It's not (directly) magic, and thus a bit un-conventional for FF, but I don't think it's that farfetched. If I may, below is my case. Please let me know if there are any opinions or anything disagreeable, or if you like the idea of having a Psychic job please. Feedback is appreciated. What's important isn't my direct ideas, but if you could see Psychic as a possible future Job, maybe not next expansion, but maybe after that? Why isn't a Psychic Job a good idea? What would make it good? What intrigue you about a Psychic/Esper job?
Disclaimer (if necessary): Everything discussed in this thread is free for Square Enix to use for their own purposes.
Precedent:
Previously a job available in FFX-2, albeit hidden, making it a part of the Final Fantasy
franchise. See: http://finalfantasy.wikia.com/wiki/Psychic
Why and where it fits:
Speculation:
- In/Near the Garleand empire.
- Garleans have no magic.
- Garleans use magitech (most likely) powered by crystals.
- Garleans can therefore use science to manipulate crystals.
- Crystals and magitech can be fixed to circlets and coronets.
- Garleans are interested in Allagan technology.
- Hypnocrown has not made an appearance yet (as far as I know).
Time and space can be manipulated with magic. Garleans may think attempting to master this can be used as weapon.
Some Garleans might have tried to attempt to use or access powers similar to magic, or experimented with it. Maybe opened a "fourth eye", or "inner eye" as a result. Maybe a hermit or sage. Maybe a scholar. Many possibilities. The player could awaken their "inner eye".
Below is how some of it could work, some of it based on the abilities from FFX-2. I've mostly imagined PSY as a DPS with support capabilities and light armor.Could work as Off-Tank with support capability because of the heavy guard ability?I realise there might be need for balancing the abilities or change them out, but they are after all just suggestions.
Base could be similar to mix of Pugilist andThaumaturge/Arcanist, while using a combination of hand-to-hand combat, and abilities. Maybe a circlet or glasses/visor are the "main weapon" keeping the third eye open, due to Garlean science based off an ancient Allagan artifact (a.k.a the Hypnocrown). Could maybe use a pendulum dowser as secondary weapon. Primary attribute is INT.
In no particular order:
Actions:Traits:
- Punch (placeholder name?):
Hand to hand combos, strengthened by psychic energy. Different kinds of (floating?) punch attacks. Physical attack.
- Kick (placeholder name?):
Kick combos, strengthened by psychic energy. Floating and flying kicks. Physical attack.
- Maser eye:
Shoots a small bolt of psychic energy at one enemy. Deals unaspected damage.
- Maser eye II:
Shoots a large stronger single bolt of psychic energy at one enemy. Adds effect. Deals unaspected damage.
- Maser eye III:
Shoots a large continuous bolt of psychic energy which explode into a vortex, damaging surrounding enemies. Deals unaspected damage.
- Psychic Bomb:
Similar to Holy, Gravity, Flare, or something else. Of course, there's floating while casting.
- Telekinesis:
Repel enemy a distance away with some damage. Binds enemy. Similar to Fluid Aura. May be combined in rotation with Blink.
- Placebo (shares ability slot with Nocebo):
Mind control/empathy that capture and ease pain of target.Restores HP gradually. Becomes Nocebo. CD and return as Placebo if Nocebo isn't casted. May be used with Mind Link to increase "Pain pool" of Nocebo.
- Nocebo (shares ability slot with Placebo):
Single-target DOT. Cast at enemy. Pain stored through Placebo is unleashed onto a single target enemy. CD. After CD, becomes Placebo again.
- Hypnosis:
Causes target to sleep.
- Nightmare:
Psycho-somatic DOT to one enemy. More effective on sleeping or confused enemies.
- Mind break:
Surrounding enemies suffering from Nightmare suffers high damage. Ends Sleep and Confusion. Stuns unaffected enemies. Enemies become immune for 1 minute afterwards to Nightmare, Sleep and Confusion. Long CD.
- Brainstorm:
Inflict Confusion, Stun, Paralysis, and Silence on all enemies in a designated area (or other CCs).
- Blink:
Instantly move behind enemy. Similar to a DRG's Jump ability, except without damage. Some CD.
- Express:
Increase skill/spell speed for self. May be used with Mind Link.
- ESP:
Buff accuracy and evasion for self. May be used with Mind Link.
- Mind link/Telepathy:
Share effects equally with friendly target. Share the burden, as de-buffs and their times are divided equally to reduce penalties. Middle CD.
- Telepathy II:
Share effects equally with nearby party members. Shares the burdens between party, as total time and effect of detrimental effects are divided equally. Middle CD.
- Psychic Barrier/Guard:
Make a (cushioning) telekinetic barrier around one friendly target, similar to Manawall, Manaward, or Aspected Benefic.
- Mind Wipe:
Reduces enmity toward self. Medium-long CD.
- Overwrite:
Take X% enmity toward an ally and apply to self. Adds confusion to enemy. Medium CD. Similar to Smokescreen.
- Pressure field
Designates an area with a cylindric field with downward telekinetic force, applying Heavy and (some minor) DOT to enemies inside. Enemies exiting the field no longer suffer from Heavy. Similar to Asylum/Sacred Soil, only without regen and defence increase.
- Excellence
Remove detrimental effects. Similar to Esuna. Some CD. May be used with Mind Link.
- Empathy I-II: Stronger mind link. Actions including mind link is more effective. Penalties from de-buffs acquired through Mind Link are reduced.
- Enhanced Intelligence I-III: Stronger attacks and psychic abilities.
- Stronger ESP I-II: Better accuracy and evasion when using ESP.
- Shortcut I-II: Better Express.
- Mass Hypnosis: Hypnosis causes surrounding enemies within a radius of target to also sleep.
- Shared Nightmare: When casting Nightmare on target, enemies in radius of target and suffering from Sleep or Confusion, also suffer from Nightmare.
- Phasing: After using Blink there is a chance that you Phase for a short time, making your next physical attack cause a critical hit.
PVP:
Heavy Guard (probably not viable):
For a limited time, gain more heavy telekinetic defence against attacks. Heavy to self and surroundings while ability is active (heavy effect to self cannot be removed while ability is active). Can be de-activated. CannotTeleportBlink while active. Long CD. Cannot be used with Aura.
- Aura (placeholder name, also probably not viable):
Places a thin psychic aura of armor around yourself for a time. Increases melee damage, while reducing ranged. Slightly increased defense. Can be de-activated. Long CD. Cannot be used with Heavy Guard.
Probable Adrenaline Rush:
- Trance: ???
Probable Limit Breaks:
Time trip: Stop time for all enemies. Do something which damages the enemy, like sprinting through enemies in a flash of light, and teleport back?- Warp:
Teleports all party members to a target area, causing AOE splash damage on re-appearance.(Possible to misuse by trolls. Game breaking if moved to PVP.)- Reality Break: Float up and warp reality in targeted area, causing a temporary rift and large AOE damage. Similar to magic dps LB3.
- Imaginary Construct: A nightmarish beast appears and slashes/pounds at surroundings. Similar to DPS and Dragoon LB3.
- Overmind Beam: Float up and shoot a devastating stream of psychic energy. Similar to BRD/MCH LB3.
- Overmind Bubble: For a short time nullifies damage. Similar to tank LB3.
- Vacuous Bomb: Similar to Reality Break, but instead has a large ball hovering over user that explodes with psychic energy, possibly with light like a disco ball.