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  1. #1
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by AdventZero View Post
    The only "Mystic Knight" I know is Dragon's Dogma. And the only RUN I know is FFXI, and there were no turban's on it in FFXI, it had more of a Norse mythology themed in that game.

    If it's not a "knight" maybe change it's name? If it was say "Mystic Swordsman" I wouldn't have even thought to make my post about it being a knight. I would have pictured something like a BLU and RDM hybrid and just walked away.

    Edit: Not trying to start a fight or anything. Just stating where my point of view came from is all.
    yeah i get the point, i was just talking about classic FF jobs that werent altered because 11. I did like the MK in Dragons Dogma, but besides enchantments it was entirely different from the original one, that debuted in the same game as BLU and Time Mage. in that game BLU didnt look persian neither, so its all good. Just think FLARE SWORD and M BARRIER as a base for what i mean.
    If you played the original tactics, Beowulf, the Temple Knight is a pretty close representation of Mystic Knights debuff sword abilities, I just think the concept would be great for a tank whether you make it called a rune knight, spell fencer, or M.Knight/Sorceror. Mystic Knight though sounds more like a tank name than the others
    (1)
    Last edited by ADVSS; 03-16-2017 at 01:47 AM.

  2. #2
    Player
    AdventZero's Avatar
    Join Date
    Mar 2011
    Posts
    193
    Character
    Arianya Advensten
    World
    Balmung
    Main Class
    Paladin Lv 89
    Quote Originally Posted by ADVSS View Post
    yeah i get the point, i was just talking about classic FF jobs that werent altered because 11. I did like the MK in Dragons Dogma, but besides enchantments it was entirely different from the original one, that debuted in the same game as BLU and Time Mage. in that game BLU didnt look persian neither, so its all good. Just think FLARE SWORD and M BARRIER as a base for what i mean.
    If you played the original tactics, Beowulf, the Temple Knight is a pretty close representation of Mystic Knights debuff sword abilities, I just think the concept would be great for a tank whether you make it called a rune knight, spell fencer, or M.Knight/Sorceror. Mystic Knight though sounds more like a tank name than the others
    Looking into Mystic Knight from past FF games what you say does make a lot of sense, tank does fit it better.

    The main idea of my suggestion of making it a DPS was based on something from RUN in FFXI. Gambit, which lowered a monsters magic DEF based on the element of the runes you had up. And Lunge, which dealt magical damage based on the runes you had up. Combine the two and you could deal some really high damage to a mob. I then borrowed the RDM concept from here, FFXIV, and flipped it around so that instead of being a mage with powerful melee finishers it was now a melee with powerful magic finishers.

    The knight theme was from my frustration at how poorly SE has done with PLD in this game. Non-kingdom origin and lore, almost no holy powers, boring and plot-hole filled pointless quest twice in a row, and the weakest tank since 1.0 to present, add that so far the only known tank overhauls are removing 2-3 of our actions and making them general "tank" skills so the other tanks don't need to level PLD anymore and I've pretty much reached my limit of putting up with being kicked in the dirt all the time. So I wanted to infuse this "melee-mage" with a bit of real "noble holy knight" for a change. So I kind of stuck the "Rune Fencer" name on it since it was the only FF name I knew that might work as a knight style melee-mage, and used things like Dragons Dogma to support the idea even more. Though I ended up being wrong. ^^;

    The only way I see this working out for both of us is if "Mystic Knight" is tank using classic FF move sets like you want. And "Rune Knight" is a completely different job using the melee-mage move set I want. Though, we both know SE would never have enough time/man power to pull that off. xD Most likely outcome, if they do add a Mystic/Rune Knight, is the tank theme since we have enough DPS as is. All the same I still feel a bit better at least saying what I want, even if I'll never get it, then keeping quiet and just getting more and more frustrated about it.

    Oh, and thank you for being civil, it's a bit rare on these forums. Good luck to the both of us, that we may both get what we want in some way or form. ^^
    (1)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by AdventZero View Post
    Why not, oh I don't know, a Geomancer tank with a mace weapon so we have blunt tank for a change and have all their actions fueled by MP alone so we get the much wanted mage tank too. Now there's an idea that isn't just "DRK, but less edgy".
    Beastmaster and Dancer would make decent tanks, and provide a different aesthetic, too.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Ayer2015's Avatar
    Join Date
    Feb 2015
    Posts
    1,454
    Character
    Ayer Austen
    World
    Faerie
    Main Class
    Red Mage Lv 100
    I think Chemist could be a fun healer to play if done well, though I enjoyed the TP healer dancer ideas on the forums also.
    As we get more jobs they will all need a greater sense of identity in general. For example, WHM lacks this currently compared to SCH and AST.
    (0)

  5. #5
    Player
    Mature's Avatar
    Join Date
    Aug 2013
    Posts
    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    Arcanist Lv 70
    If egis are a problem for smn , I honestly wouldn't mind if they do DWT with Ifrit Garuda and Titan. Rather than having the pet might as well suck the pets powers and play it as it currently is (DWT action)
    (0)

  6. #6
    Player
    Aniond's Avatar
    Join Date
    Nov 2015
    Location
    Casa Grande, AZ
    Posts
    205
    Character
    Siolenas Darkleaf
    World
    Zalera
    Main Class
    Dragoon Lv 76
    Beast master or blue mage.
    (0)

  7. #7
    Player
    Aniond's Avatar
    Join Date
    Nov 2015
    Location
    Casa Grande, AZ
    Posts
    205
    Character
    Siolenas Darkleaf
    World
    Zalera
    Main Class
    Dragoon Lv 76
    Chloromancer loved that in rift. Converts damage into healing
    (1)

  8. #8
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    Beast master tank would be really interesting.
    (0)

  9. #9
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Blue Mage tank please :3
    (2)

  10. #10
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Necromancer Tank

    The necromancer summons the spirit of a famous dead warrior and becomes one with it, employing the skills of the fallen warrior.

    -Spirit blade: damages and cancels the next skill/spell the target will use (like a pre-stun)

    -Peace unto death: Upon slaying a target, restores 10% of hp to the party member with the lowest current hp.

    -Death Knight: Upon slaying a target, target returns to life as an ally for 15 seconds

    -Walking Dead: When user dies, automatically revives as an uncontrollable npc for 10 secs

    -Doom: Target dies in 10 seconds. Can only be applied when target had less than 10% hp.

    -Death: 50% chance of killing a target

    -Mega-death: 50% chance of killing multiple targets. Death Knight does not activate after using this skill.
    (0)

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