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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 Fencer Concept (Magical Melee DPS)

    Job: Mystic Fencer
    Class: Magical Melee DPS
    Weapon: Sword



    -
    The MYS is a Magical Melee DPS class that uses leather armor, it's what I wished they would have done with BLU. The Mystic Fencer utilizes Aetherial Energies to empower its sword weapon skills. Though Red Mage technically has a sword rotation combo, a Mystic Fencer uses its sword primarily to inflict damage on its foes.

    The Mystic Fencer's manipulative nature derives from it's main weapon, allows it to channel magic into the blade and inflict devastating magical attacks.

    What inspired me to create the class: My love for Bravely Default's Spell Fencer, Red Mage in FFXI, Mystic knight. There's a good bit of ability throwbacks from previous iterations of the jobs in Final Fantasy games in there too.

    Gear wise Primary Attributes: So, a Mystic Fencer uses Leather armor, so perhaps adding them to Scouting gear from Ninja? Yes, it uses "Magic," but DEX could be its primary attribute.

    [Google Sheets Ability List / Level / Description]:
    https://docs.google.com/spreadsheets...it?usp=sharing

    *First time using Google Sheets method, so not a pro at it!
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    [Story: Echoes of the Past]

    -Long, long ago, the sorcerers of the past built special sword who's wands were encompassed within the hilt. This allowed the Mystics to channel all their magical forces on to the blade. Mystic Fencers have all since fazed away, bringing in the current generation known as Red Mages. Lilith has recovered old tomes of the Mystics and was able to infuse his Red Mage Crystal and begin manipulating this different, more darker, version of a Red Mage.

    Arya, goes missing, and when she's found, she is in the hands of Lilith, and her Red Mage crystal was completely consumed. At the sight of the Hero of Light, her memories begin to return and she assist in defeating Lilith once and for all.

    Upon completing this quest, Arya, and her the new powers of the Mystic Fencer are at the player's disposal, and she begins showing the Hero of Light, a magic that was forgotten long ago.

    [Job Quest: The Mystic Mystery]
    *Story is a bit of a stretch, I'll continue polishing it up.
    -
    Since Shadowbringers is around the corner, maybe some of our Job Concepts could be taken into consideration between now and 6.0... I know, wishful thinking right!
    -
    [The Mystic Fencer Further Breakdown]
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    [The Spellblade]
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    Spellblade is the Mystic Fencer’s “Special” Ability that is learned early on. When using the Spellblade, the sword becomes empowered with Aetherial Elemental Energies that damages foe and triggers a debuff.
    The Spellblade is one icon ability that has 2 Charges at level 25 and 3 Charges at level 50.

    The Combo is x3 Charges to a Finisher >> which are learned at levels: 50 / 60 / 70.
    *So, press Spellblade 3 times then finish the three finishers become available.

    -
    [Spellblade RNG Combo]
    • Enstone >> Reduces enemy defense by 5%
    • Enwater >> Reduces enemy Magical Defense by 5%
    • Enaero >> Reduces enemy Attack Speed by 5%
    • Enthunder >> Reduces enemy Critical Hit by 5%
    • Enfire >> Reduces enemy Attack by 5%
    -
    Each Debuff lasts 10s, and can be increased in potency and duration by Abilities listed below.
    • The target will be inflicted with THREE debuffs, depending on the RNG of the Combo.
    -
    Spellblade Potency Chart: Combo #1: 210 / Combo#2: 320 / Combo#3: 440 / Finisher (560)
    [Example] Enstone >> Enwater >> Enthunder >> Excalibur
    *Requires 3 charges
    Potency Combination: 1530

    With Catalyst Amplifier it increases charges to 4, which opens up an additional finisher: Single Target DPS = 850 [Burst Blade]

    Enstone >> Enwater >> Enthunder >> Darksbane >> Burst Blade

    Potency Potential every 60s: 2380

    AoE DPS = 600

    -
    [How would the Mystic Fencer Play in a Group Setting:]

    The Mystic Fencer has a few Raid Utilities, it’s En(Spells) Trigger debuffs that weaken the target immensely, and utilizing it’s set of Skills / WS’s can further enhance these “Debuffs.”
    • Maximum Debuff % can be increased to 10%*, and increased in duration by 75%*

    [If timed properly, the Mystic Fencer could use Saboteur 2% +25% >> Climhazzard 3% -50% >> Spellblade combo]

    The Mystic Fencer will be a master manipulator, it will be able to make enemies easier to kill.
    For balance purposes, the En(Spells) are RNG.

    Other Utilities:
    Valiance: Increases Physical and Magical Defense by 15% and increases by an additional 2% per charge held.
    • So the Mystic Fencer can increase the parties defenses by up to 23%!

    *Excalibur is an AoE Cure Aftereffect with a potency of 170

    Darkside grants a “Drain Aura” that party member(s) within range when attacking enemy are given 5% of damage dealt back as HP.
    • Darksbane further enhances this effect to 10%.


    [Below are Abilities / Spells / Weapon Skills]

    [Abilities]

    Spellblade [2] Charges Magic Sword and adds an additional effect to Weapon.
    • Additional Effect: Consumes 1
    • Additional Effect: Random Chance to cast the following:
    • Enstone, Enfiire, Enwater, Enaero, Enthunder
    • En(Spells) Single Target Potency of 170 w/ added En(Spell) Effect

    Magic Shell [10] Creates a Barrier nullifying 30% of total HP. 10% of Damage taken converted to MP.
    • Duration: 20s

    Darkside [12] Target is tagged with a “Drain Touch” self and party member(s) inflicting damage on foe absorbs partial damage
    • Damage Absorbed 5%
    • Duration 14s
    • Additional Effect Combo Bonus: Darksbane, Damage Absorbed by 10%

    Charge [15] Delivers an attack with a potency of 140
    • Additional Effect: Deals Lightning Damage
    • Additional Effect: Adds an extra Spellblade Charge
    • Bonus: Increases Critical Hit Chance by 10%

    Saboteur [20] Spellblade effects are enhanced and reduces Spellblade charge to 0.
    • Additional Effect: Bolsters En(Spell) RNG Effects by an additional 3%.
    • Additional Effect: Increases duration by 25%.

    Climhazzard [30] Increases the Potency of the next Spellblade Combo by 30% and increases the potency of the En(Spell) by 2% by cutting duration of effects in half.

    Swordplay [35] Reduces MP Cost of all Weapon Skills to 0.
    • Additional Effect: Increases Physical Potency of Party Member(s) within range by 5%
    • Duration: 14s

    Judgement Blade [45] Delivers an attack with a potency of 420.
    • Additional Effect: Grants an Additional Spellblade Charge
    .

    Liement [64] Allows the use of Spellblade without Charges. If Charges are held, the charges are not consumed when the effect is in use.
    • Duration: 14s

    Valiance [68] Increases Physical and Magical Defense of self and nearby party members by 15%.
    • Additional Effect: Increases Effect by 2% for each additional charge Mystic Fencer holds
    • Duration: 20s

    -
    [Weapon Skills]

    Spirit Rip I-II: Delivers an attack with a potency 150.
    • Additional Effect: Begins Charging Aetherial Pulse
    • Additional Effect: Spellblade Changes Additional Effects

    Stoneshear I-II: Delivers an attack with a potency of 100
    • Additional Effect: Deals Earth Damage
    • Combo Bonus: Spirit Rip
    • Combo Bonus Attack Potency 250

    Liquid Steel I-II: Delivers a Ranged Attack with a potency of 120
    • Additional Effect: Deals Water Damage
    • Combo Bonus: Liquid Steel Potency Bonus 150

    Flametongue: Delivers an attack with a potency of 240
    • 400 When executed from target's flank.

    Ice Brand I-II: Delivers an attack with a potency of 100
    • Additional Effect: Deals Ice Damage
    • Combo Action: Stone Shear
    • Combo Potency 450
    • Additional Effect: Spellblade Charge 1

    Thunder Blade I-II: Delivers an attack with a potency of 100.
    • Additional Effect: Deals Lightning Damage
    • Combo Bonus: Spellblade
    • Combo Bonus Potency: 250
    • Combo Bonus Effect: Increases duration of En(Spell) by an additional 50%

    [Thunder Blade is used AFTER one charge of Spellblade] Example: Spellblade x1 >> Thunder Blade
    -
    Excalibur: Delivers an attack with a potency of 520
    • Additional Effect: Deals Holy Damage
    • Additional Effect grants a cure to party members within range
    • Cure Potency: 170
    • Excalibur is Spellblade Finisher, requires 3 Charges of Spellblade

    Darksbane: Delivers an attack with a potency of 520
    • Additional Effect Deals Dark Damage
    • Additional Effect Greatly enhances “Darkside” by increasing duration and potency absorbed by self and party member(s)
    • Darksbane is Spellblade Finisher, requires 3 Charges of Spellblade

    Ultima Blade: Deals unaspected damage to a target and all enemies nearby it with a potency of 480 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies.
    • Ultima Blade is Spellblade Finisher, Requires 3 Charges of Spellblade

    Flaming Slash: Delivers an attack with a potency of 320.
    • Additional Effect: Deals Fire Damage
    • Combo Bonus Flametongue
    • Combo Potency: 680
    • Additional Effect: Consumes 2 Spellblade Charges

    Burst Blade (76): Deals Lightning Damage with a potency of 850.
    • Combo Bonus: Excalibur or Darksbane
    • Burst Blade requires 4 Charges to finish Combo
    • Burst Blade requires “Catalyst Amplifier”

    Tornado Slash (80) Deals Wind Damage with a Potency of 600 to all targets within range.
    • Additional Effect: Deals Wind Damage
    • Combo Bonus Ultima Blade
    • Tornado Slash Requires “Catalyst Amplifier”
    • Tornado Slash Requires 4 Charges to complete Combo


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    [Magical Spells]
    -
    Voidstorm [40] Deals Dark damage with a potency of 150 to target and all enemies nearby it.
    • 25% Chance to trigger: Advanced Voidstorm.
    • Potency Bonus: 175
    • Damage Over Time 50
    • Duration: 14s

    Aerorift [50] Deals Wind damage to a target and all enemies nearby it with a potency of 420 for the first enemy, 15% less for the second, 30% less for the third, 45% less for the fourth, 60% less for the fifth, and 70% less for all remaining enemies.

    -



    Recently updated this and my Google Sheets DOC for an easier read.

    Thank you for taking the time to look at this concept! Chime in with feedback!
    Patronas out!
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    Last edited by PatronasCharm; 09-24-2019 at 09:25 AM.