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.
A lot of jobs combined? No different from the Time Mage/Astrologer/Gambler called Astrologian.
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, potentially coming to blows with Nero.
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.
Each hit taken increases this gauge by 1, and in addition, every 5% of HP lost will increase the gauge by 0.5.
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 abilities, which would predominantly be Blue Magic, with the wide range of utility you’d expend from Blue Magic.
An additional gauge would be displayed with six slots, one for each element. Being attacked by an elemental attack would fill the respective slot.
In addition, any non-elemental hit you receive would have a 5% chance of filling one of these slots at random.
These elemental charges can be used to power up certain elemental attacks, or used for top ticket spells.
This sort of functions similarly to SAM’s Sen or MCH’s Ammo, however it’s triggered like a RNG Dark Arts, so you can control when you use it and on what skill, but not when you gain it.
So kinda like a more dynamic Paladin with some MCH and DRK mechanics thrown in.
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.
Lv 1 Cutting Trigger
Swipe of the blade with a simultaneous blast of the gun.
100 potency damage and increases enmity. Costs TP.
Lv. 3 Shear Trigger
Uppercut of the blade with a simultaneous blast of the gun.
110 potency damage and increases enmity. Costs TP.
Combo with Cutting Trigger: 180 potency.
Lv. 6 Icebrand
Trigger an ice-aspected magic round as you stab with the blade.
Physical 120 potency damage. Costs TP.
Combo with Cutting Trigger: 160 potency.
25% chance to proc Blazefire.
Magitek Overdrive Bonus: Gain 5 Magitek Gauge.
Ice Aspected Energy Bonus: +50 potency, Guarantees Blazefire Proc.
Lv. 10 Power Conversion
50 potency regen on self for 15 seconds. 90s cooldown. Costs MP.
Lv. 12 Punishment
Forward stab of the blade with a simultaneous blast of the gun.
120 potency damage and increases enmity. Costs TP.
Combo with Shear Trigger: 210 potency.
Magitek Paling Bonus: Builds enmity with all enemies in 5y radius.
Lv. 15 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. Costs MP.
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)
Lv. 18 Thundershard
Trigger a lightning-aspected magic round as you overhead-cleave with the blade.
Physical 140 potency damage. Costs TP.
Combo with Icebrand: 200 potency.
50% chance to proc Blazefire.
Magitek Overdrive Bonus: Adds a 40 potency DoT over 9s.
Lightning Aspected Energy Bonus: +50 potency, Guarantees Blazefire Proc.
Lv. 20 1000 Needles
Expel a wave of hypercharged aether particles in all directions.
10y radial AoE. 100 potency AoE damage split between targets, maximum of 1000 damage split between targets. Increases enmity. Costs MP.
Magitek Paling Bonus: Increases radius to 15y.
(Sabotender Job Quest)
Lv. 25 Blazefire
Trigger a fire-aspected magic round as you spin-cleave with the blade.
Physical 80 potency 5y radial AoE damage. Costs TP.
If proc’ed with Icebrand/Thundershard: 140 potency AoE.
Magitek Overdrive Bonus: Adds an additional 100 potency to make 180 or 240 total if proc’ed.
Fire Aspected Energy Bonus: +60 potency
-Magitek Gauge becomes available-
Lv. 30 Magitek Paling
Duration: Permanent, toggle on/off. (tank stance)
Decrease physical attack power by 10%, increase damage resistance by 10%, doubles Magitek Gauge rate. Costs MP.
Cannot be used when under Magitek Overdrive effect.
Lv. 30 Magitek Overdrive
Increase physical attack power and skill speed by 15%, drains Magitek Gauge at 5/s. Duration: 30 seconds or until Magitek Gauge is empty.
Cancels Magitek Paling effect. 90s cooldown. If MG is fully drained, Magitek Paling is placed on a 10s cooldown. (Burst DPS stance)
All Aspected Energies Bonus: No Magitek Gauge drain.
Lv. 35 Stoneskin
20% physical damage reduction on self for 12s. 90s cooldown. Costs MP.
Earth Aspected Energy Bonus: 30% physical damage reduction over 15s.
(Golem Job Quest)
Lv. 40 Rough Divide
Lunge towards target with an attack that deals 180 potency damage.
60s cooldown. Costs TP.
Lv. 45 Fated Circle
Spin attack that deals 100 potency damage to all targets in a 5y radial AoE.
60s cooldown. Costs TP.
Lv. 50 Blasting Zone
Fire a particle beam dealing 140 potency damage to all targets in a 15y corridor in front of you.
60s cooldown. Costs TP.
-ARR cut off-
Lv. 52 Magic Hammer
Single target, 10% magic power reduction debuff for 12 seconds. Fills Magitek Gauge by 25 points. 90s cooldown. Costs MP.
Lv. 54 Aqualung
Water spell, cone AoE 150 potency damage, costs 20MG, 30s cooldown.
Water Aspected Energy Bonus: +50 potency
(Sahagin Job Quest)
Lv. 56 White Wind
Recover 20% current HP of self and any party members in 10y radius, costs 40MG, 90s cooldown.
Wind Aspected Energy Bonus: 30% HP recovery.
(Job quest, Sylphs? Instead of stealing the skill, they give it to you)
Lv. 58 Degenerator
Ground target AoE field, 10% magic vulnerability up for 10s. Costs 30MG, 90s cooldown.
(As a technical 'Blue Mage' it has synergy/utility with casters)
Lv. 60 Aspect Enhancement
Primes Elemental Energy Signature to be used via the next viable skill. Costs 5MG.
(Energy Aspect Gauge and Aspected Energy Bonuses become available)
-HW cut off-
Lv. 62 Aetheric Overload
Deal damage to all enemies in 10y radius that scales with your HP.
100 potency base plus 20 for every 5% HP (maximum of plus 400 for 500 total)
Expend all but 1 HP, gain a damage shield equal to your max HP for 3 seconds. Costs ALL MG. 180s cooldown.
All Aspected Energies Bonus: +100 base potency, damage shield for 6 seconds.
(Basically the Self Destruct enemy skill, repurposed as the last-resort/death-cheat tank skill)
Lv. 64 Blaster
Targeted 5y AoE 40 potency damage, increases enmity. Costs 5MG.
All Aspected Energies Bonus: +100 potency and inflicts Blind and Silence for 3s.
Lv. 70 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: 15 seconds or until Magitek Gauge is empty. 180s cooldown.
-SB cut off-
Lv. 72 Arctic Wind
Deals 200 potency damage to all enemies in a corridor AoE in front of and behind you, also inflicts Slow.
Can only be used with Wind and Ice Aspected Energies. 120s cooldown. Costs MP
lv. 76 Unfettered Growth
Bestow a 15% damage reduction buff on a target, plus each hit that target receives restores 2% of their HP and 2% of your HP (4% of your HP is used on yourself) 15s duration.
Can only be used with Water and Earth Aspected Energies. 120s cooldown. Costs MP
Lv. 80 Betawave
Stuns and deals 300 potency damage to all enemies in a 15y radial AoE.
Can only be used with Fire and Lightning Aspected Energies. 120s cooldown. Costs MP
Clarification:
Basic Emnity combo: Cutting Trigger > Shear Trigger > Punishment
Enmity abilities: Magic Missile (ranged), 1000 Needles (AoE), Blaster (ranged AoE)
Mitigation: Power Conversion (regen), Magitek Paling (tank stance), Stoneskin (dmg reduction), Mighty Guard (raid shield), Unfettered Growth (targeted shield, TBN analogue)
Last resort: Aetheric Overload
Utility: Magic Hammer, White Wind, Degenerator
Basic DPS rotation: Cutting Trigger > Icebrand* > Thundershard* ~Blazefire (repeat)
Burst & enhanced DPS rotation: Magitek Overdrive > Cutting Trigger > Aspect Enhancement > Icebrand > Aspect Enhancement > Thundershard > Aspect Enhancement > Blazefire
DPS cooldowns: Rough Divide (added mobility), Fated Circle, Blasting Zone, Aqualung, Arctic Wind, Betawave
Aspect Enhancement Explanation:
As you take hits, you'll notice your six elemental icons light up somewhat randomly.
When you activate Aspect Enhancement, all available elements will glow. E.g. you have Fire, Wind and Lightning, they all glow when you use this skill.
When you then activate a skill that consumes these energies, that energy is spent and goes dark again. E.g. You use Blazefire, the Fire icon goes dark, and the Wind and Lightning icons stop glowing, no longer activated.
You can hit it again to trigger the Wind and Lightning energies again to be used on say White Wind or Thundershard.
You take some more hits and notice Water and Fire energies light up again, and repeat.
Most skills are only enhanced by these elemental energies similarly to Dark Arts, however the post SB skills Arctic Wind, Unfettered Growth and Betawave, can ONLY be used by consuming their respective energies, more like Iaijutsu.
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