Quote Originally Posted by FouDragoonr View Post
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.
RDM had the sword and the magic already. The problem was it being shoehorned into ranged casting because Dualcast was somehow more important than anything else to the developers (insert rant about why putting the gimmick above everything else is not good in the long run).
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.
In terms of weapon, I'd suggest something based on Phlegethon's weapon, which opens up when he charges it with magic. It would make for nice visuals when you have the elemental blades active.

Shifting between elements could be done a couple of ways:

1) Activating an elemental alignment gives you a resource that must be consumed by executing weaponskills. Once the resource hits zero, you can activate the next element and do the same. Every time the resource bar hits 0, you get an elemental sigil that interacts with your Ultima Blade skill. The goal would be to cycle between the 3 elements to get a fire, ice and thunder sigil then use Ultima Blade, which activates a mode not unlike Blood of the Dragon (10s duration per sigil upon activation, so 30s max). At this point, your main combo changes and you get access to some unique abilities.

2) You have 3 resource bars, one for each of the elements. Activating one and using weaponskills drains this bar, but you want to avoid hitting 0 in a specific element so you have to swap to another element before that happens. The bars regenerate over time when not active, so the gameplay would be activating element => using weaponskills => swapping to another element before the bar hits 0. Using weaponskills while under an elemental effect gives you charges that interact with your Ultima Blade skill.

Honestly speaking, I'd rather RDM's lack of melee uptime be addressed first before thinking of Mystic Knight. That said, I'm not opposed to Mystic Knight existing.