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  1. #1
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Mystic Knight [Tank Concept]

    Job: [Mystic Knight] Tank Concept
    Class: [Tank]
    Weapon:[Great Hammer / Manashield]
    Sub-Weapon: Aetherial Dial

    -The Magic Shield acts like a regular shield (Paladin).
    -
    *The Mystic Knight takes inspiration from a few jobs in the Final Fantasy universe, but also makes it its own Unique Style, and new entry to the series with a few new aspects to make it more Final Fantasy XIV friendly.

    The Vision I had was a Caster Tank infused in both Light and Dark Energy.
    -

    -The Tale of the Mystical Knight's Appearance-


    *The Story behind this Aetherial infused knight is yet known. He mysteriously appears: defending the warrior of light during an impossible to overcome battle against the Garleans; this raised an eyebrow or perhaps two; indicating his defiance towards the Garleans and his interest in the Warrior of Light.


    Some believe his powers come from the mystical: Gilgamesh, who just recently appeared, which leads us to Hildibrand: but not even he, has seen or witnessed this "Mystical Knight" they caught sight of only one other entity has ever been seen igniting such a summon, and that is: Alisaie; could she know where such trickery be found? Could Gilgamesh perhaps know this Mystical Knight?


    Alisaie, knows where to begin. To Sharlayn, the "Old World." There, this knowledge of the manifestation of Aetherial powers is studied and passed down; but how it reached the Eorzea front is yet known, so this leads our heroes to the Sharlayn.


    Could Gilgamesh be there?



    [Brief Stance Explanations]
    [Stances]

    Black Arts - Attack Stance

    White Arts - Defense Stance

    Mechanic: Aetherial Dial

    {Aetherial Dial Maximum Charge is 50%}

    -
    -Black Arts Elemental Rotation Explanation-
    • Ice: MP Regeneration
    • Lightning: DoT / Enmity Generator
    • Fire: Damage Output
    • Dark: Damage Output
    -

    -White Arts Elemental Rotation Explanation-
    • Wind: HP Regeneration
    • Stone: Defensive Measures
    • Water: Curing
    • White: Damage Output

    Abilities that make the job Unique:

    Equanimity - Allows the Mystic Knight to cast any form of Magic, Black or White, with all enhancements White and Black Arts grant. (Meaning Reduced MP Consumptions / Normal Potencies granted by the stance)

    Ebullience - Greatly increases potencies on certain spells

    Perpetuance - Greatly increases duration of enhancements or DoT's, while giving the Aetherial Dial a 2% per second regeneration bonus.

    All abilities:
    • Cost 10% Aetherial Dial Charge
    • Share a 5s Timer
    • Requires Aetherial Dial Charge to Activate



    -[The Mechanic] The Aetherial Dial-

    The Dial is how the Mystic Knight changes stances on the fly; however, there needs to be a certain percentage charged in order to do so.

    -Maximum Aetherial Dial Charge is 50%.
    • The Aetherial Dial begins charging with the Mystic Knight's Weapon Rotation.

    It takes 5% Aetherial Energy to change stances; before I explain anything else, I'll break the concept down with abilities, spells, and weapon skills, to let those items paint the picture.

    -

    [Abilities]
    -
    Equanimity (5) [Instant / 5s] [Aetherial Charge -10%] - Greatly increases Aetherial Dial Charge Generation Rate by 25% and all Spells MP Consumption is decreased by 20%.
    • Under the effect of Equanimity the Mystic Knight can cast spells from White and Black Arts at their enhanced intervals dependent on the stance.
    • Duration: 15s
    • Equanimity Removes Black or White Stance
    • If Mystic Knight changes into White or Black Stance, Equanimity Effect is Removed

    Ebullience (24) [Instant /5s] [Aetherial Charge -10%] - Increases Magic Attack, Reduces Spell Cast Time Delay, Weapon Skill Delay, and Auto-Attack delay by 10%.
    • Duration: 15s
    • Ebullience enhances certain Spells and Abilities
    • Equanimity, Ebullience, and Perpetuance share a timer
    • If Mystic Knight changes into White or Black Stance, Equanimity Effect is Removed
    ---
    Perpetuance (32) [Instant / 5s] [Aetherial Charge - 10%] - Aetherial Dial Charge Rate begins generating energy at a rate of 2% per second while increasing duration of all enhancing Magic and extending the duration of enemy debuffs by 50%.
    • Duration: 15s
    • Equanimity, Ebullience, and Perpetuance share a timer
    • Perpetuance can be used while under the effect of White or Black Arts


    White Arts (30) [Instant / 2.5s] - Reduces damage taken by 20%, while reducing damage dealt by 20%, and increasing enmity.
    • White Arts grants reduced MP Consumption for Spells
    • Under the Effect of White Arts certain spells Gain buffs
    • Under the Effect of White Arts, Black Arts Spells require more MP

    Black Arts (32) [Instant / 2.5s] Greatly Increases damage dealt by 25%, while greatly reducing Aetherial Dial Generation Rate by -25%; Aetherial Dial Energy Sap Effect reduces Aetherial Charge by -1% per second. Upon reaching 0% Aetherial Energy, Black Arts is automatically removed.
    • Black Arts grants enhancements to Black Magic Spells
    • Under the Effect of Black Arts certain spells Gain Buffs
    • Under the Effect of Black Arts, White Arts Spells cost more MP

    Aetherial Ascension (35) [Instant / 40s] - Restores partial MP when outputting damage. Grants a temporary MP Regeneration effect that slowly reduces Aetherial Charge by 2% per second.
    If Aetherial Charge is at 0%, no MP Regeneration will take place.
    • Duration: 15s
    • Additional Effect: Aetherial Charge -2% per second
    • Additional Effect: Aetherial Dial can't be charged during this ability

    Manabarrier(46) [Instant / 120s] Reduces damage taken by 30%
    • Duration: 10s
    • Under the Effect of Equanimity: 30% Equal Parts to Magical and Physical Damage
    • Under the Effect of Ebullience: An additional 15% Reduction to Damage [45%]
    • Under the Effect of Perpetuance: Duration increases to 20s

    Memento Mori (50) [Instant / 240s] Grants an Auto-Reraise Effect. Upon HP reducing to 0, the Mystic Knight auto-reraises with 30% of HP and no Weakness.
    • Duration: 10s upon execution
    • Re-Raise Effect is removed after duration is over


    Klimaform (54) [Instant / 60s] - Grants a Stance Bonus and increases the Potency of the Stance Specific Spell. Under the effect of Klimaform, Equanimity, Ebullience, and Perpetuance are not accessible.
    Duration: 10s

    [Under White Arts]
    • Additional Reduced Damage Taken -5%
    • MP Consumption Rate -25%
    • Embrava effect boosted by 25%

    [Under Black Arts]
    • Additional Damage Dealt +5%
    • MP Consumption Rate -25%
    • Kaustra Potency boosted by 25%

    Uphaven (70) [Instant / 2.5s MP: 3500] Creates a stone barrier that guards all members of the party against frontal attacks. The barrier negates 80% of all frontal damage, and 30% of surrounding damage. Upon its break, or upon the duration, the stones explode and inflict stone damage to enemies within range with a potency of 200.
    • Duration 15s


    [Mystic Knight Magical Spells]

    Spark (6) - Deals Lightning Damage to enemies within range with a potency of 25
    • Additional Effect: Lightning Damage Over Time with a potency of 15 [Ebullience: 30]
    • Additional Effect: Increased Enmity
    • Duration: 15s [Perpetuance: 30s]

    Mystic Fire (15) [2.5s / 2.5s] Deals fire damage with a potency of 150 (Combo 200).
    • Additional Effect: Increased Enmity
    • [Ebullience + Black Arts 280]
    • [Ebullience + Black Arts + Combo: 330]

    Mystic Blizzard (20) [2.5s / 2.5s] Deals Ice damage with a potency of 120 (Combo 140).
    • Additional Effect: Restores MP
    • [Ebullience + Black Arts 200]
    • [Ebullience + Black Arts + Combo 220]

    (Black Art Spell) Kaustra (54) [2.5s /30s / MP 3500] - Deals Massive Dark damage to enemies within range with a potency of 340 that absorbs 3% of damage to MP and HP. The energy leaves behind a sapping black sphere that continues to absorb enemy HP that step within the sphere. 1% of the damage absorbed from enemies is transmitted Mystic Knight's HP Pool.
    • Duration: 15s
    • Dark DoT: 10 Potency a Second
    • Additional Effect: Increased Enmity
    • Additional Effect: Aetherial Dial Charge - 25%

    (White Arts Spell) Embrava (54) [2.5s /30s / 3500] - Generates a sphere of restoration that grants an HP, MP, and Haste aura.
    • Duration: 15s
    • Regen Potency: 150
    • Refresh Potency: 150
    • Haste Effect: 25%
    • Embrava and Mystic Aero stack

    Mystic Aero: (35) [2.5s / 2.5s 1500MP (White Arts: 750MP)] - Adds a HP Regeneration.
    • Duration: 15s (Perpetuance 30s)
    • Regen Potency: 100 (Ebullience 200)

    Mystic Water (56) [1.5s / 2.5s / 2500MP (White Arts: 1250MP)] - Generates a rupture of water to ascend from the ground that cures self and party members within range with a potency of 150 (Ebullience 200).
    • Cure Potency: 150

    Stoneskin (60) [1.5s / 2.5s / 3000MP (White Arts: 1500MP)] - Generates a stone barrier to protect self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
    • Duration: 10s (Perpetuance 20s)
    • Ebullience: Absorbs Damage Totaling 30% of your maximum HP

    Dia (62) [1.5s / 2.5s / 1500) Deals holy damage to enemy with a potency 150.
    • Duration: 21s (Perpetuance 41s)
    • Additional Effect: Damage over Time Potency 25 (Ebullience)


    [Mystic Knight Weapon Skills:]
    [Under the Effect of Black Arts potencies are given a 25% increase]

    Soulshatter (1) - Delivers an attack with a potency of 150

    Downward Leap (4) Delivers an attack with a potency of 100
    Additional Effect: Increased Enmity
    • Combo Action: Soulshatter
    • Combo Bonus: 220

    Seraph Strike (10) Delivers an attack with a potency of 100.
    • Ebullience Potency: 240
    • Combo Action: Soulshatter
    • Combo Potency: 250 (Ebullience Potency: 400)
    • Combo Bonus: Restores MP

    Judgment Strike (26) - Delivers an attack with a potency of 100 to enemies within range.
    • Additional Effect: Increased enmity
    • Combo Action: Downward Leap
    • Combo Potency: 250 (Ebullience Potency: 350)

    Exudation (38) - Delivers an attack with a potency of 100.
    • Ebullience Potency: 240
    • Combo Action: Seraph Strike
    • Combo Potency: 400 (Ebullience 500)


    Dagan (68) - Delivers an attack with a potency of 400 that transfers partial damage to MP and HP.
    • Ebullience Potency: 540
    • Ebullience + Black Arts Potency: 650

    -

    [Mystic Knight Rotations]

    Rotations grants Aetherial Dial Charge Points.

    Basic Rotation:
    • Soulshatter >> Downward Leap >> Dagan >> [*Optional End: Mystic Fire]

    MP Rotation:
    • Soulshatter >> Seraph Strike >> Mystic Blizzard >> Exudation

    Serious DPS:
    • Black Arts >> Ebullience >> Rotation >> Finishing with Dagan or Kaustra

    Sustained DPS: (Remember Black Arts Reduces Aetherial Charge by -1% per second) Perpetuance grants a 2% Per second Regeneration to the Charge, allowing the Mystic Knight to pump out a longer string of DPSing.
    • Black Arts >> Perpetuance >> Rotation >> Kaustra

    Enmity:
    • White Arts >> Spark (AOE) >> Mystic Fire >> Judgement Strike (AOE)

    Tanking Phase
    • White Arts >> Rotation >> [Curing / Regen / AoE Cures etc.]


    As always, first let me thank you for those that took the time to read this!

    I enjoy doing this for fun, I guess it's a form of Fan Fiction lol; to a smaller degree.

    This is my last Caster Hybrid Tank job that I had in mind, that could maybe, potentially work as a Final Fantasy XIV tank. The details are there, some things still need some polishing; but as you've probably seen from my "Time Knight," concept, it evolved over time with this communities feedback =)

    Lastly, leave a comment, share your thoughts, if some things seem off, please, don't hesitate to let me know, and I'll do my best to explain it, or tweak it, to make it make sense. Like it if you like it!


    Again, I hope that we see one of our community's jobs fleshed out to a certain degree in this great game!


    Thanks again, Pat out!
    (1)
    Last edited by PatronasCharm; 07-05-2018 at 04:12 AM.

  2. #2
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Hey Final Fantasy Community, I recently updated this Concept to make it a true "Caster Tank," one that weaves Magical Spells in-between its weapon skills in order to produce maximum output, in not just DPS, but also enmity.


    Changed his Weapon Type to be a Great Hammer, I still believe a hammer wielding tank would work well in the mold of FFXIV, he has a "Manashield," it acts like an aetherial shield, that partially blocks damage.

    -Added a Cure Spell a Raise spell


    Thanks ahead for those that have read it!
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  3. #3
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    One idea I've had for a Mystic Knight tank is working their main feature of adding magic to attacks, doing it in the way of weaponskill chains...

    First attack being the typical 150 potency attack, but with several second attacks with different elements with different secondary effects, increased enmity, damage over time, reduced resistance to weapon type, AoE damage and what not...
    (1)

  4. #4
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by CaptainLagbeard View Post
    One idea I've had for a Mystic Knight tank is working their main feature of adding magic to attacks, doing it in the way of weaponskill chains...

    First attack being the typical 150 potency attack, but with several second attacks with different elements with different secondary effects, increased enmity, damage over time, reduced resistance to weapon type, AoE damage and what not...
    In the Rotation Examples I have presented, their Weapon Skills and Spells weave together in different combos, depending on their elements. I have to adjust certain potencies as they might be a bit off; but the Mythic Knight would have a wide range of rotations as they can somewhat manipulate the elemental wheel SE implemented in FFXIV.

    For example: Mystic Fire >> Liquid Steel begins a combo, because Fire is weak to water; the potency bonus would be minor of course, and it'll have to be adjusted off the overall potency each ability, weapon skill, and magical spell does; but overall, using the elemental weaknesses would bolster potencies.

    I did add two new weapon skills: Thunder Strike / Ice Brand, to add even more variety to the over all rotation of the Mystic Knight.

    Of course though, having to change up the rotations based on elemental weaknesses may be too complicated? Or it can be embraced by some? Not sure
    (0)
    Last edited by PatronasCharm; 06-03-2018 at 10:15 AM.
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  5. #5
    Player
    AshlikeSnow's Avatar
    Join Date
    Oct 2011
    Location
    Ul''dah
    Posts
    134
    Character
    Weyland Yutani
    World
    Excalibur
    Main Class
    Black Mage Lv 73
    Blue Mage tank is interesting
    (0)
    I must not fear. Fear is the mind-killer. Fear is the tiny-death that brings total obliteration. I will face my fear. I will allow it to pass through me and over me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

  6. #6
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Completely redid this concept; took some inspiration from FFXI’s Scholar and sort of fused it with a tank that can use white and black magic.

    He has new unique abilities that can be utilized with strategic uses; incorporating a sort of simple yet complex mechanic with the use of the Aetherial Dial Charge; redid the weapon skills etc.

    This was my last job that I suggested that I needed to fully upgrade as it’s previous form wasn’t anything unique I guess.

    Hope y’all enjoy and leave feedback as usual.

    Thanks for reading! Pat out
    (0)