Story Scenario
[A Dysfunctional Gambit]
Job: Rune Fencer
Class: Tank
Weapon: Dual Swords
-Names to the Two Blades:
- Igis
- Noctis
Sub Weapon: [Gambit Trinket]
Type of Tank: [Hybird Caster / Parry / Magic Shield]
Armor Type: Heavy Armor
Expansion: Final Fantasy Uphaven
[The Gambit Trinket]
• The Gambit Trinket is a special catalyst that's attached to the hilt of whichever Sword the Rune Fencer is casting from, that allows the Rune Fencer to cast special kinds of forbidden magic, due it's manipulated nature, that isn't "Natural" Magic.
The Gambit Trinket hovers around the Rune Fencer until it begins casting spells, it attaches to the base of either the Igis or Noctis.
History and Lore
The Rune Fencer's Trinket was once a Red Mage Catalyst Crystal (The Crystal that balances the White / Black), but has been warped and corrupted by the Rune Onnaul Sphere, a special aurora that derives from the Mother Crystal powering all of the Garlean Empire, making it Defused.
This "Defused Catalyst," allows the Rune Fencer to somewhat hone in on the unbalanced magic of white and black, allowing them to cast these morphed versions of ancient magical spells to help them stand up against any foe.
[How did a Rune Fencer get a Red Mage Catalyst Crystal]
The first Rune Fencer, a Garlean Guard, also known as a Judge: before bonding with the catalyst, bested a Red Mage in battle, took the Catalyst and made it his own.
The powers granted to Judges by the Mother Crystal warped the Red Catalyst even further, empowering it with a radiance that wasn't foreseen, or seen, of even heard about.
*My Rune Fencer Concept has seen quite a few changes from Previous Iteration, this is thanks to the Feedback from the community and a few little choices I made to sort of make it it's own unique "Caster Tank."
-Also, for Simplicity Sake I broke it down below on abilities, sort of playing from the three tanks we already have.
Rune Fencer
Tank Stance: [Solace Sphere]
Attack Stance: [Hyper Sphere]
Attack Bonus [Ability: Crusade]
[The Rune Fencer's Mechanics]
The Rune Manashield has a 20% chance to activate, when the Rune Manashield activates, it negates partial damage, sort of like a shield[/I].
*I know I talk about a manashield all the time; but what other way can a magic tank block extra damage without using a shield? A magic shield! That way he has a Parry / Mana Shield %.
The Rune Fencer, when performing it's Combo's, is given Runic Overcharge Points, either Red / Blue, allowing them to fill their gauge.
The Rune Fencer's MAGICAL SPELLS do NOT use up Magic Points, the Rune Fencer uses the Runic Overcharge Gauges to perform its magical spells; and the spells are correspondent on the specific Rune.
Only two spells that use MP are:
- Aspir: 480MP - Single Target Ranged Spell for Enmity
- Banish: 1080MP - Multiple Target (AoE) Effect Spell for Enmity
The Runes, attached to the Base of Each Swords must be charged in order to be used, but the Runes are broken down by: Red / Blue;
The Igis and Noctis are the dual blades that the Rune Fencer named; each sword has elemental Runes engraved on the base of the blades:
- Igis: (Ignis / Gelus / Sulpor / Tenebrae)
- Noctis: (Unda /Flabra / Tellus / Lux)
On the Spell list, there's a number next to the Spell that shows HOW MUCH of the Gauge Points the Spell Will Use up from the Overcharge Gauge.
So if the Rune Fencer activates the Water Rune: [Aquavail], which uses 15 points of Red Gauge, and the Gauge on the Red Side is 20, it will reduce the Gauge down to 5 Points.
When a the Rune Fencer ignites the Rune, the Gambit Trinket attaches to the Hilt of the Sword and begins casting the spell that's utilized by the current Element.
The Weapon Skills Combo grants Runic Overcharge Points, not the Spells.
The Rune Fencer must perform its combos in order to increase the Rune Charge Gauge.
White Runes / Spell Casted
[Level Learned / Cast / Recast / Cost / Effect]
• (15) Banish [MP1080] [2.5s / 2.5s] Deals unaspected damage with a potency of 50 to enemies within range. Adds 10 Points to Blue Runic Overcharge Gauge.• Enhanced Banish: [MP: 1080] Enhanced Banish will be instant cast.
- o Additional Effect: Increased Enmity
- o Combo Bonus: 20% Chance to Trigger: Enhanced Aspir
Water Rune
(38) Aquavail [15R/ 2.5s /[180s]: The Rune Knight surrounds itself with water to reduce physical damage by 30%
- Duration: 10s
- If Solace Sphere Up: Magical Damage reduced by 15%
Wind Rune
• (1) Void Aero [12R /2.5s / 2.5s]: Delivers a powerful gust of wind with the potency of 60 to enemies within range
- Additional Effect: Increased Enmity
- Additional Effect: has a 25% to trigger Enhanced Stoneshear
White Rune
• (50) Shell [20R / 2.5s / 60s]: Surrounds the Rune Knight with a vibrant aurora that reflects 10% of damage back to enemies and 10% to HP.
- Duration: 21s
Earth Rune
• (24) **Earthen Barrier [13R] / [6s]: Surrounds self and party members within range with a stone barrier that reduces frontal damage by 60%, and damage from other angles by 30%.
*Earthen Barrier only accessible if Blue Gauge is 50% or Higher
- Duration: 10s
- Solace Sphere Additional Effect: Damage Reduction 80%
Black Runes / Spells
• (15) Aspir [MP 480] [2.5s / 2.5s] - Deals unaspected damage with a potency of 150. Adds 10 Points to Red Runic Overcharge Gauge• Enhanced Aspir [MP:0] Enhanced Aspir will have a reduced Cast Time and cost no MP
- o Additional Effect: Increased Enmity
- o 10% of Damage Transmitted to MP
- o Combo Bonus: 20% Chance to trigger: Enhanced Banish
Black Rune
• (5) Void Nova [15B] / [14s]: Deals unaspected damage with a potency of 380 to target.
- o Additional Effect: Darkness Damage Over Time with the potency of 15 per 2s
- Duration: [lasts 30s]
Ice Rune
• (50) Ice Spikes [20B / 2.5s / 60s]: Surrounds the Rune Knight with icy crystals that reflects 10% back to enemies and 10% to MP Pool.
- Duration: 14s
- If Hyper Sphere is Up: Reflects 12% back to Enemies
Thunder Rune
• (15) Void Thunder [13 / 2.5s / 2.5s]: Delivers a burst of lightning that hits enemies within range with a potency of 60.
- Additional Effect: Increased Enmity
- Additional Effect: has a 25% to trigger Enhanced Flametongue
Fire Rune
• (42) **Radiant Flame [15 / 2.5s / 2.5s]: Ignites self and party members within range with a Radiant Flame that increases overall potency by 5%.
*Radiant Flame only accessible if Red Gauge is over 60%
- Duration: 10s
- Hyper Sphere Additional Effect: Attack Potency +7%
[Rune Fencer Abilities]*Rune Knight's abilities have seen a HUGE overhaul
*Also NOTE, there's levels next to the Ability; they maybe out of order... =D
• (50) Aetherial Infuse: [Instant / 420s] Ignites the Magic Shield around the Rune Knight that negates all damage until Magic Pool is exhausted.
- Duration 10s
• Crusade [Instant / 2.5s] [Effect Ends upon Reuse] Increases overall Magical and Physical Potency by 20% at the expense of reducing Overcharge Meter by 2 points per second, until Meter is completely empty. If Overcharge Meter is at 0, Crusade will have no effect.
• (20) Anti-Sphere: [60s] Deals massive magical damage with a potency of 240 to all enemies in a cone shape ahead of Rune Knight that transmits 1/4th of damage to the Runic Overcharge Gauge.
If Overcharge Gauge over fills beyond capacity, all spells cost 0 Gauge Points to cast for a brief moment.
- Duration: 10s
- Magical Potency: +25%
- Physical Potency: -50%
• Enlightened Overture [Instant / 45s] Begins converting MP into Overcharge Gauge. 2MP a second = 1 Overcharge Point for Blue and Red Gauge.
- Duration: 15s
• (42) Osmose Catalyst: [Instant / 2.5s] Delivers unaspected damage with a potency of 150 (Combo Bonus: 380).
- Combo Bonus: Entropy MP Absorption Potency +18%
- Combo Bonus Execution during: Solace Sphere: MP Absorption +20%
- Combo Bonus Execution during: Hyper Sphere: HP + MP Absorption +15%
• Solace Sphere [2.5s / 2.5s] Reduces damage taken by 20%, increases Enmity, and increases Runic Overcharge Generation Rate by 10%, while reducing damage dealt by 20%. Effect ends upon Reuse.
• Hyper Sphere [2.5s / 2.5s] Increases damage dealt by 20% and increases cast time by 20%, while reducing Overcharge Gauge Generation Rate by 10%.
[Rune Fencer Sword Weapon Skills]
• *Double Slash: Delivers as A twofold slash attack with the potency of 150 that generates aggression: Increases both Blue and Red by 4
• Excalibur: Delivers a cross slash with the potency of 100 (Combo: 220):
- Excalibur damage affected by Magical Potency.
- Increases Red Charge by 8.
• Banesteer: Delivers a forward slice with the potency of 100 (Combo: 220):
- Banesweep damage affected by Magical Potency.
- Increases Blue Charge by 8.
• Reductropy: Delivers a fourfold attack with the potency of 160 that converts 10% of damage into MP:
- Increases both Blue and Red by 6
• Flametongue: Delivers a twofold slash attack, engulfed in flame, with the potency of 110 (Combo: 300)
- Increases Blue Meter by 12
• Stoneshear: Delivers a threefold slash attack, covered in stone, with the potency of 110 (Combo: 300):
- Increases Red Meter by 12
• Judgement Slash: Delivers a fourfold attack with the potency of 320 (Combo: 520): increase Red by 8
- Combo Bonus with Reductropy: 5% of Damage dealt restored to MP
• Divine Ruination: Delivers a 2 fold slash with the potency of 320 (Combo: 520): increase Blue by 8
• *Cataclysm: (3500 MP/ 120s) Striking the ground, the Gambit Trinket ignites its stored energy, to deliver a powerful Quake or Burst that strikes enemies within range with a potency of 480, for the first enemy, and it decreases depending on enemies within range.
*Cataclysm has a recast of 120s, so it's not available every rotation.
*Cataclysm reduces Overcharge Gauge by 50%.
Rune Fencer's Rotation
General Combos:
R = Red Overcharge
B = Blue Overcharge
*Also remember, the Rune Knight's Magical Abilities come from the Overcharge Gauge.
MP Rotation:
Aspir >> Reductropy >> Osmose Catalyst >> Judgement Slash
Red Combo:
Aspir (R:10) >> Double Slash (R/B:4) >> Stoneshear (R: 12) >> Void Aero (-12R)
Blue Combo:
Banish (B: 10) >> Double Slash (R/B: 4) >> Flametongue (B: 12) >> Void Thunder (-12B)
[Enmity Combo w/ Tank Stance:]
Solace Sphere (Tank Stance) >> Banish (AoE) >> Double Slash >> Excalibur >> Judgment Slash >> Void Aero >> *Void Stone (If triggered)
[Attack Combo w/ Attack Stance]
Hyper Sphere >> Double Slash >> Banesteer >> Divine Ruination >> Void Thunder >> *Void Fire (If Triggered)
-
Finisher Rotation: Runic Overcharge Gauge 100/100
-
- Double Slash >> Excalibur >> Stoneshear >> Judgment Slash >> Cataclysm (Quake)
- Double Slash >> Banesteer >> Flametongue >> Divine Ruination >> Cataclysm (Burst)
*Cataclysm leads a powerful burst of whatever Gauge you accumulated the most of to finish the chain combo.
[Quake or Burst]
-
Thanks for reading
I want to see a magic based tank!
Hope you enjoy, I had fun just writing this on my spare time.
What ignited this?
Had a conversation with my brother-in-law earlier this morning discussing FFXIV and tanks in general, and what fun unique things they could do.
He also played FFXI and we sort of bounced off ideas on how it could play out as a fun caster tank.
ALSO, I did some searching on Mystic Knight and took some ideas off it too.
Thanks for reading, hope you enjoy…
[Did some Minor adjustments to the Gauge, somewhat giving it an Overcharge Gauge, rather than a manameter like the Red Mage]
[The Overcharge Gauge is Kinetically charged by the Weaponskills the Rune Fencer uses. each Weaponskill has an element, and that element charges the Red or Blue Gauge]
Thanks ahead of time to those that read it and thanks for all the feedback!
Pat out.
-Shout out to and thank you to Taique, for allowing me to envision it with two swords, sort of returning it to it's "Fencer" way =D
ps. I still want Blue Mage to be the next tank!!