People have suggested Magitek Knight before, as well as Blue Mage as being contenders for the next Tank job.
What if these two were combined into one job?
Nay, what if the next Tank was a combination of Magitek Knight, Rune/Mystic Knight and Blue Mage!?
Now, before you dismiss me as a nutcase, let me explain.
This wouldn’t be the first ‘combo’ job in XIV.
White Mage incorporates Geomancy, Warrior is also Berserker, Bard is also Archer, and -arguably- Summoner and Machinist are also Beastmaster and Monk is also Dancer.
Most notably however is Astrologian, quite clearly combining concepts from Time Mage, Gambler and Astrologer.
What is a Magitek Knight?
Well magitek is either technology powered by magic, or technology that replicates magic, or in some cases as it is in XIV, both.
Weapons typically suggested are those wielded by Nero, either a Gunhammer or a Gunblade, with the latter being the most popular and my preferred choice.
So presumably a Magitek Knight would wield a Gunblade and absorb/replicate magic in some way.
What is a Rune/Mystic Knight?
Most well-known example would be Celes from VI. Wields a sword, and her signature skill is absorbing magical attacks.
Other versions involve augmenting the sword with an element and dealing elemental physical attacks.
What is a Blue Mage?
The most inconsistent job in the series, but it always utilising magic spells that are used by enemies, or replicate enemy skill effects.
Most of the time they’re learned by getting hit by the self-same ability, but not always (VI, VIII and IX for example) and we all know the XI model isn’t going to work in XIV, so let’s just write that off here.
In VI, blue magic spells are learned via sending Gau into the Veldt, sending him on a quest as it were. Quistis learns them via items, but she uses them by taking hits and executing her limit break. Quina essentially morphs enemies to learn them.
How do these fit together? / What do they all have in common?
It makes sense for Magitek Magic to be highly utility based, repurposing aether as a tool for various uses, which Blue Magic is.
‘Spellblade’ is essentially magical augmentation of a weapon, which is pretty much what Magitek is too.
It makes sense for Blue Magic to essentially be powered by ‘Runic’.
They all hinge around taking damage or absorbing magic.
They all utilise magic in a novel way, so not just raw damage/healing.
They all use one-handed swords.
There is loads of conceptual synergy here.
My proposal is for a Magitek themed, Gunblade wielding Tank, with the damage absorbing mechanics of a Rune Knight, and the flavour of a Blue Mage in its spellset.
In terms of Lore, it is the Garlean philosophy of claiming the power of the eikons for their own which serves as the basis. Job Quests would centre around seeking out the power of beast tribes or primals, and repurposing it as a new magitek skill/spell, while facing off against the Garlean agents who are after you for stealing their technology.
As for name, I think it should all come under the moniker of ‘Magitek Knight’, as the magitek is the source of its power and the basis of its lore. Abbreviation? MGK?
The signature job mechanic would be a Magitek Paling (force-field) that increases defence, and allows damage received to be converted into the Job Gauge (hereby referred to as Magitek Gauge or MG) which caps at 100.
This gauge is then expended in the form of a burst-style DPS stance akin to Dark Arts/Blood Weapon, or to use the top ticket spells, which would predominantly be Blue Magic, with the wide range of utility you’d expend from Blue Magic.
Skill set:
My first hand tanking experience is entirely with Dark Knight, so I’ve used that as a sort of template, at least for the basics, just to make sure it all fits. Potencies and cooldown times are obviously hypothetical and I’m sure would need to be tweaked, but you should get the gist of it.
Basic enmity combo: Gunblade basics
Cutting Trigger
Swipe of the blade with a simultaneous blast of the gun.
100 potency damage and increases enmity.
Shear Trigger
Uppercut of the blade with a simultaneous blast of the gun.
110 potency damage and increases enmity.
Combo with Cutting Trigger: 180 potency.
Punishment
Forward stab of the blade with a simultaneous blast of the gun.
120 potency damage and increases enmity.
Combo with Shear Trigger: 210 potency.
Bonus: When used under the effect of Magitek Paling, builds enmity with all enemies in 5y radius..
Basic DPS combo: Spellblade Augmentation
Icebrand
Trigger an ice-aspected magic round as you stab with the blade.
120 potency damage.
Combo with Cutting Trigger: 220 potency.
Bonus: When used under the effect of Magitek Overdrive: Gain 5 Magitek Gauge.
Thundershard
Trigger a lightning-aspected magic round as you overhead-cleave with the blade.
140 potency damage.
Combo with Icebrand: 280 potency.
Bonus: When used under the effect of Magitek Overdrive: Adds a 50 potency DoT over 9s.
Pulling skills: Basic Blue Magic
Magic Missile
Fire an aetherial missile from the gunblade into the air, homes in on target. (Matra Magic analogue)
Single target, ranged. Deals 50 potency damage and increases enmity.
Damage increases with targets HP. (up to 150 potency if target is at 100% HP)
(Like AST’s Essential Dignity, but offensive, works great as an opener, which is what it should be)
Magitek Needles
Expel a wave of charged aether particles in all directions. (1000 Needles analogue)
10y radial AoE. 100 potency AoE damage split between targets, maximum of 1000 damage split between targets. Increases enmity.
Bonus: When used under the effect of Magitek Paling: Increases radius to 15y.
Damage Mitigation and oGCD: Basic Stance/Job Skills
Magitek Paling
Duration: Permanent, toggle on/off. (tank stance)
Decrease physical attack power by 10%, increase damage resistance by 10%, doubles Magitek Gauge rate.
Cannot be used when under Magitek Overdrive effect.
Charged Round
Guarantees next physical attack will Crit. 90s cooldown.
Power Conversion
Regen on self for 15 seconds. 90s cooldown.
Steel Curtain
20% physical damage reduction on self for 9 seconds. 90s cooldown.
Magic Hammer
Single target, 10% magic power reduction debuff for 12 seconds. Fills Magitek Gauge by 25 points. 90s cooldown.
Job Gauge reliant signature moves: Top Blue Magic and Job Skills
Magitek Overdrive
Increase physical attack power and skill speed by 20%, drains Magitek Gauge at 3/s. Duration: 30 seconds or until Magitek Gauge is empty.
Cancels Magitek Paling effect. 90s cooldown.
(Burst DPS stance. If using just the basic DPS combo, which is intended, then each 8~9 second rotation should cost approx. 22~25MG, if you’re efficient, which means you should be able to get the full 3.3 rotations out in those 30s and if you started with a full gauge, still have 25MG left over.)
Aethervent
Gain 20% MP, costs 20MG, 45s cooldown.
Aqualung
Water spell, cone AoE 120 potency damage, costs 30MG, 30s cooldown.
Degenerator
Ground target AoE field, 10% magic vulnerability up, costs 40MG, 90s cooldown.
White Wind
Recover 20% current HP of self and any party members in 10y radius, costs 50MG, 90s cooldown.
Beta
Fire spell, targeted 5y radial AoE, costs 60MG, 120s cooldown.
Mighty Guard
Extend Magitek Paling to all party members within 10y radius, giving them a 20% damage reduction buff.
Drains Magitek Gauge at 5/s. Can only be used when under Magitek Paling effect.
Duration: 9 seconds or until Magitek Gauge is empty. 180s cooldown.
Aetheric Overload.
Deal damage to all enemies in 10y radius equal to your max HP.
Expend all but 1 HP, become invulnerable for 6 seconds. Costs ALL MG (25MG minimum) 180s cooldown.
(Basically the Self Destruct enemy skill, combined with Minus Strike/Balance/????, re-purposed as the last resort/death cheat tank skill)