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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Mystic

    Mystic (MST)
    Damage Reducing Off-Healer
    Weapon: Prayer Beads
    Attack Type: Blunt, Ranged Damage
    Armor: Healer
    Limit Break: All Creation (Healer)
    Cross Class: Pugilist and Conjurer
    Important Stats: Mind for Healing and DPS, TP for cost

    Once a sect of monks who trained in seclusion through out the mountains of Ala Mhigo, a select few Mystics have ventured from their homeland once the Garleans concurred their land.
    Mystics use their martial training to focus and manipulate the flow of aura to both attack and heal.
    While in combat, Mystics will attune their own aether (or "Aura") to either the Umbral (Ying) or Astral (Yang) elements, altering the potency of their spells and the effect of some of their abilities.

    As a Scholar can shield their allies from damage, the Mystic instead weakens the damage, either by weakening the attacker's power or strengthening the target's defenses.

    Special Mechanics and Skills
    Special Mechanics

    Yin and Yang Attunements
    Dedicating their lives to finding inner balance, Mystics follow the principle of YinYang, believing that that opposites are forever interconnected and complementary to one another.

    Yin-Attunement: Deals with the Umbral element, the Moon, cold, treachery, and passivity. Doubles the potency of all the user's damaging Spells (but not Abilities). Does not effect Cross-Class Skills/Spells.
    Yang-Attunement: Deals with the Astral element, the Sun, warmth, relief, and activeness. Doubles the potency of all the user's healing Spells (but not Abilities). Does not effect Cross-Class Skills/Spells.

    When the Mystic Soul gem is first equipped, the user will start out in Yin-Attunement.
    When level-synched, the user will be automatically switched to Yin-Attunement.
    These attunements are permanent and cannot be dispelled or deactivated.

    Healing Spells and Abilities
    -Astral Prayer: Spell. Heal a selected target. Potency of 200. 2 second cast time. 2.5 second recast.
    -Cleanse: Spell. Removes a single detrimental effect from a selected target. 1 second cast time. 2.5 second recast.
    -Earth's Blessing: Spell. Heals all partymembers with in 15 yalms of the user and reduces all Damage they receive by 10% for 5 seconds. Potency of 100. 2 second cast time. 2.5 second recast.
    -Phoenix: Spell. Resurrect a selected target to a weakened state (Can be used during battle without a trait). Instant cast time. 10 second recast.
    -Stillness: Spell. Heals a selected target. Additionally, places a barrier on them that will absorb damage equal to x1.3 the amount healed (Duration: 30 seconds). Potency of 125. 2 second cast time. 2.5 second recast.
    -Astral Blessing: Ability. Heal a selected target. Potency of 600. Instant cast time. 60 second recast.
    -Clear Tranquility: Ability. Heal all partymembers with in 15 yalms of the user and decrease Damage they receive by 10% for 10 seconds. Potency of 400. Instant cast time. 30 second recast.
    -Faith: Ability. Damage a selected target, then place Regen-effects on all party members with in 15 yalms of the target, healing for 50% of the damage done, spread out through 21 seconds (rounded up to the nearest whole number). Potency of 200. Instant cast time. 120 second recast.
    -Phoenix Rising: Ability. Can only be used under Yang-Attunement and cannot be used if the user is in a Weakened condition. Resurrect a selected target to full HP, MP, and TP but places their Weakened condition on the user. Additionally, Path of the Soul will be placed in a 30 second cooldown. Instant cast time. 300 second recast.

    Offensive Spells and Abilities
    -Air Render: Spell. Damage a selected target and all enemies with 5 yalms of them. Additionally, spreads all Corruption and Delirium effects the selected target has onto all enemies hit. Potency of 50. Instant cast time. 10 second recast.
    -Aurabolt: Spell. Damage a selected target. Potency of 75. 2.5 second cast time. 2.5 second recast.
    -Corruption: Spell. Deal unaspected damage a selected target for 21 seconds. Potency of 18. 2.5 second cast time. 2.5 second recast.
    -Delirium: Spell. Places a barrier on a selected target that damages them everytime they attack for 18 seconds. Barrier cannot be replaced/overwritten. Potency of 50. Instant cast time. 5 second recast.
    -Earth Render: Spell. Damage all enemies with in a 10 yalm frontal column. Potency of 50. Instant cast time. 2.5 second recast.
    -Trepidation: Spell. Can only be used under Yin-Attunement. Places a 5 yalm AoE that will damage all enemies with in and lower their Damage Dealt by 5% for 21 seconds. Potency of 13. Instant cast time. 30 second recast.
    -Quiescence: Ability. Damage a selected target and place Silence on them for 1 second. Potency of 50. Instant cast time. 30 second recast.
    -Umbral Fist: Ability. Deal unaspected damage to a selected target. Additionally, damage the target over time for 24 seconds, recovering TP equal to the damage. Potency of 20 for the attack and 35 for the DoT. 2.5 second cast time. 120 second recast.

    Other Spells and Abilities
    -Enlighten: Spell. Effect changes depending on what Attunement the player is currently in. Instant cast time. 60 second recast.
    Yin-Attunement: Increase the Critical Hit Rate of all partymembers with in 15 yalms of the user by 5% for 30 seconds.
    Yang-Attunement: Increase the Healing Potency of all partymembers with in 15 yalms of the user by 5% for 30 seconds.

    -Fervor: Spell. Decrease Damage the selected target receives by 10% for 15 seconds. Instant cast time. 60 second recast.
    -Aura Charge: For 15 seconds, increase the amount of Limit Break generated by partymembers with in 10 yalms of the user by 5%. Instant cast time. 300 second recast.
    -Condemn: Ability. Place a debuff on a selected target, depending on what Attunement the player is currenlty in, for 10 seconds. Instant cast time. 120 second recast.
    Yin-Attunement: Increase Damage the target recieves by 10%.
    Yang-Attunement: Decrease the target's Damage Dealt by 10%
    .
    -Harmony: Ability. Makes the user's next Astral Prayer, Cleanse, Stillness, or Fervor effect all partymembers with in 15 yalms of the user, while increasing their TP cost by x1.3 (Duration: 15 seconds). Astral Prayer's Potency is change to 150, Stillness's to 75, and Fervor will only reduce half the Damage. Instant cast time. 5 second recast.
    -Empowerment: Ability. For 10 seconds, all of the user's spells will be cost free and they will gain TP equal to what the cost was going to be. Instant cast time. 120 second recast.
    -Heaven's Blessing: Ability. Grants the player both Yin and Yang-Attunements for 15 seconds. After both effects wear off, the player will be in Yang-Attunement and Path of the Soul will go into a 15 second cooldown. Instant cast time. 200 second recast.
    -Path of the Soul: Ability. Switches the user's Yin-Attunement buff to Yang-Attunement and vice-versa. Instant cast time. 5 second recast.
    -Prophesize: Ability. Place a 5 yalm AoE that will decrease a certain type of damage, depending on what Attunement the player is currently in, for 10 seconds. Instant cast time. 60 second recast.
    Yin-Attunement: Decreases Physical Damage by 15%.
    Yang-Attunement: Decreases Magical Damage by 15%.

    -Tooth-for-Tooth: Ability. If the player is not in Yang-Attunement, they will be automatically switched into it. Lower a selected target's damage dealt by 10% for 20 seconds. Path of the Soul will be placed in a 25 second cooldown. Instant cast time. 80 second recast.


    Skill Level and Traits
    Skill Level
    1. Aurabolt
    2. Astral Prayer
    4. Delirium
    6. Path of the Soul
    8. Fervor
    10. Corruption
    12. Condemn
    15. Quiescence
    18. Cleanse
    22. Phoenix
    26. Empowerment
    30. Earth Render
    *Quest* 30. Harmony
    34. Stillness
    *Quest* 35. Earth's Blessing
    38. Air Render
    *Quest* 40. Enlighten
    42. Tooth-for-Tooth
    *Quest* 45. Astral Blessing
    46. Trepidation
    *Quest* 50. Prophesize
    *Quest* 50. Faith
    *Quest* 52. Clear Tranquil
    *Quest* 54. Umbral Fist
    *Quest* 56. Heaven's Blessing
    *Quest* 58. Aura Charge
    *Quest* 60. Phoenix Rising

    Traits
    8. Enhanced Mind: Increase Mind by 2.
    14. Enhanced Mind II: Increase Mind by 4.
    16. Fervent Prayer: Fervor's cooldown is now 30 seconds.
    20. Maim and Mend: Increases base action damage and HP restoration by 10%.
    24. Aurablast: Aurabolt's potency is now 90 (180 under under Yin-Attunement).
    28. Enhanced Mind III: Increase Mind by 6.
    32. Enhanced Condemn: Condemn's cooldown is now 90 seconds.
    36. Enhanced Corruption: Corruption now last for 30 seconds. Additionally, it will now reduce the target's Damage Dealt by 5% for 10 seconds.
    40. Maim and Mend II: Increases base action damage and HP restoration by 30%.
    44. Divine Judgement: Grants a 25% chance when Fervor is cast, it will reduce Damage the target receives by an additional 10%.
    48. Cup of Life: Grants a 15% chance when Astral Prayer is cast, the user will receive a 10% increase to their Healing Potency for 10 seconds.
    (3)

  2. #2
    Player
    Adventica6's Avatar
    Join Date
    Jun 2015
    Location
    Lower Jeuno
    Posts
    413
    Character
    Lost Tales
    World
    Diabolos
    Main Class
    Machinist Lv 80
    Mystic (MST)
    Damage Reducing Off-Healer which has the same function as : SCH - Damage Reducing Off-Healer

    Sorry but I don't agree with it because that's what scholars do already.

    corruption" doesn't fit the class identity as a healer

    Delirium" is already in use by DRK... etc etc

    You are almost copying AST with "attunement system" Diurnal/ noct Sects, make your ideas unique.

    Yin and yang doesn't work either because those names are already taken by NIN....

    Is the game really that boring for you that you need to jumble a bunch of abilities sch and ast already have ?
    (0)

  3. #3
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Adventica6 View Post
    Mystic (MST)
    Damage Reducing Off-Healer which has the same function as : SCH - Damage Reducing Off-Healer

    Sorry but I don't agree with it because that's what scholars do already.

    corruption" doesn't fit the class identity as a healer

    Delirium" is already in use by DRK... etc etc

    You are almost copying AST with "attunement system" Diurnal/ noct Sects, make your ideas unique.

    Yin and yang doesn't work either because those names are already taken by NIN....

    Is the game really that boring for you that you need to jumble a bunch of abilities sch and ast already have ?
    Holy Jesus, Settle down. They're just expressing an idea and may not know the NAMES of other classes abilities. Keep it civil.
    (12)

  4. #4
    Player
    tinythinker's Avatar
    Join Date
    Apr 2016
    Location
    Gridania
    Posts
    748
    Character
    Omi Senu
    World
    Faerie
    Main Class
    White Mage Lv 100
    Can't speak to abilities (only my second week in FFXIV), but the general description sounds cool. Looking at classes/jobs it sounds in some ways a bit like a Monk variant with the hand-to-hand crossed with Scholar. Don't know if that's good or bad. Not sure what role gap there is, but I like the prayer beads and robes. From a roleplay perspective, maybe foresight (seeing attacks coming and having some ability that auto-matches it for defensive purposes), being able to step from one area to another (mini-teleport), and a major critical strike of spiritual energy with a long wind-up, perhaps something that also lands a major debuff on the target. Again, from the mechanics perspective of this game, I don't know FFXIV well enough and I can't say that style would fit or be needed/wanted, but that's the image that pops into my head
    (0)

  5. #5
    Player
    Powe's Avatar
    Join Date
    Jan 2016
    Location
    Guarding Etro's Throne with Lightning
    Posts
    728
    Character
    Hades Pluto
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    You definitely put a lot of thoughts into this, like the idea though using abilities that weaken the enemies shouldn't be a way to help slow the pain imo. O also the skills before lv 30 would have to be changed to keep with the way how classes change to jobs, so maybe add the healing spells at 30.
    (0)
    Last edited by Powe; 04-24-2016 at 11:19 AM.

  6. #6
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,313
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    I threw in a Like because I think this concept sounds interesting. A martial-arts related healer would excite me. I would like to see its damage abilities be physically melee though rather than mostly spells. A healer in the middle of all the action might be interesting and having Mantra cross classes would be good.

    Also physical moves that injure the monsters could be a way to reduce their outgoing damage, mitigating damage indirectly. A jab to the throat could provide silence but from the front. Slows and knock downs from behind.

    A knockout for sleep. Just my thoughts without really putting a ton of thought to balancing in.
    (1)
    Last edited by ZephyrMenodora; 04-24-2016 at 11:28 AM.

  7. #7
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Adventica6 View Post
    Snip
    That's because Damage Mitigation helps Off-Healer not have to focus on healing as much, so instead of making heal-based shields like a Scholar, I went with reducing the damage. Same thing, different ways of doing it.

    I forgot Dark Knight had that ability, mine is only at 45. I got the name from Final Fantasy Tactics' Mystic job.

    My Attunement System is more designed to act like Cleric-Stance then the Sects, with them switching between healing and attacking, versus AST's sects, which were designed to help them fit in the spot WHM (Regens) or SCH (Shields) would have had.

    What level to Ninjas learn Yin and Yang? Here are their current skills/abilities they learn at each level:
    30. Ten and Ninjutsu
    35. Chi
    40. Shukuchi
    45. Jin
    50. Kassatsu
    52. Smoke Screen
    54. Armor Crush
    56. Shadewalker
    58. Duality
    60. Dreamwalker

    And then their Ninjutsu are: Fuma Shuriken, Katon, Raiton, Hyoton, Huton, Doton, Suiton, and Rabbit Medium.

    If you think you can create a more unique job that is also balanced, then by all means. I encourage everyone to make their own job ideas. I enjoy reading them :-D
    (1)

  8. #8
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    So you want Fistweavers from WoW.

    I like the idea of a Mystic on the surface, but it strikes me as extremely similar in concept to what a Shaman is/would be in Final Fantasy terms. On the surface, at 30,000 feet, it seems like a neat idea, but I think it would need to be fleshed out a bit before we saw it incorporated.
    (0)
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  9. #9
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Air Render seems pretty broken strong. It basically craps all over Bane, which you have to blow an Aetherflow stack for.
    (0)

  10. #10
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    It's interesting but maybe I am reading this wrong?
    Phoenix: Spell. Resurrect a selected target to a weakened state (Can be used during battle without a trait). Instant cast time. 10 second recast.
    This would certainly (of course assuming MP) make the Mystic the dedicated raiser in every group.
    (0)

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