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  1. #1
    Player
    FouDragoonr's Avatar
    Join Date
    Mar 2015
    Posts
    5
    Character
    Fou Emperor
    World
    Hyperion
    Main Class
    Lancer Lv 70

    Concept for a Magic Melee DPS

    So recently I have played through Final Fantasy 5 and Loved the Mystic Knight class and thought about it "why do we not have a magic melee class?" (Rdm does not count imo because they are mostly ranged caster based) so i came up with a concept where they could fit it into the FF14 universe and would be a pure melee that deals magic damage.


    Job - [Mystic Knight] Role - Magic Melee DPS. Uses Mystic blades (Dual wield Straight swords) and elemental enchantment magics on weapons to to deal close range magic melee DPS to targets. Uses "Elemental Shift" To rotate between Fire/Ice/Lightning blades. With each elemental enchantment it changes the base combos to their respective element and allows the use of specific OGCD's under the effect of each enchantment well also building up the "Ultima gauge". By performing combos and rotating through each of these enchantments it will offer the use of Ultima Blade at 100% guage. Once Ultima blade is active, base combos become "Ultima aspected" and all OGCDS that were only usable in Fire/Ice/Lightning stances now have their CD timers reset and are now usable upon executing Ultima Blade for 20 sec.


    (Ability names are subject to change but the core concept remains the same) Class damage would be based off of Int. instead of Str.

    Let me know your thoughts if anyone agrees that this would be something that would be fun and should be implemented into the game.
    (9)
    Last edited by FouDragoonr; 09-17-2019 at 08:01 AM.

  2. #2
    Player
    Arete-Nomos's Avatar
    Join Date
    Jan 2019
    Posts
    14
    Character
    Arete Nomos
    World
    Mateus
    Main Class
    Red Mage Lv 80
    I'm not sure what, mechanically, would set it apart from the other melee DPS.

    Personally I'd love to see Red Mage get more melee options rather than another melee DPS being added.
    (8)

  3. #3
    Player
    Atamis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    321
    Character
    Cassandria Everfree
    World
    Balmung
    Main Class
    Miner Lv 90
    Quote Originally Posted by Arete-Nomos View Post
    I'm not sure what, mechanically, would set it apart from the other melee DPS.
    Late to the party here, but I just don't see why this has to be an issue. They are always mangling classes, or streamlining them depending on how much you like the current class, so why can't certain classes play similar to others? I can see certain classes being a sort of offspec to other classes, or retain playstyles some people love on a class while being able to fix that same playstyle that other people despise something of.

    I'll just take NIN as a example. Some people detest the mudra system, other people really like the complexity it adds to the class, and they both tend to agree they need more damage but some people want to remove the mudras to offset it and bring the damage up.
    What if instead of such drastic changes, an in between class was added that was essentially just NIN without the mudras? Its seems to be a common excuse that "X can't be added because its too close to Y" but it seems like it would be a better excuse to have them add X because its kinda like Y but without xyz.
    In this case I would add the "Assassin" class common to the Tactics series along side the Ninjas.
    They would retain the sneaky rogue-like playstyle while also combining some of the monks aesthetics, wielding Katars (some of the models mink already has) and could be the inbetween class for people who like the monk playstyle but not the monk aspects and people who like the rogue aspect but not the naruto nonsense.



    The same thing can be said for Bards who want to be Rangers, and the Dark knights that want to be Cloud esque "Soldier" jobs.
    (1)

  4. #4
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    As someone who plays RDM, this idea gets a big NOPE from me. It's not that it's inherently bad so much as it's just another job that would overshadow red mage and make it even more irrelevant. Bring a job like that in and now RDM really would be nothing but its raise and people would still use it as an excuse to keep the job down. I agree with the poster above me, just give RDM more options for melee attacks. That will never happen of course because square is full of cowards and devoid of any and all creative energy but yeah it would be nice.
    (4)

  5. #5
    Player
    FouDragoonr's Avatar
    Join Date
    Mar 2015
    Posts
    5
    Character
    Fou Emperor
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I can see your point. Rdm is still the only class in the game that does not have consistent damage vs every other job in the game. The reason for this is the fact that what does EVERY other class in the game have? (Auto-attacks/Pet/DoT's) Think about it, every other class has filler damage to keep numbers up. Any physical class has decent damaging auto attacks to sustain between GCD's/OGCD's. Mch has auto-attacks and a Turret/Mech. Smn has Pets and Dots. Blm and all the healers have at least 1 DoT. All the tanks have Auto-attacks/DoTs. Tbh if they just made Reprise a decent DoT application ability I think it would help Rdm a good bit seeing as currently that skill is a DPS loss when used as it is now. Just my opinion tho.
    (0)
    Last edited by FouDragoonr; 09-17-2019 at 08:45 AM.

  6. #6
    Player
    MaelleRiou's Avatar
    Join Date
    Nov 2018
    Posts
    92
    Character
    Nolwenn Surcouf
    World
    Exodus
    Main Class
    Astrologian Lv 90
    Doesn't every melee employ some kind of magic already?
    (2)

  7. #7
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    The next magic class will likely be geomancer, and the next healer class will likely be chemist/alchemist. I wouldn't mind seeing geomancer have some melee options, but it will likely just be ranged again.
    (1)

  8. #8
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90
    I like the idea of a magic Melee. and no it wouldn't compete with RDM because it would be a melee.... so dont worry about that.

    However I kinda hope the next melee is an alternative form of beast master. I hope this cause ranjeets dragon fusion was pretty rad, and I'd love to see a class with that playstyle.

    Chemist/apothecary is hands down my top hope for new healer.
    (1)

  9. #9
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Vendalwind View Post
    I like the idea of a magic Melee. and no it wouldn't compete with RDM because it would be a melee.... so dont worry about that.
    .
    It wouldn't compete for raid spots with Red Mage but what it would do is guarantee that RDM's melee abilities will never be expanded upon. It would also be far stronger overall and steal players away from RDM who want a spellsword type class. Paired up with the curse of verraise, RDM risks becoming essentially a dead job.

    Quote Originally Posted by dinnertime View Post
    Red Mage isn't really the same as Mystic Knight. Red Mage is traditionally a caster. Traditionally as a Red Mage you will always, always be casting spells.
    Could've fooled me. In prior games one of my favorite parts of RDM was being able to use it as a physical attacker as well as a caster.

    Versatility is a big part of being a Red Mage, and creating a new class based on magical melee damage risks restricting the job to a pure caster role which is kind of the opposite.
    (3)
    Last edited by Katie_Kitty; 09-17-2019 at 10:15 AM.

  10. #10
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Katie_Kitty View Post
    creating a new class based on magical melee damage risks restricting the job to a pure caster role which is kind of the opposite.
    That's like saying a Job shouldn't have its own original gimmick because another job borrows it by a small margin which sounds pretty unfair for the job that actually owns the gimmick. I don't see the "risk" here anyway, especially when DPS jobs play a lot more differently than other roles when compared to each other. They can have similar concepts and abilities lore-wise (BLM and RDM both using black magic for example) but still be unique from each other in gameplay.
    (2)

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