depending on which kind of magic a sword is imbued with, but has the unfortunate drawback of putting all "Sword" toggle buffs on a 30s cooldown.
Runic Sword: Fully Rejuvenates MP and inflicts "Silence" on the targeted enemy for 10s.
Thaumaturge's Sword: Inflicts a powerful magic attack on the target.
Conjurer's Sword: Heals all allies in range for 25% of their maximum HP and grants the "Radiance" buff.
Arcanist's Sword: Refreshes the duration of all DoT abilities on the enemy, then spreads those DoT abilities to all enemies in range (similar to Bane, but works on every DoT buff with a duration on it.)