So following up from the Chocobo Breeder/Hunter idea I had last week, here's one for a battle class. I will note however that battle classes are harder to write detail for as they technically do less than a crafting class, so I apologise if some of my explaination for the idea seems a bit vague. Also please post any ideas or opinions on the class/job or parts of it's mechanics.
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Reaper
Reaper would be a sort of DD mellee class with a usefull support role in battles.
Their main weapon of choice would be two 'aetherial blades', or spectral swords if you like. Anyone who's played Soul Reaver will know what kind of weapon I'm talking about
A secondary weapon of choice could be a two-handed aetherial sycthe with a slower attack speed but causes more damage. The two would be scaled out so that using either one would still result i nthe same amount of TP gain and damage overall, the choice of weapon would mostly serve a cosmetic purpose though some abilities and skills may only be usable whilst utilising a particular weapon.
The purpose of a Reaper in combat is to cause damage whilst also debuffing the opponent or buffing other players. Some attacks could have the ability to simply decrease the opponents attack, defence, magical defence or attack speed. Some other abilities would allow the player to cause a health draining/absorbing DoT on the enemy, increasing the Reapers survivability in combat.
Possible buffs could be to steal attack from the enemy and then give portions of the stolen attack to themselves or another player within range of them. The same would also be used for stealing defence, making a Reaper usefull near a tank as a Reaper could pass the enemies defence to the tank, making the tank and healers job a little easier.
Another possibility along with this would be the ability to leech MP from an enemy and pass it to a nearby player. Since spells such as Cure cost a lot of MP, so a Reaper would be especially beneficial for boss fights as they could help the healer keep their MP pool going.
Reapers could also possess a 'self-raise' ability. this however would not be usable every time you are defeated. In order to be able to use the self-raise ability a player would either:
1: Have to have a certain amount of TP in their TP gauge before they were defeated or,
2: Have chained a certain amount of enemy kills together in order to activate it.
The self-raise skill would also have a long cooldown on it so you couldn't keep using it to get back up whenever something knocks you down, it'd have something like a 1 hour cooldown or something like that.
I think the 1st idea for self-raise would be the most viable, and usefull during long boss fights, as the Reaper would be able to get back up and continue assisting the party in the fight without a healer having to to cast Raise on them, which could cause big problems. However even if the Reaper used self-raise, their equipment would still take the same durability damage as if they'd used return, as well as getting the death debuff that reduces their health and MP, making it dangerous to use but could at the same time help swing the battle in the parties favour with the buffs and debuffs the Reaper can cause.
The best clothing choices I think a Reaper would be fitting for would mostly be leather. They wouldn't be designed to tank so the additional defence from chainmail would unbalance them. At the same time cloth clothing would lack the defence a mellee class usually needs and at the moment there aren't many/any clothing that gives +str, +vit or +dex stats.
Additionally a Reaper would posses a sort of 'perma-buff' in the form of an aura. When your character switches to the Reaper class this aura automatically activates, altering the appearance of your character slightly, such as causing their eyes to glow, hair to move and ripple or even a glow that encompasses the entire character. This aura would affect the Reapers abilities and damage in combat.
when first entering combat the aura would do nothing, but as the battle progressed it would slowly develop in power, increasing the potency of the Reapers buffs and debuffs as well as allowing them to cause additional damage. E.G/ After 10 seconds of combat > Buffs/Debuffs/Attack Power increases by 5%, after 20 seconds increases by 10% and so on, up to a maximum of about 20%.
To go along with this, as the aura's buff increased in potency, the characters appearance could also scale with it, increasing their glow or making their weapons illuminate brighter, giving the player the sense that they are indeed becoming more powerfull.
When exiting combat the aura would slowly degrade back down to it's initial form, which would mean the Reaper would have to make the choice of either immediately leaping into combat again to keep the maximum damage on but risking dieing if their health is low, or wait for their health to regen but lose the extra damage. Being defeated then using self-raise would also cause the aura to reset to it's initial phase.
To balance this along with balancing the buffs, debuffs and health leeches the Reaper could utilise, they would be inherently weak to begin with, so at the start of combat their damage is quite low, but builds to the kind of damage similar to other classes as the fight goes on. The Reapers main role would mostly be as a support with DD secondary, so the amount of damage they do initially would not be as important as other DD's like Archers and Pugilists.
In terms of crafting, Reaper weaponry would be unusual in that it is created by Alchemists instead of Blacksmiths or Carpenters like other classes. Since their weaponry is aetherial based, it'd be quite hard to hit energy with a hammer
The Reaper could also be unique to other classes in that it has to be unlocked before you can play as one. The idea I had for this is you're given a quest that eventually involves defeating a tough monster or boss. However the boss would not be defeatable on your own and would defeat you. When it defeats you though, instead of you having to use return to raise yourself, the Echo activates and sends your character back in time to just a few moments before you battle the monster, essentially causing two of your character to be present at the same time. You then fight alongside your past self and defeat the monster, altering your fate and unlocking the Reaper role.
Since it is a class though, many of it's abilities, such as the buffs and debuffs, would be usable when playing other classes. However the aura and self-raise as well as a few other possible skills would be specific to playing as a Reaper, so as not to break the armoury system as it is now by being able to add it to a class that would over-power. E.G/ Gladiator with self-raise = easy tank.
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Job details and additional thoughts to follow in the next few posts.
Also check out my idea for a future crafting class:
Chocobo Breeder Class/Job